wired/tools/LDtkImport.zig

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//! Uses zig-ldtk to convert a ldtk file into a binary format for wired
const std = @import("std");
const LDtk = @import("../deps/zig-ldtk/src/LDtk.zig");
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const world = @import("../src/world.zig");
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const KB = 1024;
const MB = 1024 * KB;
const LDtkImport = @This();
step: std.build.Step,
builder: *std.build.Builder,
source_path: std.build.FileSource,
output_name: []const u8,
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world_data: std.build.GeneratedFile,
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pub fn create(b: *std.build.Builder, opt: struct {
source_path: std.build.FileSource,
output_name: []const u8,
}) *@This() {
var result = b.allocator.create(LDtkImport) catch @panic("memory");
result.* = LDtkImport{
.step = std.build.Step.init(.custom, "convert and embed a ldtk map file", b.allocator, make),
.builder = b,
.source_path = opt.source_path,
.output_name = opt.output_name,
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.world_data = undefined,
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};
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result.*.world_data = std.build.GeneratedFile{ .step = &result.*.step };
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return result;
}
fn make(step: *std.build.Step) !void {
const this = @fieldParentPtr(LDtkImport, "step", step);
const allocator = this.builder.allocator;
const cwd = std.fs.cwd();
// Get path to source and output
const source_src = this.source_path.getPath(this.builder);
const output = this.builder.getInstallPath(.lib, this.output_name);
// Open ldtk file and read all of it into `source`
const source_file = try cwd.openFile(source_src, .{});
defer source_file.close();
const source = try source_file.readToEndAlloc(allocator, 10 * MB);
defer allocator.free(source);
// Create output array to write to
var data = std.ArrayList(u8).init(allocator);
defer data.deinit();
const writer = data.writer();
// TODO: Convert LDtk data into wired format
const ldtk = try LDtk.parse(allocator, source);
defer ldtk.deinit(allocator);
if (ldtk.levels.len > 0) {
const level0 = ldtk.levels[0];
if (level0.layerInstances) |layers| {
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const world_x: u8 = @intCast(u8, @divExact(level0.worldX, (ldtk.worldGridWidth orelse 160)));
const world_y: u8 = @intCast(u8, @divExact(level0.worldY, (ldtk.worldGridHeight orelse 160)));
var circuit_layer: ?LDtk.LayerInstance = null;
var collision_layer: ?LDtk.LayerInstance = null;
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for (layers) |layer| {
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if (std.mem.eql(u8, layer.__identifier, "Entities")) {
std.debug.assert(layer.__type == .Entities);
for (layer.entityInstances) |entity| {
std.log.warn("{s}", .{entity.__identifier});
}
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} else if (std.mem.eql(u8, layer.__identifier, "Circuit")) {
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std.debug.assert(layer.__type == .IntGrid);
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circuit_layer = layer;
} else if (std.mem.eql(u8, layer.__identifier, "Collision")) {
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std.debug.assert(layer.__type == .IntGrid);
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collision_layer = layer;
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} else {
std.log.warn("{s}: {}", .{ layer.__identifier, layer.__type });
}
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}
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if (circuit_layer == null) return error.MissingCircuitLayer;
if (collision_layer == null) return error.MissingCollisionLayer;
std.log.warn("Layers found", .{});
const circuit = circuit_layer.?;
const collision = collision_layer.?;
std.debug.assert(circuit.__cWid == collision.__cWid);
std.debug.assert(circuit.__cHei == collision.__cHei);
const width = @intCast(u16, circuit.__cWid);
const size = @intCast(u16, width * circuit.__cHei);
try (world.LevelHeader{
.world_x = world_x,
.world_y = world_y,
.width = @intCast(u16, width),
.size = @intCast(u16, size),
}).write(writer);
var tiles = try allocator.alloc(world.TileStore, size);
defer allocator.free(tiles);
for (collision.autoLayerTiles) |autotile| {
const x = @divExact(autotile.px[0], collision.__gridSize);
const y = @divExact(autotile.px[1], collision.__gridSize);
const i = @intCast(usize, x + y * width);
tiles[i] = world.TileStore{
.is_tile = true,
.data = .{ .tile = @intCast(u7, autotile.t) },
};
}
for (circuit.intGridCsv) |cir64, i| {
const cir = @intCast(u4, cir64);
const col = collision.intGridCsv[i];
tiles[i] = world.TileStore{
.is_tile = false,
.data = .{
.flags = .{
.solid = col == 1,
.circuit = cir,
},
},
};
try writer.writeByte(tiles[i].toByte());
}
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}
}
// Open output file and write data
cwd.makePath(this.builder.getInstallPath(.lib, "")) catch |e| switch (e) {
error.PathAlreadyExists => {},
else => return e,
};
try cwd.writeFile(output, data.items);
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this.world_data.path = output;
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}