Add Comprehensive Guide for Yaze Dungeon Editor
- Introduced a new documentation file detailing the Yaze Dungeon Editor, covering its architecture, core components, coordinate system, object rendering system, user interface, and integration with ZScream. - Included sections on usage examples, testing and validation strategies, and future enhancements to provide a complete overview of the editor's capabilities. - Removed the outdated dungeon object rendering refactor documentation to streamline resources and focus on the comprehensive guide. - Enhanced clarity and organization of the documentation to support both novice and expert users in effectively utilizing the dungeon editing tools.
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# Yaze Dungeon Editor - Comprehensive Guide
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## Overview
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The Yaze Dungeon Editor is a comprehensive tool for editing Zelda 3: A Link to the Past dungeon rooms, objects, sprites, items, entrances, doors, and chests. It provides an integrated editing experience with real-time rendering, coordinate system management, and advanced features for dungeon modification.
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## Architecture
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### Core Components
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#### 1. DungeonEditorSystem
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- **Purpose**: Central coordinator for all dungeon editing operations
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- **Location**: `src/app/zelda3/dungeon/dungeon_editor_system.h/cc`
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- **Features**:
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- Room management (loading, saving, creating, deleting)
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- Sprite management (enemies, NPCs, interactive objects)
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- Item management (keys, hearts, rupees, etc.)
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- Entrance/exit management (room connections)
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- Door management (locked doors, key requirements)
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- Chest management (treasure placement)
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- Undo/redo system
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- Event callbacks for real-time updates
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#### 2. DungeonObjectEditor
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- **Purpose**: Specialized editor for room objects (walls, floors, decorations)
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- **Location**: `src/app/zelda3/dungeon/dungeon_object_editor.h/cc`
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- **Features**:
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- Object placement and editing
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- Layer management (BG1, BG2, BG3)
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- Object size editing with scroll wheel
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- Collision detection and validation
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- Selection and multi-selection
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- Grid snapping
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- Real-time preview
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#### 3. ObjectRenderer
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- **Purpose**: High-performance rendering system for dungeon objects
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- **Location**: `src/app/zelda3/dungeon/object_renderer.h/cc`
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- **Features**:
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- Graphics cache for performance optimization
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- Memory pool management
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- Performance monitoring and statistics
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- Object parsing from ROM data
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- Palette support and color management
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- Batch rendering for efficiency
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#### 4. DungeonEditor (UI Layer)
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- **Purpose**: User interface and interaction handling
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- **Location**: `src/app/editor/dungeon/dungeon_editor.h/cc`
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- **Features**:
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- Integrated tabbed interface
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- Canvas-based room editing
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- Coordinate system management
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- Object preview system
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- Real-time rendering
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- Compact editing panels
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## Coordinate System
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### Room Coordinates vs Canvas Coordinates
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The dungeon editor uses a two-tier coordinate system:
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1. **Room Coordinates**: 16x16 tile units (as used in the ROM)
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2. **Canvas Coordinates**: Pixel coordinates for rendering
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#### Conversion Functions
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```cpp
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// Convert room coordinates to canvas coordinates
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std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const {
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return {room_x * 16, room_y * 16};
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}
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// Convert canvas coordinates to room coordinates
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std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const {
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return {canvas_x / 16, canvas_y / 16};
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}
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// Check if coordinates are within canvas bounds
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bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
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```
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### Coordinate System Features
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- **Automatic Bounds Checking**: Objects outside visible canvas area are culled
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- **Scrolling Support**: Canvas handles scrolling internally with proper coordinate transformation
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- **Grid Alignment**: 16x16 pixel grid for precise object placement
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- **Margin Support**: Configurable margins for partial object visibility
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## Object Rendering System
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### Object Types
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The system supports three main object subtypes based on ROM structure:
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1. **Subtype 1** (0x00-0xFF): Standard room objects (walls, floors, decorations)
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2. **Subtype 2** (0x100-0x1FF): Interactive objects (doors, switches, chests)
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3. **Subtype 3** (0x200+): Special objects (stairs, warps, bosses)
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### Rendering Pipeline
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1. **Object Loading**: Objects are loaded from ROM data using `LoadObjects()`
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2. **Tile Parsing**: Object tiles are parsed using `ObjectParser`
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3. **Graphics Caching**: Frequently used graphics are cached for performance
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4. **Palette Application**: SNES palettes are applied to object graphics
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5. **Canvas Rendering**: Objects are rendered to canvas with proper coordinate transformation
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### Performance Optimizations
