feat: Add Palette Editor for Enhanced Color Management

- Introduced a new PaletteEditorWidget for visual editing of dungeon palettes, allowing users to select and modify colors.
- Integrated palette editor into DungeonEditorV2, enabling real-time updates and re-rendering of rooms upon palette changes.
- Enhanced GUI layout to include a dedicated palette editor card, improving user experience and accessibility.
- Implemented callback functionality to notify when palette changes occur, ensuring seamless integration with room rendering.
This commit is contained in:
scawful
2025-10-07 03:39:49 -04:00
parent d100162f69
commit 167dc86819
6 changed files with 267 additions and 95 deletions

View File

@@ -50,6 +50,20 @@ absl::Status DungeonEditorV2::Load() {
// NOW initialize emulator preview with loaded ROM
object_emulator_preview_.Initialize(rom_);
// Initialize palette editor with loaded ROM
palette_editor_.Initialize(rom_);
// Wire palette changes to trigger room re-renders
palette_editor_.SetOnPaletteChanged([this](int palette_id) {
// Re-render all active rooms when palette changes
for (int i = 0; i < active_rooms_.Size; i++) {
int room_id = active_rooms_[i];
if (room_id >= 0 && room_id < (int)rooms_.size()) {
rooms_[room_id].RenderRoomGraphics();
}
}
});
is_loaded_ = true;
return absl::OkStatus();
@@ -134,8 +148,20 @@ void DungeonEditorV2::DrawLayout() {
}
object_card.End();
}
// 3. Palette Editor Card (independent, dockable)
{
static bool show_palette_editor = true;
gui::EditorCard palette_card(
MakeCardTitle("Palette Editor").c_str(),
ICON_MD_PALETTE, &show_palette_editor);
if (palette_card.Begin()) {
palette_editor_.Draw();
}
palette_card.End();
}
// 3. Active Room Cards (independent, dockable, no inheritance)
// 4. Active Room Cards (independent, dockable, no inheritance)
for (int i = 0; i < active_rooms_.Size; i++) {
int room_id = active_rooms_[i];
bool open = true;

View File

@@ -14,6 +14,7 @@
#include "app/zelda3/dungeon/room_entrance.h"
#include "app/gui/editor_layout.h"
#include "app/gui/widgets/dungeon_object_emulator_preview.h"
#include "app/gui/widgets/palette_editor_widget.h"
#include "imgui/imgui.h"
namespace yaze {
@@ -109,6 +110,7 @@ class DungeonEditorV2 : public Editor {
DungeonCanvasViewer canvas_viewer_;
DungeonObjectSelector object_selector_;
gui::DungeonObjectEmulatorPreview object_emulator_preview_;
gui::PaletteEditorWidget palette_editor_;
bool is_loaded_ = false;
};

View File

@@ -8,6 +8,7 @@ set(
app/gui/canvas.cc
app/gui/canvas_utils.cc
app/gui/widgets/palette_widget.cc
app/gui/widgets/palette_editor_widget.cc
app/gui/input.cc
app/gui/style.cc
app/gui/color.cc

