use bitsy_parser::game::Game; use bitsy_parser::image::Image; use bitsy_parser::tile::Tile; use image::{GenericImageView, Pixel, DynamicImage}; use lazy_static::lazy_static; use std::sync::Mutex; use wasm_bindgen::prelude::*; const SD: u32 = 8; struct State { game: Option, image: Option, room_name: Option, palette: Option, } lazy_static! { static ref STATE: Mutex = Mutex::new( State { game: None, image: None, room_name: None, palette: None, } ); } fn tile_name(prefix: &Option, index: &u32) -> Option { if let Some(prefix) = prefix { Some(format!("{} {}", prefix, index)) } else { None } } #[wasm_bindgen] pub fn load_default_game() { let mut state = STATE.lock().unwrap(); state.game = Some(bitsy_parser::mock::game_default()); } #[wasm_bindgen] pub fn load_game(game_data: String) -> String { let result = Game::from(game_data); let mut state = STATE.lock().unwrap(); match result { Ok(game) => { state.game = Some(game); "".to_string() }, _ => { state.game = None; format!("{}", result.err().unwrap()) } } } #[wasm_bindgen] pub fn load_image(image_base64: String) -> String { let mut state = STATE.lock().expect("Couldn't lock application state"); let image_base64: Vec<&str> = image_base64.split("base64,").collect(); let image_base64 = image_base64[1]; match base64::decode(image_base64) { Ok(image) => { match image::load_from_memory(image.as_ref()) { Ok(image) => { state.image = Some(image); "OK" }, _ => { state.image = None; "Couldn't load image" } } }, _ => { state.image = None; "Couldn't decode image" } }.to_string() } #[wasm_bindgen] pub fn set_room_name(room_name: String) { let mut state = STATE.lock().unwrap(); match room_name.is_empty() { true => { state.room_name = None }, false => { state.room_name = Some(room_name) }, } } #[wasm_bindgen] pub fn add_room() -> String { let mut state = STATE.lock().expect("Couldn't lock application state"); if state.game.is_none() { return "No game data loaded".to_string(); } let mut game = state.game.clone().unwrap(); if state.image.is_none() { return "No image loaded".to_string(); } let width = state.image.as_ref().unwrap().width(); let height = state.image.as_ref().unwrap().height(); let columns = (width as f64 / SD as f64).floor() as u32; let rows = (height as f64 / SD as f64).floor() as u32; let mut tile_index = 1; for column in 0..columns { for row in 0..rows { let mut pixels = Vec::with_capacity(64); for y in (row * SD)..((row + 1) * SD) { for x in (column * SD)..((column + 1) * SD) { let pixel = state.image.as_ref().unwrap().get_pixel(x, y).to_rgb(); let total = pixel[0] as u32 + pixel[1] as u32 + pixel[2] as u32; // is each channel brighter than 128/255 on average? pixels.push(if total >= 384 {1} else {0}); } } let tile = Tile { // "0" will get overwritten to a new, safe tile ID id: "0".to_string(), name: tile_name(&state.room_name, &tile_index), wall: None, animation_frames: vec![Image { pixels }], colour_id: None }; if !game.tiles.contains(&tile) { game.add_tile(tile.clone()); tile_index += 1; } } } game.dedupe_tiles(); state.game = Some(game.to_owned()); "OK".to_string() } #[wasm_bindgen] pub fn output() -> String { let state = STATE.lock().unwrap(); match &state.game { Some(game) => game.to_string(), None => "No game loaded".to_string(), } } #[cfg(test)] mod test { use crate::{add_tiles, load_image, load_default_game, output}; #[test] fn example() { load_default_game(); load_image(include_str!("test-resources/test.png.base64").to_string()); add_tiles(); assert_eq!(output(), include_str!("test-resources/expected.bitsy")); } }