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- **Graphics Cache**: Reduces redundant graphics sheet loading
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- **Memory Pool**: Efficient memory allocation for rendering
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- **Batch Rendering**: Multiple objects rendered in single pass
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- **Bounds Culling**: Objects outside visible area are skipped
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- **Cache Invalidation**: Smart cache management based on palette changes
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## User Interface
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### Integrated Editing Panels
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The dungeon editor features a consolidated interface with:
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#### Main Canvas
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- **Room Visualization**: Real-time room rendering with background layers
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- **Object Display**: Objects rendered with proper positioning and sizing
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- **Interactive Editing**: Click-to-select, drag-to-move, scroll-to-resize
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- **Grid Overlay**: Optional grid display for precise positioning
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- **Coordinate Display**: Real-time coordinate information
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#### Compact Editing Panels
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1. **Object Editor**
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- Mode selection (Select, Insert, Edit, Delete)
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- Layer management (BG1, BG2, BG3)
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- Object type selection
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- Size editing with scroll wheel
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- Configuration options (snap to grid, show grid)
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2. **Sprite Editor**
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- Sprite placement and management
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- Enemy and NPC configuration
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- Layer assignment
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- Quick sprite addition
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3. **Item Editor**
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- Item placement (keys, hearts, rupees)
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- Hidden item configuration
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- Item type selection
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- Room assignment
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4. **Entrance Editor**
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- Room connection management
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- Bidirectional connection support
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- Position configuration
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- Connection validation
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5. **Door Editor**
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- Door placement and configuration
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- Lock status management
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- Key requirement setup
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- Direction and target room assignment
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6. **Chest Editor**
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- Treasure chest placement
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- Item and quantity configuration
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- Big chest support
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- Opened status tracking
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7. **Properties Editor**
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- Room metadata management
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- Dungeon settings
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- Music and ambient sound configuration
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- Boss room and save room flags
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### Object Preview System
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- **Real-time Preview**: Objects are previewed in the canvas as they're selected
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- **Centered Display**: Preview objects are centered in the canvas for optimal viewing
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- **Palette Support**: Previews use current palette settings
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- **Information Display**: Object properties are shown in preview window
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## Integration with ZScream
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The dungeon editor is designed to be compatible with ZScream C# patterns:
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### Room Loading
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- Uses same room loading patterns as ZScream
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- Compatible with ZScream room data structures
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- Supports ZScream room naming conventions
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### Object Parsing
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- Follows ZScream object parsing logic
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- Compatible with ZScream object type definitions
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- Supports ZScream size encoding
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### Coordinate System
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- Matches ZScream coordinate conventions
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- Uses same tile size calculations
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- Compatible with ZScream positioning logic
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## Testing and Validation
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### Integration Tests
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The system includes comprehensive integration tests:
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1. **Basic Object Rendering**: Tests fundamental object rendering functionality
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2. **Multi-Palette Rendering**: Tests rendering with different palettes
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3. **Real Room Object Rendering**: Tests with actual ROM room data
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4. **Disassembly Room Validation**: Tests specific rooms from disassembly
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5. **Performance Testing**: Measures rendering performance and memory usage
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6. **Cache Effectiveness**: Tests graphics cache performance
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7. **Error Handling**: Tests error conditions and edge cases
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### Test Data
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Tests use real ROM data from `build/bin/zelda3.sfc`:
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- **Room 0x0000**: Ganon's room (from disassembly)
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- **Room 0x0002, 0x0012**: Sewer rooms (from disassembly)
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- **Room 0x0020**: Agahnim's tower (from disassembly)
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- **Additional rooms**: 0x0001, 0x0010, 0x0033, 0x005A
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### Performance Benchmarks
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- **Rendering Time**: < 500ms for 100 objects
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- **Memory Usage**: < 100MB for large object sets
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- **Cache Hit Rate**: Optimized for frequent object access
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- **Coordinate Conversion**: O(1) coordinate transformation
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## Usage Examples
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### Basic Object Editing
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```cpp
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// Load a room
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auto room_result = dungeon_editor_system_->GetRoom(0x0000);
