Add table and canvas to UpdateLinkGfxView

This commit is contained in:
scawful
2024-04-13 13:17:25 -04:00
parent a3c27731cd
commit 19ec7b6431
2 changed files with 41 additions and 18 deletions

View File

@@ -51,12 +51,13 @@ absl::Status GraphicsEditor::Update() {
}
absl::Status GraphicsEditor::UpdateGfxEdit() {
TAB_ITEM("Graphics Editor")
TAB_ITEM("Sheet Editor")
if (ImGui::BeginTable("##GfxEditTable", 3, kGfxEditTableFlags,
ImVec2(0, 0))) {
for (const auto& name : kGfxEditColumnNames)
ImGui::TableSetupColumn(name.data());
for (const auto& name :
{"Tilesheets", "Current Graphics", "Palette Controls"})
ImGui::TableSetupColumn(name);
ImGui::TableHeadersRow();
@@ -355,22 +356,44 @@ absl::Status GraphicsEditor::UpdatePaletteColumn() {
absl::Status GraphicsEditor::UpdateLinkGfxView() {
TAB_ITEM("Player Animations")
const auto link_gfx_offset = 0x80000;
const auto link_gfx_length = 0x7000;
if (ImGui::BeginTable("##PlayerAnimationTable", 3, kGfxEditTableFlags,
ImVec2(0, 0))) {
for (const auto& name : {"Canvas", "Animation Steps", "Properties"})
ImGui::TableSetupColumn(name);
// TODO: Finish Rom::LoadLinkGraphics and implement this
if (ImGui::Button("Load Link Graphics (Experimental)")) {
if (rom()->is_loaded()) {
// Load Links graphics from the ROM
rom()->LoadLinkGraphics();
ImGui::TableHeadersRow();
// Split it into the pose data frames
// Create an animation step display for the poses
// Allow the user to modify the frames used in an anim step
// LinkOAM_AnimationSteps:
// #_0D85FB
NEXT_COLUMN();
link_canvas_.DrawBackground();
link_canvas_.DrawGrid(16.0f);
int i = 0;
for (auto [key, link_sheet] : rom()->link_graphics()) {
int x_offset = 0;
int y_offset = core::kTilesheetHeight * i * 4;
link_canvas_.DrawBitmap(link_sheet, x_offset, y_offset, 4);
i++;
}
link_canvas_.DrawOverlay();
link_canvas_.DrawGrid();
NEXT_COLUMN();
NEXT_COLUMN();
if (ImGui::Button("Load Link Graphics (Experimental)")) {
if (rom()->is_loaded()) {
// Load Links graphics from the ROM
RETURN_IF_ERROR(rom()->LoadLinkGraphics());
// Split it into the pose data frames
// Create an animation step display for the poses
// Allow the user to modify the frames used in an anim step
// LinkOAM_AnimationSteps:
// #_0D85FB
}
}
}
ImGui::EndTable();
END_TAB_ITEM()
return absl::OkStatus();