feat(editor): implement overworld map editing features in ScreenEditor

- Added functionality for managing the overworld map, including loading, rendering, and saving map data for both Light and Dark Worlds.
- Introduced new canvas components for overworld map editing, allowing users to select and paint tiles directly onto the map.
- Enhanced the ScreenEditor with controls for tile flipping and palette selection, improving the user interface for overworld map management.

Benefits:
- Expands the capabilities of the ScreenEditor, providing users with tools to edit and manage the overworld map effectively.
- Improves user experience by enabling intuitive tile editing and visual feedback during map modifications.
This commit is contained in:
scawful
2025-10-13 16:51:55 -04:00
parent 965bb0946b
commit 1314d9daf9
7 changed files with 760 additions and 36 deletions

View File

@@ -14,6 +14,7 @@
#include "zelda3/screen/dungeon_map.h"
#include "zelda3/screen/inventory.h"
#include "zelda3/screen/title_screen.h"
#include "zelda3/screen/overworld_map_screen.h"
#include "app/gui/app/editor_layout.h"
#include "imgui/imgui.h"
@@ -125,10 +126,25 @@ class ScreenEditor : public Editor {
zelda3::Inventory inventory_;
zelda3::TitleScreen title_screen_;
zelda3::OverworldMapScreen ow_map_screen_;
// Title screen state
int selected_title_tile16_ = 0;
bool title_screen_loaded_ = false;
bool title_h_flip_ = false;
bool title_v_flip_ = false;
int title_palette_ = 0;
// Overworld map screen state
int selected_ow_tile_ = 0;
bool ow_map_loaded_ = false;
bool ow_show_dark_world_ = false;
// Overworld map canvases
gui::Canvas ow_map_canvas_{"##OWMapCanvas", ImVec2(512, 512),
gui::CanvasGridSize::k8x8, 1.0f};
gui::Canvas ow_tileset_canvas_{"##OWTilesetCanvas", ImVec2(128, 128),
gui::CanvasGridSize::k8x8, 2.0f};
Rom* rom_;
absl::Status status_;