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// Add an object
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auto status = object_editor_->InsertObject(5, 5, 0x10, 0x12, 0);
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// Parameters: x, y, object_type, size, layer
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// Render objects
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auto result = object_renderer_->RenderObjects(objects, palette);
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```
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### Coordinate Conversion
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```cpp
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// Convert room coordinates to canvas coordinates
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(room_x, room_y);
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// Check if coordinates are within bounds
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if (IsWithinCanvasBounds(canvas_x, canvas_y)) {
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// Render object at this position
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}
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```
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### Object Preview
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```cpp
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// Create preview object
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auto preview_object = zelda3::RoomObject(id, 8, 8, 0x12, 0);
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preview_object.set_rom(rom_);
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preview_object.EnsureTilesLoaded();
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// Render preview
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auto result = object_renderer_->RenderObject(preview_object, palette);
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```
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## Configuration Options
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### Editor Configuration
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```cpp
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struct EditorConfig {
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bool snap_to_grid = true;
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int grid_size = 16;
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bool show_grid = true;
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bool show_preview = true;
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bool auto_save = false;
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int auto_save_interval = 300;
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bool validate_objects = true;
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bool show_collision_bounds = false;
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};
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```
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### Performance Configuration
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```cpp
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// Object renderer settings
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object_renderer_->SetCacheSize(100);
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object_renderer_->EnablePerformanceMonitoring(true);
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// Canvas settings
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canvas_.SetCanvasSize(ImVec2(512, 512));
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canvas_.set_draggable(true);
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```
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## Troubleshooting
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### Common Issues
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1. **Objects Not Displaying**
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- Check if ROM is loaded
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- Verify object tiles are loaded with `EnsureTilesLoaded()`
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- Check coordinate bounds with `IsWithinCanvasBounds()`
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2. **Coordinate Misalignment**
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- Use coordinate conversion functions
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- Check canvas scrolling settings
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- Verify grid alignment
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3. **Performance Issues**
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- Enable graphics caching
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- Check memory usage with `GetMemoryUsage()`
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- Monitor performance stats with `GetPerformanceStats()`
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4. **Preview Not Showing**
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- Verify object is within canvas bounds
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- Check palette is properly set
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- Ensure object has valid tiles
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### Debug Information
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The system provides comprehensive debug information:
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- Object count and statistics
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- Cache hit/miss rates
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- Memory usage tracking
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- Performance metrics
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- Coordinate system validation
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## Future Enhancements
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### Planned Features
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1. **Advanced Object Editing**
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- Multi-object selection and manipulation
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- Object grouping and layers
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- Advanced collision detection
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2. **Enhanced Rendering**
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- Real-time lighting effects
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- Animation support
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- Advanced shader effects
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3. **Improved UX**
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- Keyboard shortcuts
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- Context menus
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- Undo/redo visualization
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4. **Integration Features**
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- ZScream project import/export
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- Collaborative editing
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- Version control integration
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## Conclusion
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The Yaze Dungeon Editor provides a comprehensive, high-performance solution for editing Zelda 3 dungeon rooms. With its integrated interface, robust coordinate system, and advanced rendering capabilities, it offers both novice and expert users the tools needed to create and modify dungeon content effectively.
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The system's compatibility with ZScream patterns and comprehensive testing ensure reliability and consistency with existing tools, while its modern architecture provides a foundation for future enhancements and features.
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@@ -1,175 +0,0 @@
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# Dungeon Object Rendering Refactor
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## Overview
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This document describes the comprehensive refactoring of the dungeon object rendering system in YAZE, replacing the SNES emulation approach with direct ROM parsing for better performance, reliability, and maintainability.
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## Problem Statement
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The original dungeon object rendering system had several issues:
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1. **SNES Emulation Complexity**: Used full SNES CPU emulation to render objects, which was slow and error-prone
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2. **Poor Performance**: Emulating thousands of CPU instructions for simple object rendering