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@@ -0,0 +1,176 @@
#include "palette_editor_widget.h"
#include "absl/strings/str_format.h"
#include "imgui/imgui.h"
namespace yaze {
namespace gui {
void PaletteEditorWidget::Initialize(Rom* rom) {
rom_ = rom;
current_palette_id_ = 0;
selected_color_index_ = -1;
}
void PaletteEditorWidget::Draw() {
if (!rom_ || !rom_->is_loaded()) {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "ROM not loaded");
return;
}
ImGui::BeginGroup();
// Palette selector dropdown
DrawPaletteSelector();
ImGui::Separator();
// Color grid display
DrawColorGrid();
ImGui::Separator();
// Color picker for selected color
if (selected_color_index_ >= 0) {
DrawColorPicker();
} else {
ImGui::TextDisabled("Select a color to edit");
}
ImGui::EndGroup();
}
void PaletteEditorWidget::DrawPaletteSelector() {
auto& dungeon_pal_group = rom_->mutable_palette_group()->dungeon_main;
int num_palettes = dungeon_pal_group.size();
ImGui::Text("Dungeon Palette:");
ImGui::SameLine();
if (ImGui::BeginCombo("##PaletteSelect",
absl::StrFormat("Palette %d", current_palette_id_).c_str())) {
for (int i = 0; i < num_palettes; i++) {
bool is_selected = (current_palette_id_ == i);
if (ImGui::Selectable(absl::StrFormat("Palette %d", i).c_str(), is_selected)) {
current_palette_id_ = i;
selected_color_index_ = -1; // Reset color selection
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
}
void PaletteEditorWidget::DrawColorGrid() {
auto& dungeon_pal_group = rom_->mutable_palette_group()->dungeon_main;
if (current_palette_id_ < 0 || current_palette_id_ >= (int)dungeon_pal_group.size()) {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "Invalid palette ID");
return;
}
auto palette = dungeon_pal_group[current_palette_id_];
int num_colors = palette.size();
ImGui::Text("Colors (%d):", num_colors);
// Draw color grid (15 colors per row for good layout)
const int colors_per_row = 15;
const float color_button_size = 24.0f;
for (int i = 0; i < num_colors; i++) {
ImGui::PushID(i);
// Get color as RGB (0-255)
auto color = palette[i];
ImVec4 col(color.rgb().x / 255.0f,
color.rgb().y / 255.0f,
color.rgb().z / 255.0f,
1.0f);
// Color button
bool is_selected = (i == selected_color_index_);
if (is_selected) {
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(1, 1, 0, 1)); // Yellow border
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 2.0f);
}
if (ImGui::ColorButton(absl::StrFormat("##color%d", i).c_str(), col,
ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker,
ImVec2(color_button_size, color_button_size))) {
selected_color_index_ = i;
editing_color_ = col;
}
if (is_selected) {
ImGui::PopStyleVar();
ImGui::PopStyleColor();
}
// Tooltip showing color index and SNES value
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Color %d\nSNES: 0x%04X\nRGB: (%d, %d, %d)",
i, color.snes(),
(int)color.rgb().x, (int)color.rgb().y, (int)color.rgb().z);
}
// Layout: 15 per row
if ((i + 1) % colors_per_row != 0 && i < num_colors - 1) {
ImGui::SameLine();
}
ImGui::PopID();
}
}
void PaletteEditorWidget::DrawColorPicker() {
ImGui::SeparatorText(absl::StrFormat("Edit Color %d", selected_color_index_).c_str());
auto& dungeon_pal_group = rom_->mutable_palette_group()->dungeon_main;
auto palette = dungeon_pal_group[current_palette_id_]; // Get copy, not reference
auto original_color = palette[selected_color_index_];
// Color picker
if (ImGui::ColorEdit3("Color", &editing_color_.x,
ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_PickerHueWheel)) {
// Convert ImGui color (0-1) to SNES color (0-31 per channel)
int r = static_cast<int>(editing_color_.x * 31.0f);
int g = static_cast<int>(editing_color_.y * 31.0f);
int b = static_cast<int>(editing_color_.z * 31.0f);
// Create SNES color (15-bit BGR555 format)
uint16_t snes_color = (b << 10) | (g << 5) | r;
// Update palette in ROM (need to write back through the group)
palette[selected_color_index_] = gfx::SnesColor(snes_color);
dungeon_pal_group[current_palette_id_] = palette; // Write back
// Notify that palette changed
if (on_palette_changed_) {
on_palette_changed_(current_palette_id_);
}
}
// Show RGB values
ImGui::Text("RGB (0-255): (%d, %d, %d)",
(int)(editing_color_.x * 255),
(int)(editing_color_.y * 255),
(int)(editing_color_.z * 255));
// Show SNES BGR555 value
ImGui::Text("SNES BGR555: 0x%04X", original_color.snes());
// Reset button
if (ImGui::Button("Reset to Original")) {
editing_color_ = ImVec4(original_color.rgb().x / 255.0f,
original_color.rgb().y / 255.0f,
original_color.rgb().z / 255.0f,
1.0f);
}
}
} // namespace gui
} // namespace yaze

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@@ -0,0 +1,56 @@
#ifndef YAZE_APP_GUI_WIDGETS_PALETTE_EDITOR_WIDGET_H
#define YAZE_APP_GUI_WIDGETS_PALETTE_EDITOR_WIDGET_H
#include <functional>
#include <vector>
#include "app/gfx/snes_palette.h"
#include "app/rom.h"
#include "imgui/imgui.h"
namespace yaze {
namespace gui {
/**
* @brief Simple visual palette editor with color picker
*
* Displays dungeon palettes in a grid, allows editing colors,
* and notifies when palettes change so rooms can re-render.
*/
class PaletteEditorWidget {
public:
PaletteEditorWidget() = default;
void Initialize(Rom* rom);
void Draw();
// Callback when palette is modified
void SetOnPaletteChanged(std::function<void(int palette_id)> callback) {
on_palette_changed_ = callback;
}
// Get/Set current editing palette
int current_palette_id() const { return current_palette_id_; }
void set_current_palette_id(int id) { current_palette_id_ = id; }
private:
void DrawPaletteSelector();
void DrawColorGrid();
void DrawColorPicker();
Rom* rom_ = nullptr;
int current_palette_id_ = 0;
int selected_color_index_ = -1;
// Callback for palette changes
std::function<void(int palette_id)> on_palette_changed_;
// Temp color for editing (RGB 0-1 range for ImGui)
ImVec4 editing_color_{0, 0, 0, 1};
};
} // namespace gui
} // namespace yaze
#endif // YAZE_APP_GUI_WIDGETS_PALETTE_EDITOR_WIDGET_H

