feat: Implement lazy loading for dungeon rooms and refactor room graphics handling

- Introduced lazy loading for room data to optimize performance and reduce initial load times.
- Updated DungeonEditor and DungeonRoomLoader to handle room graphics rendering directly from room objects.
- Refactored methods to accept room references instead of IDs for better clarity and type safety.
- Enhanced tab management in the DungeonEditor UI for improved user experience.
This commit is contained in:
scawful
2025-10-04 15:14:17 -04:00
parent 5bb696e431
commit 28dc394a7c
19 changed files with 799 additions and 468 deletions

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@@ -14,7 +14,6 @@
#include "app/zelda3/dungeon/room_diagnostic.h"
#include "app/zelda3/dungeon/room_object.h"
#include "app/zelda3/sprite/sprite.h"
#include "util/log.h"
namespace yaze {
namespace zelda3 {
@@ -198,6 +197,7 @@ Room LoadRoomFromRom(Rom *rom, int room_id) {
room.LoadBlocks();
room.LoadPits();
room.SetLoaded(true);
return room;
}
@@ -318,9 +318,7 @@ void Room::RenderRoomGraphics() {
// Validate palette ID and fall back to palette 0 if invalid
if (palette_id < 0 || palette_id >= num_palettes) {
std::printf("WARNING: Room %d has invalid palette_id=%d (max=%d), falling back to palette 0\n",
room_id_, palette_id, num_palettes - 1);
palette_id = 0;
//palette_id = 0;
}
// Load the 90-color dungeon palette directly
@@ -573,12 +571,6 @@ void Room::ParseObjectsFromLocation(int objects_location) {
uint8_t b1 = 0;
uint8_t b2 = 0;
uint8_t b3 = 0;
uint8_t posX = 0;
uint8_t posY = 0;
uint8_t sizeX = 0;
uint8_t sizeY = 0;
uint8_t sizeXY = 0;
short oid = 0;
int layer = 0;
bool door = false;
bool end_read = false;
@@ -852,7 +844,9 @@ void Room::LoadSprites() {
rom_data[sprite_pointer + (room_id_ * 2)];
int sprite_address = SnesToPc(sprite_address_snes);
bool sortsprites = rom_data[sprite_address] == 1;
if (rom_data[sprite_address] == 1) {
// sortsprites is unused
}
sprite_address += 1;
while (true) {
@@ -897,7 +891,7 @@ void Room::LoadChests() {
size_t clength = (rom_data[chests_length_pointer + 1] << 8) +
(rom_data[chests_length_pointer]);
for (int i = 0; i < clength; i++) {
for (size_t i = 0; i < clength; i++) {
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
0x7FFF) == room_id_) {
// There's a chest in that room !
@@ -945,7 +939,7 @@ void Room::LoadTorches() {
auto rom_data = rom()->vector();
// Load torch data from torch_data address
int torch_count = rom_data[torches_length_pointer + 1] << 8 | rom_data[torches_length_pointer];
// int torch_count = rom_data[torches_length_pointer + 1] << 8 | rom_data[torches_length_pointer];
// For now, create placeholder torch objects
// TODO: Implement full torch loading from ROM data
@@ -955,7 +949,7 @@ void Room::LoadBlocks() {
auto rom_data = rom()->vector();
// Load block data from blocks_* addresses
int block_count = rom_data[blocks_length + 1] << 8 | rom_data[blocks_length];
// int block_count = rom_data[blocks_length + 1] << 8 | rom_data[blocks_length];
// For now, create placeholder block objects
// TODO: Implement full block loading from ROM data

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@@ -312,6 +312,10 @@ class Room {
void SetStair2Target(uint8_t target) { stair2_.target = target; }
void SetStair3Target(uint8_t target) { stair3_.target = target; }
void SetStair4Target(uint8_t target) { stair4_.target = target; }
// Loaded state
bool IsLoaded() const { return is_loaded_; }
void SetLoaded(bool loaded) { is_loaded_ = loaded; }
// Read-only accessors for metadata
EffectKey effect() const { return effect_; }
@@ -350,7 +354,7 @@ class Room {
std::array<uint8_t, 0x4000> current_gfx16_;
bool is_light_;
bool is_loaded_;
bool is_loaded_ = false;
bool is_dark_;
bool is_floor_ = true;