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3. **Maintenance Issues**: Complex emulation code was difficult to debug and maintain
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4. **Limited Testing**: Hard to test without real ROM files and complex emulation state
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5. **Architectural Problems**: Tight coupling between rendering and emulation systems
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## Solution Architecture
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### New Components
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#### 1. ObjectParser (`src/app/zelda3/dungeon/object_parser.h/cc`)
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- **Purpose**: Direct ROM parsing for object data without emulation
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- **Features**:
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- Parses all three object subtypes (0x00-0xFF, 0x100-0x1FF, 0x200+)
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- Extracts tile data directly from ROM tables
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- Provides object size and orientation information
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- Handles object routine information
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#### 2. ObjectRenderer (`src/app/zelda3/dungeon/object_renderer.h/cc`)
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- **Purpose**: High-performance object rendering using parsed data
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- **Features**:
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- Renders single objects or multiple objects
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- Supports size and orientation variations
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- Provides object previews for UI
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- Direct bitmap generation without emulation
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#### 3. Enhanced RoomObject (`src/app/zelda3/dungeon/room_object.h/cc`)
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- **Purpose**: Improved object representation with better tile loading
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- **Features**:
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- Uses ObjectParser for tile loading
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- Fallback to legacy method for compatibility
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- Better error handling and validation
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#### 4. Simplified Test Framework (`test/test_dungeon_objects.h/cc`)
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- **Purpose**: Comprehensive testing without real ROM files
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- **Features**:
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- Extended MockRom class for testing
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- Simplified test structure using test folder prefix
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- Performance benchmarks
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- Modular component testing
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## Implementation Details
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### Object Parsing
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The new system directly parses object data from ROM tables:
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```cpp
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// Old approach: SNES emulation
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snes_.cpu().ExecuteInstruction(opcode); // Thousands of instructions
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// New approach: Direct parsing
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auto tiles = parser.ParseObject(object_id); // Direct ROM access
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```
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### Object Rendering
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Objects are now rendered directly to bitmaps:
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```cpp
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// Create object with tiles
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auto object = RoomObject(id, x, y, size, layer);
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object.set_rom(rom);
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object.EnsureTilesLoaded(); // Uses ObjectParser
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// Render to bitmap
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auto bitmap = renderer.RenderObject(object, palette);
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```
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### Testing Strategy
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The new system includes comprehensive testing:
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1. **Unit Tests**: Individual component testing
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2. **Integration Tests**: End-to-end pipeline testing
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||||
3. **Mock Data**: Testing without real ROM files
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4. **Performance Tests**: Benchmarking improvements
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## Performance Improvements
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### Before (SNES Emulation)
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- **Object Rendering**: ~1000+ CPU instructions per object
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- **Memory Usage**: Full SNES memory state (128KB+)
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- **Complexity**: O(n) where n = instruction count
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- **Debugging**: Difficult due to emulation state
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### After (Direct Parsing)
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- **Object Rendering**: ~10-20 ROM reads per object
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- **Memory Usage**: Minimal (just parsed data)
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- **Complexity**: O(1) for most operations
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- **Debugging**: Simple, direct code paths
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## API Changes
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||||
### DungeonEditor
|
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```cpp
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// Old
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// zelda3::DungeonObjectRenderer object_renderer_;
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// New
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zelda3::ObjectRenderer object_renderer_;
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```
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### RoomObject
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```cpp
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// New methods
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void EnsureTilesLoaded(); // Uses ObjectParser
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absl::Status LoadTilesWithParser(); // Direct parsing
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```
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||||
## Testing
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||||
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||||
### Running Tests
|
||||
```bash
|
||||
# Build and run all tests
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||||
cd build
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||||
make yaze_test
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||||
./yaze_test
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||||
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||||
# Run specific test suites
|
||||
./yaze_test --gtest_filter="*ObjectParser*"
|
||||
./yaze_test --gtest_filter="*ObjectRenderer*"
|
||||
./yaze_test --gtest_filter="*TestDungeonObjects*"
|
||||
```
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||||
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||||
### Test Coverage
|
||||
- **ObjectParser**: 100% method coverage
|
||||
- **ObjectRenderer**: 100% method coverage
|
||||
- **Integration Tests**: Complete pipeline coverage
|
||||
- **Mock Data**: Realistic test scenarios
|
||||
|
||||
## Migration Guide
|
||||
|
||||
### For Developers
|
||||
|
||||
1. **Replace Old Renderer**: Use `ObjectRenderer` instead of `DungeonObjectRenderer`
|
||||
2. **Update Object Loading**: Use `EnsureTilesLoaded()` for automatic tile loading
|
||||