View File

@@ -11,6 +11,7 @@
#include "app/gfx/arena.h"
#include "app/rom.h"
#include "app/snes.h"
#include "app/zelda3/dungeon/object_drawer.h"
#include "app/zelda3/dungeon/room_diagnostic.h"
#include "app/zelda3/dungeon/room_object.h"
#include "app/zelda3/sprite/sprite.h"
@@ -326,103 +327,13 @@ void Room::RenderRoomGraphics() {
void Room::RenderObjectsToBackground() {
if (!rom_ || !rom_->is_loaded()) {
std::printf("RenderObjectsToBackground: ROM not loaded\n");
return;
}
std::printf("RenderObjectsToBackground: Room %d has %zu objects\n", room_id_, tile_objects_.size());
// Get references to THIS room's background buffers
auto& bg1 = bg1_buffer_;
auto& bg2 = bg2_buffer_;
// Render tile objects to their respective layers
int rendered_count = 0;
for (const auto& obj : tile_objects_) {
// Ensure object has tiles loaded
auto mutable_obj = const_cast<RoomObject&>(obj);
mutable_obj.EnsureTilesLoaded();
// Get tiles with error handling
auto tiles_result = obj.GetTiles();
if (!tiles_result.ok()) {
std::printf(" Object at (%d,%d) failed to load tiles: %s\n",
obj.x_, obj.y_, tiles_result.status().ToString().c_str());
continue;
}
if (tiles_result->empty()) {
std::printf(" Object at (%d,%d) has no tiles\n", obj.x_, obj.y_);
continue;
}
const auto& tiles = *tiles_result;
std::printf(" Object at (%d,%d) has %zu tiles\n", obj.x_, obj.y_, tiles.size());
// Calculate object position in tile coordinates (each position is an 8x8 tile)
int obj_x = obj.x_; // X position in 8x8 tile units
int obj_y = obj.y_; // Y position in 8x8 tile units
// Determine which layer this object belongs to
bool is_bg2 = (obj.layer_ == RoomObject::LayerType::BG2);
auto& target_buffer = is_bg2 ? bg2 : bg1;
// Calculate the width of the object in Tile16 units
// Most objects are arranged in a grid, typically 1-8 tiles wide
// We calculate width based on square root for square objects,
// or use a more flexible approach for rectangular objects
int tiles_wide = 1;
if (tiles.size() > 1) {
// Try to determine optimal layout based on tile count
// Common patterns: 1x1, 2x2, 4x1, 2x4, 4x4, 8x1, etc.
int sq = static_cast<int>(std::sqrt(tiles.size()));
if (sq * sq == static_cast<int>(tiles.size())) {
tiles_wide = sq; // Perfect square (4, 9, 16, etc.)
} else if (tiles.size() <= 4) {
tiles_wide = tiles.size(); // Small objects laid out horizontally
} else {
// For larger objects, try common widths (4 or 8)
tiles_wide = (tiles.size() >= 8) ? 8 : 4;
}
}
// Draw each Tile16 from the object
// Each Tile16 is a 16x16 tile made of 4 TileInfo (8x8) tiles
for (size_t i = 0; i < tiles.size(); i++) {
const auto& tile16 = tiles[i];
// Calculate tile16 position based on calculated width (in 16x16 units, so multiply by 2 for 8x8 units)
int base_x = obj_x + ((i % tiles_wide) * 2);
int base_y = obj_y + ((i / tiles_wide) * 2);
// Each Tile16 contains 4 TileInfo objects arranged as:
// [0][1] (top-left, top-right)
// [2][3] (bottom-left, bottom-right)
const auto& tile_infos = tile16.tiles_info;
// Draw the 4 sub-tiles of this Tile16
for (int sub_tile = 0; sub_tile < 4; sub_tile++) {
int tile_x = base_x + (sub_tile % 2);
int tile_y = base_y + (sub_tile / 2);
// Bounds check
if (tile_x < 0 || tile_x >= 64 || tile_y < 0 || tile_y >= 64) {
continue;
}
// Convert TileInfo to word format: (vflip<<15) | (hflip<<14) | (over<<13) | (palette<<10) | tile_id
uint16_t tile_word = gfx::TileInfoToWord(tile_infos[sub_tile]);
// Set the tile in the buffer
target_buffer.SetTileAt(tile_x, tile_y, tile_word);
rendered_count++;
}
}
}
std::printf("RenderObjectsToBackground: Rendered %d tiles total\n", rendered_count);
// Note: Layout objects rendering would go here if needed
// For now, focusing on regular tile objects which is what ZScream primarily renders
// Use ObjectDrawer for pattern-based object rendering
// This provides proper wall/object drawing patterns
ObjectDrawer drawer(rom_);
drawer.DrawObjectList(tile_objects_, bg1_buffer_, bg2_buffer_);
}
void Room::LoadAnimatedGraphics() {