feat(docs): add comprehensive dependency architecture and build optimization document

- Introduced a new document detailing YAZE's dependency architecture, identifying optimization opportunities, and proposing a roadmap for reducing build times and improving maintainability.
- Included a complete dependency graph, key findings, and a detailed refactoring plan to enhance modularity and reduce circular dependencies.
- Document serves as a reference for future development and architectural decisions, aiming for 40-60% faster incremental builds.

Benefits:
- Provides a clear understanding of the current state and future direction for YAZE's architecture.
- Facilitates better decision-making for developers regarding library organization and build optimization strategies.
This commit is contained in:
scawful
2025-10-15 16:35:52 -04:00
parent 4de8f711f3
commit 3c0964d251
9 changed files with 3096 additions and 342 deletions

View File

@@ -37,6 +37,16 @@ struct PaletteGroupMap {
};
```
#### 3. Color Representations in Code
- **SNES 15-bit (`uint16_t`)**: On-disk format `0bbbbbgggggrrrrr`; store raw ROM
words or write back with `ConvertRgbToSnes`.
- **`gfx::snes_color` struct**: Expands each channel to 0-255 for arithmetic
without floating point; use in converters and palette math.
- **`gfx::SnesColor` class**: High-level wrapper retaining the original SNES
value, a `snes_color`, and an ImVec4. Its `rgb()` accessor purposely returns
0-255 components—run the helper converters (e.g., `ConvertSnesColorToImVec4`)
before handing colors to ImGui widgets that expect 0.0-1.0 floats.
### Dungeon Palette System
#### Structure
@@ -117,6 +127,23 @@ CreateAndRenderBitmap(0x200, 0x200, 8, data, bitmap, palette);
// width, height, depth=8 bits
```
### Transparency and Conversion Best Practices
- Preserve ROM palette words exactly as read; hardware enforces transparency on
index0 so we no longer call `set_transparent(true)` while loading.
- Apply transparency only at render time via `SetPaletteWithTransparent()` for
3BPP sub-palettes or `SetPalette()` for full 256-color assets.
- `SnesColor::rgb()` yields components in 0-255 space; convert to ImGuis
expected 0.0-1.0 floats with the helper functions instead of manual divides.
- Use the provided conversion helpers (`ConvertSnesToRgb`, `ImVec4ToSnesColor`,
`SnesTo8bppColor`) to prevent rounding mistakes and alpha bugs.
```cpp
ImVec4 rgb_255 = snes_color.rgb();
ImVec4 display = ConvertSnesColorToImVec4(snes_color);
ImGui::ColorButton("color", display);
```
#### Issue 3: ROM Not Loaded in Preview
**Symptom**: "ROM not loaded" error in emulator preview
**Cause**: Initializing before ROM is set
@@ -159,6 +186,36 @@ rom->WriteByte(address + 1, (snes_value >> 8) & 0xFF); // High byte
5. **Preview**: Show before/after comparison
6. **Save**: Write modified palette back to ROM
#### Palette UI Helpers
- `InlinePaletteSelector` renders a lightweight selection strip (no editing)
ideal for 8- or 16-color sub-palettes.
- `InlinePaletteEditor` supplies the full editing experience with ImGui color
pickers, context menus, and optional live preview toggles.
- `PopupPaletteEditor` fits in context menus or modals; it caps at 64 colors to
keep popups manageable.
- Legacy helpers such as `DisplayPalette()` remain for backward compatibility
but inherit the 32-color limit—prefer the new helpers for new UI.
-### Metadata-Driven Palette Application
`gfx::BitmapMetadata` tracks the source BPP, palette format, type string, and
expected color count. Set it immediately after creating a bitmap so later code
can make the right choice automatically:
```cpp
bitmap.metadata() = BitmapMetadata{/*source_bpp=*/3,
/*palette_format=*/1, // 0=full, 1=sub-palette
/*source_type=*/"graphics_sheet",
/*palette_colors=*/8};
bitmap.ApplyPaletteByMetadata(palette);
```
- `palette_format == 0` routes to `SetPalette()` and preserves every color
(Mode7, HUD assets, etc.).
- `palette_format == 1` routes to `SetPaletteWithTransparent()` and injects the
transparent color 0 for 3BPP workflows.
- Validation hooks help catch mismatched palette sizes before they hit SDL.
### Graphics Manager Integration
#### Sheet Palette Assignment
@@ -175,6 +232,30 @@ if (sheet_id > 115) {
}
```
### Texture Synchronization and Regression Notes
- Call `bitmap.UpdateSurfacePixels()` after mutating `bitmap.mutable_data()` to
copy rendered bytes into the SDL surface before queuing texture creation or
updates.
- `Bitmap::ApplyStoredPalette()` now rebuilds an `SDL_Color` array sized to the
actual palette instead of forcing 256 entries—this fixes regressions where
8- or 16-color palettes were padded with opaque black.
- When updating SDL palette data yourself, mirror that pattern:
```cpp
std::vector<SDL_Color> colors(palette.size());
for (size_t i = 0; i < palette.size(); ++i) {
const auto& c = palette[i];
const ImVec4 rgb = c.rgb(); // 0-255 components
colors[i] = SDL_Color{static_cast<Uint8>(rgb.x),
static_cast<Uint8>(rgb.y),
static_cast<Uint8>(rgb.z),
c.is_transparent() ? 0 : 255};
}
SDL_SetPaletteColors(surface->format->palette, colors.data(), 0,
static_cast<int>(colors.size()));
```
### Best Practices
1. **Always use `operator[]` for palette access** - returns reference, not copy
@@ -189,6 +270,19 @@ if (sheet_id > 115) {
5. **Cache palettes** when repeatedly accessing the same palette
6. **Update textures** after changing palettes (textures don't auto-update)
### User Workflow Tips
- Choose the widget that matches the task: selectors for choosing colors,
editors for full control, popups for contextual tweaks.
- The live preview toggle trades responsiveness for performance; disable it
while batch-editing large (64+ color) palettes.
- Right-click any swatch in the editor to copy the color as SNES hex, RGB
tuples, or HTML hex—useful when coordinating with external art tools.
- Remember hardware rules: palette index0 is always transparent and will not
display even if the stored value is non-zero.
- Keep ROM backups when performing large palette sweeps; palette groups are
shared across screens so a change can have multiple downstream effects.
### ROM Addresses (for reference)
```cpp
@@ -257,4 +351,3 @@ bitmap.mutable_data() = new_data;
// CORRECT - Updates both vector and surface
bitmap.set_data(new_data);
```