3. **Add Error Handling**: Check return values from new methods
|
||||
4. **Update Tests**: Use new mock framework for testing
|
||||
|
||||
### For Users
|
||||
|
||||
- **No Breaking Changes**: All existing functionality preserved
|
||||
- **Better Performance**: Faster object rendering
|
||||
- **More Reliable**: Fewer emulation-related bugs
|
||||
- **Better UI**: Improved object previews
|
||||
|
||||
## Future Improvements
|
||||
|
||||
1. **Caching**: Add tile data caching for repeated objects
|
||||
2. **Batch Rendering**: Render multiple objects in single operation
|
||||
3. **GPU Acceleration**: Use GPU for large-scale rendering
|
||||
4. **Real-time Preview**: Live object preview in editor
|
||||
5. **Animation Support**: Animated object rendering
|
||||
|
||||
## Conclusion
|
||||
|
||||
The refactored dungeon object rendering system provides:
|
||||
|
||||
- **10x Performance Improvement**: Direct parsing vs emulation
|
||||
- **Better Maintainability**: Cleaner, more focused code
|
||||
- **Comprehensive Testing**: Full test coverage with mocks
|
||||
- **Future-Proof Architecture**: Extensible design for new features
|
||||
|
||||
This refactoring establishes a solid foundation for future dungeon editing features while maintaining backward compatibility and improving overall system reliability.
|
||||
@@ -10,12 +10,11 @@
|
||||
#include "app/gui/icons.h"
|
||||
#include "app/gui/input.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/dungeon_editor_system.h"
|
||||
#include "app/zelda3/dungeon/dungeon_object_editor.h"
|
||||
#include "app/zelda3/dungeon/object_renderer.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui_memory_editor.h"
|
||||
#include "util/hex.h"
|
||||
|
||||
namespace yaze::editor {
|
||||
@@ -45,7 +44,8 @@ constexpr ImGuiTableFlags kDungeonObjectTableFlags =
|
||||
|
||||
void DungeonEditor::Initialize() {
|
||||
if (rom_ && !dungeon_editor_system_) {
|
||||
dungeon_editor_system_ = std::make_unique<zelda3::DungeonEditorSystem>(rom_);
|
||||
dungeon_editor_system_ =
|
||||
std::make_unique<zelda3::DungeonEditorSystem>(rom_);
|
||||
object_editor_ = std::make_shared<zelda3::DungeonObjectEditor>(rom_);
|
||||
}
|
||||
}
|
||||
@@ -91,7 +91,7 @@ absl::Status DungeonEditor::Load() {
|
||||
gfx::CreatePaletteGroupFromLargePalette(full_palette_));
|
||||
|
||||
CalculateUsageStats();
|
||||
|
||||
|
||||
// Initialize the new editor system
|
||||
if (dungeon_editor_system_) {
|
||||
auto status = dungeon_editor_system_->Initialize();
|
||||
@@ -99,7 +99,7 @@ absl::Status DungeonEditor::Load() {
|
||||
return status;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
is_loaded_ = true;
|
||||
return absl::OkStatus();
|
||||
}
|
||||
@@ -115,7 +115,7 @@ absl::Status DungeonEditor::Update() {
|
||||
status_ = UpdateDungeonRoomView();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
if (ImGui::BeginTabItem("Usage Statistics")) {
|
||||
if (is_loaded_) {
|
||||
DrawUsageStats();
|
||||
@@ -258,8 +258,9 @@ void DungeonEditor::DrawToolset() {
|
||||
if (BeginTable("DWToolset", 16, ImGuiTableFlags_SizingFixedFit,
|
||||
ImVec2(0, 0))) {
|
||||
static std::array<const char *, 16> tool_names = {
|
||||
"Undo", "Redo", "Separator", "Any", "BG1", "BG2", "BG3",
|
||||
"Separator", "Object", "Sprite", "Item", "Entrance", "Door", "Chest", "Block", "Palette"};
|
||||
"Undo", "Redo", "Separator", "Any", "BG1", "BG2",
|
||||
"BG3", "Separator", "Object", "Sprite", "Item", "Entrance",
|
||||
"Door", "Chest", "Block", "Palette"};
|
||||
std::ranges::for_each(tool_names,
|
||||
[](const char *name) { TableSetupColumn(name); });
|
||||
|
||||
@@ -663,9 +664,9 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
|
||||
|
||||
// Render regular room objects
|
||||
for (const auto &object : rooms_[room_id].GetTileObjects()) {
|
||||
// Convert room coordinates to canvas coordinates
|
||||
int canvas_x = object.x_ * 16;
|
||||
int canvas_y = object.y_ * 16;
|
||||
// Convert room coordinates to canvas coordinates using helper function
|
||||
auto [canvas_x, canvas_y] =
|
||||
RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
if (show_objects) {
|
||||
// Draw object outline - use size_ to determine dimensions
|
||||
@@ -682,7 +683,8 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
|
||||
outline_height = (height_bits + 1) * 16;
|
||||
}
|
||||
|
||||
canvas_.DrawOutline(object.x_, object.y_, outline_width,
|
||||
// Use canvas coordinates for outline
|
||||
canvas_.DrawOutline(canvas_x, canvas_y, outline_width,
|
||||
outline_height);
|
||||
}
|
||||
|
||||
@@ -709,9 +711,8 @@ void DungeonEditor::RenderObjectInCanvas(const zelda3::RoomObject &object,
|
||||
mutable_object.set_rom(rom_);
|
||||
mutable_object.EnsureTilesLoaded();
|
||||
|
||||
// Check if tiles were loaded successfully using the new method
|
||||
auto tiles_result = mutable_object.GetTiles();
|
||||
if (!tiles_result.ok() || tiles_result->empty()) {
|
||||
// Check if tiles were loaded successfully
|
||||
if (mutable_object.tiles().empty()) {
|
||||
return; // Skip objects without tiles
|
||||
}
|
||||
|
||||
@@ -722,14 +723,20 @@ void DungeonEditor::RenderObjectInCanvas(const zelda3::RoomObject &object,
|
||||
(palette_hash << 6) + (palette_hash >> 2);
|
||||
}
|
||||
|
||||
// Convert room coordinates to canvas coordinates using helper function
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
// Check if object is within canvas bounds (accounting for scrolling)
|
||||
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
|
||||
return; // Skip objects outside visible area
|
||||
}
|
||||
|
||||
// Check cache first
|
||||
for (auto &cached : object_render_cache_) {
|
||||
if (cached.object_id == object.id_ && cached.object_x == object.x_ &&
|
||||
cached.object_y == object.y_ && cached.object_size == object.size_ &&
|
||||
cached.palette_hash == palette_hash && cached.is_valid) {
|
||||
// Use cached bitmap
|
||||
int canvas_x = object.x_ * 16;
|
||||
int canvas_y = object.y_ * 16;
|
||||
// Use cached bitmap - canvas handles scrolling internally
|
||||
canvas_.DrawBitmap(cached.rendered_bitmap, canvas_x, canvas_y, 1.0f, 255);
|
||||
return;
|
||||
}
|
||||
@@ -749,12 +756,8 @@ void DungeonEditor::RenderObjectInCanvas(const zelda3::RoomObject &object,
|
||||
// Render the bitmap to a texture so it can be drawn
|
||||
core::Renderer::Get().RenderBitmap(&object_bitmap);
|
||||
|
||||
// Convert room coordinates to canvas coordinates
|
||||
// Room coordinates are in 16x16 tile units, canvas coordinates are in pixels
|
||||
int canvas_x = object.x_ * 16;
|
||||
int canvas_y = object.y_ * 16;
|
||||
|
||||
// Draw the object bitmap to the canvas immediately
|
||||
// Draw the object bitmap to the canvas
|
||||
// Canvas will handle scrolling and coordinate transformation
|
||||
canvas_.DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
|
||||
|
||||
// Cache the rendered bitmap (create a copy for caching)
|
||||
@@ -790,8 +793,14 @@ void DungeonEditor::RenderLayoutObjects(const zelda3::RoomLayout &layout,
|
||||
// This provides a visual representation of the room's structure
|
||||
|
||||
for (const auto &layout_obj : layout.GetObjects()) {
|
||||
int canvas_x = layout_obj.x() * 16;
|
||||
int canvas_y = layout_obj.y() * 16;
|
||||
// Convert room coordinates to canvas coordinates using helper function
|
||||
auto [canvas_x, canvas_y] =
|
||||
RoomToCanvasCoordinates(layout_obj.x(), layout_obj.y());
|
||||
|
||||
// Check if layout object is within canvas bounds
|
||||
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
|
||||
continue; // Skip objects outside visible area
|
||||
}
|
||||
|
||||
// Choose color based on object type
|
||||
gfx::SnesColor color;
|
||||
@@ -895,7 +904,8 @@ void DungeonEditor::DrawObjectRenderer() {
|
||||
selected_object = i;
|
||||
|
||||
// Create a test object and render it
|
||||
auto test_object = zelda3::RoomObject(i, 0, 0, 0x12, 0);
|
||||
auto test_object =
|
||||
zelda3::RoomObject(i, 8, 8, 0x12, 0); // Center in canvas
|
||||
test_object.set_rom(rom_);
|
||||
test_object.EnsureTilesLoaded();
|
||||
|
||||
@@ -907,6 +917,8 @@ void DungeonEditor::DrawObjectRenderer() {
|
||||
auto result = object_renderer_.GetObjectPreview(test_object, palette);
|
||||
if (result.ok()) {
|
||||
object_loaded_ = true;
|
||||
preview_object_ = test_object; // Store for rendering
|
||||
preview_palette_ = palette;
|
||||
}
|
||||
}
|
||||
i += 1;
|
||||
@@ -922,6 +934,24 @@ void DungeonEditor::DrawObjectRenderer() {
|
||||
object_canvas_.DrawContextMenu();
|
||||
object_canvas_.DrawTileSelector(32);
|
||||
object_canvas_.DrawGrid(32.0f);
|
||||
|
||||
// Render object preview if available
|
||||
if (object_loaded_ && preview_object_.id_ >= 0) {
|
||||
// Render preview object at center of canvas
|
||||
int preview_x = 8 * 16; // Center horizontally (8 tiles * 16 pixels)
|
||||
int preview_y = 8 * 16; // Center vertically
|
||||
|
||||
auto preview_result =
|
||||
object_renderer_.RenderObject(preview_object_, preview_palette_);
|
||||
if (preview_result.ok()) {
|
||||
auto preview_bitmap = std::move(preview_result.value());
|
||||
preview_bitmap.SetPalette(preview_palette_);
|
||||
core::Renderer::Get().RenderBitmap(&preview_bitmap);
|
||||
object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f,
|
||||
255);
|
||||
}
|
||||
}
|
||||
|
||||
object_canvas_.DrawOverlay();
|
||||
|
||||
EndChild();
|
||||
@@ -930,7 +960,10 @@ void DungeonEditor::DrawObjectRenderer() {
|
||||
|
||||
if (object_loaded_) {
|
||||
ImGui::Begin("Object Preview", &object_loaded_, 0);
|
||||
ImGui::Text("Object rendered successfully using improved renderer!");
|
||||
ImGui::Text("Object ID: 0x%02X", preview_object_.id_);
|
||||
ImGui::Text("Position: (%d, %d)", preview_object_.x_, preview_object_.y_);
|
||||
ImGui::Text("Size: 0x%02X", preview_object_.size_);
|
||||
ImGui::Text("Layer: %d", static_cast<int>(preview_object_.layer_));
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
@@ -1165,7 +1198,8 @@ void DungeonEditor::DrawUsageGrid() {
|
||||
Text("Floor1: %#02x", room.floor1);
|
||||
Text("Floor2: %#02x", room.floor2);
|
||||
Text("Message ID: %#04x", room.message_id_);
|
||||
Text("Size: %#016llx", room_sizes_[row * squaresWide + col]);
|
||||
Text("Size: %#016llx", static_cast<unsigned long long>(
|
||||
room_sizes_[row * squaresWide + col]));
|
||||
Text("Size Pointer: %#016llx",
|
||||
room_size_pointers_[row * squaresWide + col]);
|
||||
ImGui::EndTooltip();
|
||||
@@ -1189,9 +1223,8 @@ void DungeonEditor::DrawObjectEditor() {
|
||||
|
||||
// Display current editing mode
|
||||
auto mode = object_editor_->GetMode();
|
||||
const char* mode_names[] = {
|
||||
"Select", "Insert", "Delete", "Edit", "Layer", "Preview"
|
||||
};
|
||||
const char *mode_names[] = {"Select", "Insert", "Delete",
|
||||
"Edit", "Layer", "Preview"};
|
||||
ImGui::Text("Mode: %s", mode_names[static_cast<int>(mode)]);
|
||||
|
||||
// Mode selection
|
||||
@@ -1236,7 +1269,7 @@ void DungeonEditor::DrawObjectEditor() {
|
||||
// Object count and selection info
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Objects: %zu", object_editor_->GetObjectCount());
|
||||
|
||||
|
||||
auto selection = object_editor_->GetSelection();
|
||||
if (!selection.selected_objects.empty()) {
|
||||
ImGui::Text("Selected: %zu objects", selection.selected_objects.size());
|
||||
@@ -1244,8 +1277,10 @@ void DungeonEditor::DrawObjectEditor() {
|
||||
|
||||
// Undo/Redo status
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Undo: %s", object_editor_->CanUndo() ? "Available" : "Not Available");
|
||||
ImGui::Text("Redo: %s", object_editor_->CanRedo() ? "Available" : "Not Available");
|
||||
ImGui::Text("Undo: %s",
|
||||
object_editor_->CanUndo() ? "Available" : "Not Available");
|
||||
ImGui::Text("Redo: %s",
|
||||
object_editor_->CanRedo() ? "Available" : "Not Available");
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawSpriteEditor() {
|
||||
@@ -1260,18 +1295,18 @@ void DungeonEditor::DrawSpriteEditor() {
|
||||
// Display current room sprites
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto sprites_result = dungeon_editor_system_->GetSpritesByRoom(current_room);
|
||||
|
||||
|
||||
if (sprites_result.ok()) {
|
||||
auto sprites = sprites_result.value();
|
||||
ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
|
||||
|
||||
for (const auto& sprite : sprites) {
|
||||
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d)",
|
||||
sprite.sprite_id, static_cast<int>(sprite.type),
|
||||
sprite.x, sprite.y);
|
||||
|
||||
for (const auto &sprite : sprites) {
|
||||
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d)", sprite.sprite_id,
|
||||
static_cast<int>(sprite.type), sprite.x, sprite.y);
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading sprites: %s", sprites_result.status().message().data());
|
||||
ImGui::Text("Error loading sprites: %s",
|
||||
sprites_result.status().message().data());
|
||||
}
|
||||
|
||||
// Sprite placement controls
|
||||
@@ -1294,7 +1329,7 @@ void DungeonEditor::DrawSpriteEditor() {
|
||||
sprite_data.x = new_sprite_x;
|
||||
sprite_data.y = new_sprite_y;
|
||||
sprite_data.layer = new_sprite_layer;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddSprite(sprite_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding sprite: %s", status.message().data());
|
||||
@@ -1314,18 +1349,19 @@ void DungeonEditor::DrawItemEditor() {
|
||||
// Display current room items
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto items_result = dungeon_editor_system_->GetItemsByRoom(current_room);
|
||||
|
||||
|
||||
if (items_result.ok()) {
|
||||
auto items = items_result.value();
|
||||
ImGui::Text("Items in room %d: %zu", current_room, items.size());
|
||||
|
||||
for (const auto& item : items) {
|
||||
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d), Hidden: %s",
|
||||
item.item_id, static_cast<int>(item.type),
|
||||
item.x, item.y, item.is_hidden ? "Yes" : "No");
|
||||
|
||||
for (const auto &item : items) {
|
||||
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d), Hidden: %s",
|
||||
item.item_id, static_cast<int>(item.type), item.x, item.y,
|
||||
item.is_hidden ? "Yes" : "No");
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading items: %s", items_result.status().message().data());
|
||||
ImGui::Text("Error loading items: %s",
|
||||
items_result.status().message().data());
|
||||
}
|
||||
|
||||
// Item placement controls
|
||||
@@ -1349,7 +1385,7 @@ void DungeonEditor::DrawItemEditor() {
|
||||
item_data.y = new_item_y;
|
||||
item_data.room_id = current_room;
|
||||
item_data.is_hidden = new_item_hidden;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddItem(item_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding item: %s", status.message().data());
|
||||
@@ -1368,19 +1404,22 @@ void DungeonEditor::DrawEntranceEditor() {
|
||||
|
||||
// Display current room entrances
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto entrances_result = dungeon_editor_system_->GetEntrancesByRoom(current_room);
|
||||
|
||||
auto entrances_result =
|
||||
dungeon_editor_system_->GetEntrancesByRoom(current_room);
|
||||
|
||||
if (entrances_result.ok()) {
|
||||
auto entrances = entrances_result.value();
|
||||
ImGui::Text("Entrances in room %d: %zu", current_room, entrances.size());
|
||||
|
||||
for (const auto& entrance : entrances) {
|
||||
ImGui::Text("ID: %d, Type: %d, Target Room: %d, Target Position: (%d, %d)",
|
||||
entrance.entrance_id, static_cast<int>(entrance.type),
|
||||
entrance.target_room_id, entrance.target_x, entrance.target_y);
|
||||
|
||||
for (const auto &entrance : entrances) {
|
||||
ImGui::Text(
|
||||
"ID: %d, Type: %d, Target Room: %d, Target Position: (%d, %d)",
|
||||
entrance.entrance_id, static_cast<int>(entrance.type),
|
||||
entrance.target_room_id, entrance.target_x, entrance.target_y);
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading entrances: %s", entrances_result.status().message().data());
|
||||
ImGui::Text("Error loading entrances: %s",
|
||||
entrances_result.status().message().data());
|
||||
}
|
||||
|
||||
// Entrance creation controls
|
||||
@@ -1399,9 +1438,8 @@ void DungeonEditor::DrawEntranceEditor() {
|
||||
ImGui::InputInt("Target Y", &target_y);
|
||||
|
||||
if (ImGui::Button("Connect Rooms")) {
|
||||
auto status = dungeon_editor_system_->ConnectRooms(current_room, target_room_id,
|
||||
source_x, source_y,
|
||||
target_x, target_y);
|
||||
auto status = dungeon_editor_system_->ConnectRooms(
|
||||
current_room, target_room_id, source_x, source_y, target_x, target_y);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error connecting rooms: %s", status.message().data());
|
||||
}
|
||||
@@ -1420,17 +1458,19 @@ void DungeonEditor::DrawDoorEditor() {
|
||||
// Display current room doors
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto doors_result = dungeon_editor_system_->GetDoorsByRoom(current_room);
|
||||
|
||||
|
||||
if (doors_result.ok()) {
|
||||
auto doors = doors_result.value();
|
||||
ImGui::Text("Doors in room %d: %zu", current_room, doors.size());
|
||||
|
||||
for (const auto& door : doors) {
|
||||
ImGui::Text("ID: %d, Position: (%d, %d), Direction: %d, Target Room: %d",
|
||||
door.door_id, door.x, door.y, door.direction, door.target_room_id);
|
||||
|
||||
for (const auto &door : doors) {
|
||||
ImGui::Text("ID: %d, Position: (%d, %d), Direction: %d, Target Room: %d",
|
||||
door.door_id, door.x, door.y, door.direction,
|
||||
door.target_room_id);
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading doors: %s", doors_result.status().message().data());
|
||||
ImGui::Text("Error loading doors: %s",
|
||||
doors_result.status().message().data());
|
||||
}
|
||||
|
||||
// Door creation controls
|
||||
@@ -1468,7 +1508,7 @@ void DungeonEditor::DrawDoorEditor() {
|
||||
door_data.is_locked = door_locked;
|
||||
door_data.requires_key = door_requires_key;
|
||||
door_data.key_type = door_key_type;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddDoor(door_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding door: %s", status.message().data());
|
||||
@@ -1488,19 +1528,20 @@ void DungeonEditor::DrawChestEditor() {
|
||||
// Display current room chests
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto chests_result = dungeon_editor_system_->GetChestsByRoom(current_room);
|
||||
|
||||
|
||||
if (chests_result.ok()) {
|
||||
auto chests = chests_result.value();
|
||||
ImGui::Text("Chests in room %d: %zu", current_room, chests.size());
|
||||
|
||||
for (const auto& chest : chests) {
|
||||
ImGui::Text("ID: %d, Position: (%d, %d), Big: %s, Item: %d, Quantity: %d",
|
||||
chest.chest_id, chest.x, chest.y,
|
||||
chest.is_big_chest ? "Yes" : "No",
|
||||
chest.item_id, chest.item_quantity);
|
||||
|
||||
for (const auto &chest : chests) {
|
||||
ImGui::Text("ID: %d, Position: (%d, %d), Big: %s, Item: %d, Quantity: %d",
|
||||
chest.chest_id, chest.x, chest.y,
|
||||
chest.is_big_chest ? "Yes" : "No", chest.item_id,
|
||||
chest.item_quantity);
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading chests: %s", chests_result.status().message().data());
|
||||
ImGui::Text("Error loading chests: %s",
|
||||
chests_result.status().message().data());
|
||||
}
|
||||
|
||||
// Chest creation controls
|
||||
@@ -1526,7 +1567,7 @@ void DungeonEditor::DrawChestEditor() {
|
||||
chest_data.is_big_chest = chest_big;
|
||||
chest_data.item_id = chest_item_id;
|
||||
chest_data.item_quantity = chest_item_quantity;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddChest(chest_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding chest: %s", status.message().data());
|
||||
@@ -1542,49 +1583,48 @@ void DungeonEditor::DrawIntegratedEditingPanels() {
|
||||
|
||||
// Create a tabbed interface for different editing modes
|
||||
if (ImGui::BeginTabBar("##EditingPanels")) {
|
||||
|
||||
// Object Editor Tab
|
||||
if (ImGui::BeginTabItem("Objects")) {
|
||||
DrawCompactObjectEditor();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
// Sprite Editor Tab
|
||||
if (ImGui::BeginTabItem("Sprites")) {
|
||||
DrawCompactSpriteEditor();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
// Item Editor Tab
|
||||
if (ImGui::BeginTabItem("Items")) {
|
||||
DrawCompactItemEditor();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
// Entrance Editor Tab
|
||||
if (ImGui::BeginTabItem("Entrances")) {
|
||||
DrawCompactEntranceEditor();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
// Door Editor Tab
|
||||
if (ImGui::BeginTabItem("Doors")) {
|
||||
DrawCompactDoorEditor();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
// Chest Editor Tab
|
||||
if (ImGui::BeginTabItem("Chests")) {
|
||||
DrawCompactChestEditor();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
// Properties Tab
|
||||
if (ImGui::BeginTabItem("Properties")) {
|
||||
DrawCompactPropertiesEditor();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
}
|
||||
@@ -1595,17 +1635,19 @@ void DungeonEditor::DrawCompactObjectEditor() {
|
||||
|
||||
// Display current editing mode
|
||||
auto mode = object_editor_->GetMode();
|
||||
const char* mode_names[] = {
|
||||
"Select", "Insert", "Delete", "Edit", "Layer", "Preview"
|
||||
};
|
||||
const char *mode_names[] = {"Select", "Insert", "Delete",
|
||||
"Edit", "Layer", "Preview"};
|
||||
ImGui::Text("Mode: %s", mode_names[static_cast<int>(mode)]);
|
||||
|
||||
// Compact mode selection
|
||||
if (ImGui::Button("Select")) object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kSelect);
|
||||
if (ImGui::Button("Select"))
|
||||
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kSelect);
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Insert")) object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kInsert);
|
||||
if (ImGui::Button("Insert"))
|
||||
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kInsert);
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Edit")) object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kEdit);
|
||||
if (ImGui::Button("Edit"))
|
||||
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kEdit);
|
||||
|
||||
// Layer and object type selection
|
||||
int current_layer = object_editor_->GetCurrentLayer();
|
||||
@@ -1633,7 +1675,7 @@ void DungeonEditor::DrawCompactObjectEditor() {
|
||||
// Object count and selection info
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Objects: %zu", object_editor_->GetObjectCount());
|
||||
|
||||
|
||||
auto selection = object_editor_->GetSelection();
|
||||
if (!selection.selected_objects.empty()) {
|
||||
ImGui::Text("Selected: %zu", selection.selected_objects.size());
|
||||
@@ -1657,18 +1699,17 @@ void DungeonEditor::DrawCompactSpriteEditor() {
|
||||
// Display current room sprites
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto sprites_result = dungeon_editor_system_->GetSpritesByRoom(current_room);
|
||||
|
||||
|
||||
if (sprites_result.ok()) {
|
||||
auto sprites = sprites_result.value();
|
||||
ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
|
||||
|
||||
|
||||
// Show first few sprites in compact format
|
||||
int display_count = std::min(3, static_cast<int>(sprites.size()));
|
||||
for (int i = 0; i < display_count; ++i) {
|
||||
const auto& sprite = sprites[i];
|
||||
ImGui::Text("ID:%d Type:%d (%d,%d)",
|
||||
sprite.sprite_id, static_cast<int>(sprite.type),
|
||||
sprite.x, sprite.y);
|
||||
const auto &sprite = sprites[i];
|
||||
ImGui::Text("ID:%d Type:%d (%d,%d)", sprite.sprite_id,
|
||||
static_cast<int>(sprite.type), sprite.x, sprite.y);
|
||||
}
|
||||
if (sprites.size() > 3) {
|
||||
ImGui::Text("... and %zu more", sprites.size() - 3);
|
||||
@@ -1680,15 +1721,15 @@ void DungeonEditor::DrawCompactSpriteEditor() {
|
||||
// Quick sprite placement
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Quick Add Sprite");
|
||||
|
||||
|
||||
static int new_sprite_id = 0;
|
||||
static int new_sprite_x = 0;
|
||||
static int new_sprite_y = 0;
|
||||
|
||||
|
||||
ImGui::InputInt("ID", &new_sprite_id);
|
||||
ImGui::InputInt("X", &new_sprite_x);
|
||||
ImGui::InputInt("Y", &new_sprite_y);
|
||||
|
||||
|
||||
if (ImGui::Button("Add Sprite")) {
|
||||
zelda3::DungeonEditorSystem::SpriteData sprite_data;
|
||||
sprite_data.sprite_id = new_sprite_id;
|
||||
@@ -1696,7 +1737,7 @@ void DungeonEditor::DrawCompactSpriteEditor() {
|
||||
sprite_data.x = new_sprite_x;
|
||||
sprite_data.y = new_sprite_y;
|
||||
sprite_data.layer = 0;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddSprite(sprite_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding sprite");
|
||||
@@ -1711,18 +1752,17 @@ void DungeonEditor::DrawCompactItemEditor() {
|
||||
// Display current room items
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto items_result = dungeon_editor_system_->GetItemsByRoom(current_room);
|
||||
|
||||
|
||||
if (items_result.ok()) {
|
||||
auto items = items_result.value();
|
||||
ImGui::Text("Items in room %d: %zu", current_room, items.size());
|
||||
|
||||
|
||||
// Show first few items in compact format
|
||||
int display_count = std::min(3, static_cast<int>(items.size()));
|
||||
for (int i = 0; i < display_count; ++i) {
|
||||
const auto& item = items[i];
|
||||
ImGui::Text("ID:%d Type:%d (%d,%d)",
|
||||
item.item_id, static_cast<int>(item.type),
|
||||
item.x, item.y);
|
||||
const auto &item = items[i];
|
||||
ImGui::Text("ID:%d Type:%d (%d,%d)", item.item_id,
|
||||
static_cast<int>(item.type), item.x, item.y);
|
||||
}
|
||||
if (items.size() > 3) {
|
||||
ImGui::Text("... and %zu more", items.size() - 3);
|
||||
@@ -1734,15 +1774,15 @@ void DungeonEditor::DrawCompactItemEditor() {
|
||||
// Quick item placement
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Quick Add Item");
|
||||
|
||||
|
||||
static int new_item_id = 0;
|
||||
static int new_item_x = 0;
|
||||
static int new_item_y = 0;
|
||||
|
||||
|
||||
ImGui::InputInt("ID", &new_item_id);
|
||||
ImGui::InputInt("X", &new_item_x);
|
||||
ImGui::InputInt("Y", &new_item_y);
|
||||
|
||||
|
||||
if (ImGui::Button("Add Item")) {
|
||||
zelda3::DungeonEditorSystem::ItemData item_data;
|
||||
item_data.item_id = new_item_id;
|
||||
@@ -1751,7 +1791,7 @@ void DungeonEditor::DrawCompactItemEditor() {
|
||||
item_data.y = new_item_y;
|
||||
item_data.room_id = current_room;
|
||||
item_data.is_hidden = false;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddItem(item_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding item");
|
||||
@@ -1765,16 +1805,17 @@ void DungeonEditor::DrawCompactEntranceEditor() {
|
||||
|
||||
// Display current room entrances
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto entrances_result = dungeon_editor_system_->GetEntrancesByRoom(current_room);
|
||||
|
||||
auto entrances_result =
|
||||
dungeon_editor_system_->GetEntrancesByRoom(current_room);
|
||||
|
||||
if (entrances_result.ok()) {
|
||||
auto entrances = entrances_result.value();
|
||||
ImGui::Text("Entrances: %zu", entrances.size());
|
||||
|
||||
for (const auto& entrance : entrances) {
|
||||
ImGui::Text("ID:%d -> Room:%d (%d,%d)",
|
||||
entrance.entrance_id, entrance.target_room_id,
|
||||
entrance.target_x, entrance.target_y);
|
||||
|
||||
for (const auto &entrance : entrances) {
|
||||
ImGui::Text("ID:%d -> Room:%d (%d,%d)", entrance.entrance_id,
|
||||
entrance.target_room_id, entrance.target_x,
|
||||
entrance.target_y);
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading entrances");
|
||||
@@ -1783,23 +1824,22 @@ void DungeonEditor::DrawCompactEntranceEditor() {
|
||||
// Quick room connection
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Connect Rooms");
|
||||
|
||||
|
||||
static int target_room_id = 0;
|
||||
static int source_x = 0;
|
||||
static int source_y = 0;
|
||||
static int target_x = 0;
|
||||
static int target_y = 0;
|
||||
|
||||
|
||||
ImGui::InputInt("Target Room", &target_room_id);
|
||||
ImGui::InputInt("Source X", &source_x);
|
||||
ImGui::InputInt("Source Y", &source_y);
|
||||
ImGui::InputInt("Target X", &target_x);
|
||||
ImGui::InputInt("Target Y", &target_y);
|
||||
|
||||
|
||||
if (ImGui::Button("Connect")) {
|
||||
auto status = dungeon_editor_system_->ConnectRooms(current_room, target_room_id,
|
||||
source_x, source_y,
|
||||
target_x, target_y);
|
||||
auto status = dungeon_editor_system_->ConnectRooms(
|
||||
current_room, target_room_id, source_x, source_y, target_x, target_y);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error connecting rooms");
|
||||
}
|
||||
@@ -1813,14 +1853,14 @@ void DungeonEditor::DrawCompactDoorEditor() {
|
||||
// Display current room doors
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto doors_result = dungeon_editor_system_->GetDoorsByRoom(current_room);
|
||||
|
||||
|
||||
if (doors_result.ok()) {
|
||||
auto doors = doors_result.value();
|
||||
ImGui::Text("Doors: %zu", doors.size());
|
||||
|
||||
for (const auto& door : doors) {
|
||||
ImGui::Text("ID:%d (%d,%d) -> Room:%d",
|
||||
door.door_id, door.x, door.y, door.target_room_id);
|
||||
|
||||
for (const auto &door : doors) {
|
||||
ImGui::Text("ID:%d (%d,%d) -> Room:%d", door.door_id, door.x, door.y,
|
||||
door.target_room_id);
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading doors");
|
||||
@@ -1829,17 +1869,17 @@ void DungeonEditor::DrawCompactDoorEditor() {
|
||||
// Quick door creation
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Add Door");
|
||||
|
||||
|
||||
static int door_x = 0;
|
||||
static int door_y = 0;
|
||||
static int door_direction = 0;
|
||||
static int door_target_room = 0;
|
||||
|
||||
|
||||
ImGui::InputInt("X", &door_x);
|
||||
ImGui::InputInt("Y", &door_y);
|
||||
ImGui::SliderInt("Dir", &door_direction, 0, 3);
|
||||
ImGui::InputInt("Target", &door_target_room);
|
||||
|
||||
|
||||
if (ImGui::Button("Add Door")) {
|
||||
zelda3::DungeonEditorSystem::DoorData door_data;
|
||||
door_data.room_id = current_room;
|
||||
@@ -1852,7 +1892,7 @@ void DungeonEditor::DrawCompactDoorEditor() {
|
||||
door_data.is_locked = false;
|
||||
door_data.requires_key = false;
|
||||
door_data.key_type = 0;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddDoor(door_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding door");
|
||||
@@ -1867,14 +1907,14 @@ void DungeonEditor::DrawCompactChestEditor() {
|
||||
// Display current room chests
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto chests_result = dungeon_editor_system_->GetChestsByRoom(current_room);
|
||||
|
||||
|
||||
if (chests_result.ok()) {
|
||||
auto chests = chests_result.value();
|
||||
ImGui::Text("Chests: %zu", chests.size());
|
||||
|
||||
for (const auto& chest : chests) {
|
||||
ImGui::Text("ID:%d (%d,%d) Item:%d",
|
||||
chest.chest_id, chest.x, chest.y, chest.item_id);
|
||||
|
||||
for (const auto &chest : chests) {
|
||||
ImGui::Text("ID:%d (%d,%d) Item:%d", chest.chest_id, chest.x, chest.y,
|
||||
chest.item_id);
|
||||
}
|
||||
} else {
|
||||
ImGui::Text("Error loading chests");
|
||||
@@ -1883,17 +1923,17 @@ void DungeonEditor::DrawCompactChestEditor() {
|
||||
// Quick chest creation
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Add Chest");
|
||||
|
||||
|
||||
static int chest_x = 0;
|
||||
static int chest_y = 0;
|
||||
static int chest_item_id = 0;
|
||||
static bool chest_big = false;
|
||||
|
||||
|
||||
ImGui::InputInt("X", &chest_x);
|
||||
ImGui::InputInt("Y", &chest_y);
|
||||
ImGui::InputInt("Item ID", &chest_item_id);
|
||||
ImGui::Checkbox("Big", &chest_big);
|
||||
|
||||
|
||||
if (ImGui::Button("Add Chest")) {
|
||||
zelda3::DungeonEditorSystem::ChestData chest_data;
|
||||
chest_data.room_id = current_room;
|
||||
@@ -1902,7 +1942,7 @@ void DungeonEditor::DrawCompactChestEditor() {
|
||||
chest_data.is_big_chest = chest_big;
|
||||
chest_data.item_id = chest_item_id;
|
||||
chest_data.item_quantity = 1;
|
||||
|
||||
|
||||
auto status = dungeon_editor_system_->AddChest(chest_data);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error adding chest");
|
||||
@@ -1915,11 +1955,12 @@ void DungeonEditor::DrawCompactPropertiesEditor() {
|
||||
ImGui::Separator();
|
||||
|
||||
auto current_room = dungeon_editor_system_->GetCurrentRoom();
|
||||
auto properties_result = dungeon_editor_system_->GetRoomProperties(current_room);
|
||||
|
||||
auto properties_result =
|
||||
dungeon_editor_system_->GetRoomProperties(current_room);
|
||||
|
||||
if (properties_result.ok()) {
|
||||
auto properties = properties_result.value();
|
||||
|
||||
|
||||
static char room_name[128] = {0};
|
||||
static int dungeon_id = 0;
|
||||
static int floor_level = 0;
|
||||
@@ -1951,8 +1992,9 @@ void DungeonEditor::DrawCompactPropertiesEditor() {
|
||||
new_properties.is_boss_room = is_boss_room;
|
||||
new_properties.is_save_room = is_save_room;
|
||||
new_properties.music_id = music_id;
|
||||
|
||||
auto status = dungeon_editor_system_->SetRoomProperties(current_room, new_properties);
|
||||
|
||||
auto status = dungeon_editor_system_->SetRoomProperties(current_room,
|
||||
new_properties);
|
||||
if (!status.ok()) {
|
||||
ImGui::Text("Error saving properties");
|
||||
}
|
||||
@@ -1964,7 +2006,7 @@ void DungeonEditor::DrawCompactPropertiesEditor() {
|
||||
// Dungeon settings summary
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Dungeon Settings");
|
||||
|
||||
|
||||
auto dungeon_settings_result = dungeon_editor_system_->GetDungeonSettings();
|
||||
if (dungeon_settings_result.ok()) {
|
||||
auto settings = dungeon_settings_result.value();
|
||||
@@ -1975,4 +2017,27 @@ void DungeonEditor::DrawCompactPropertiesEditor() {
|
||||
}
|
||||
}
|
||||
|
||||
// Coordinate conversion helper functions
|
||||
std::pair<int, int> DungeonEditor::RoomToCanvasCoordinates(int room_x,
|
||||
int room_y) const {
|
||||
// Convert room coordinates (16x16 tile units) to canvas coordinates (pixels)
|
||||
return {room_x * 16, room_y * 16};
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonEditor::CanvasToRoomCoordinates(int canvas_x,
|
||||
int canvas_y) const {
|
||||
// Convert canvas coordinates (pixels) to room coordinates (16x16 tile units)
|
||||
return {canvas_x / 16, canvas_y / 16};
|
||||
}
|
||||
|
||||
bool DungeonEditor::IsWithinCanvasBounds(int canvas_x, int canvas_y,
|
||||
int margin) const {
|
||||
// Check if coordinates are within canvas bounds with optional margin
|
||||
auto canvas_width = canvas_.width();
|
||||
auto canvas_height = canvas_.height();
|
||||
return (canvas_x >= -margin && canvas_y >= -margin &&
|
||||
canvas_x <= canvas_width + margin &&
|
||||
canvas_y <= canvas_height + margin);
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
|
||||
@@ -42,7 +42,7 @@ constexpr ImGuiTableFlags kDungeonTableFlags =
|
||||
class DungeonEditor : public Editor {
|
||||
public:
|
||||
explicit DungeonEditor(Rom* rom = nullptr)
|
||||
: rom_(rom), object_renderer_(rom) {
|
||||
: rom_(rom), object_renderer_(rom), preview_object_(0, 0, 0, 0, 0) {
|
||||
type_ = EditorType::kDungeon;
|
||||
// Initialize the new dungeon editor system
|
||||
if (rom) {
|
||||
@@ -111,6 +111,11 @@ class DungeonEditor : public Editor {
|
||||
int canvas_y);
|
||||
void RenderLayoutObjects(const zelda3::RoomLayout& layout,
|
||||
const gfx::SnesPalette& palette);
|
||||
|
||||
// Coordinate conversion helpers
|
||||
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
|
||||
std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const;
|
||||
bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
|
||||
|
||||
// Object rendering cache to avoid re-rendering the same objects
|
||||
struct ObjectRenderCache {
|
||||
@@ -123,6 +128,10 @@ class DungeonEditor : public Editor {
|
||||
|
||||
std::vector<ObjectRenderCache> object_render_cache_;
|
||||
uint64_t last_palette_hash_ = 0;
|
||||
|
||||
// Object preview system
|
||||
zelda3::RoomObject preview_object_;
|
||||
gfx::SnesPalette preview_palette_;
|
||||
|
||||
void CalculateUsageStats();
|
||||
void DrawUsageStats();
|
||||
|
||||
Reference in New Issue
Block a user