backend-infra-engineer: Release v0.3.3 snapshot
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docs/public/usage/dungeon-editor.md
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# F2: Dungeon Editor v2 Guide
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**Scope**: DungeonEditorV2 (card-based UI), DungeonEditorSystem, dungeon canvases
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**Related**: [Architecture Overview](../developer/architecture.md), [Canvas System](../developer/canvas-system.md)
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---
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## 1. Overview
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The Dungeon Editor ships with the multi-card workspace introduced in the 0.3.x releases.
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Self-contained room buffers keep graphics, objects, and palettes isolated so you can switch between
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rooms without invalidating the entire renderer.
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### Key Features
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- 512×512 canvas per room with pan/zoom, grid, and collision overlays.
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- Layer-specific visualization (BG1/BG2 toggles, colored object outlines, slot labels).
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- Modular cards for rooms, objects, palettes, entrances, and toolsets.
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- Undo/Redo shared across cards via `DungeonEditorSystem`.
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- Tight overworld integration: double-click an entrance to open the linked dungeon room.
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---
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## 2. Architecture Snapshot
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```
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DungeonEditorV2 (UI)
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├─ Cards & docking
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├─ Canvas presenter
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└─ Menu + toolbar actions
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DungeonEditorSystem (Backend)
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├─ Room/session state
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├─ Undo/Redo stack
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├─ Sprite/entrance/item helpers
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└─ Persistence + ROM writes
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Room Model (Data)
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├─ bg1_buffer_, bg2_buffer_
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├─ tile_objects_, door data, metadata
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└─ Palette + blockset caches
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```
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### Room Rendering Pipeline
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1. **Load** – `DungeonRoomLoader` reads the room header, blockset pointers, and door/entrance
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metadata, producing a `Room` instance with immutable layout info.
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2. **Decode** – The requested blockset is converted into `current_gfx16_` bitmaps; objects are parsed
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into `tile_objects_` grouped by layer and palette slot.
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3. **Draw** – `DungeonCanvasViewer` builds BG1/BG2 bitmaps, then overlays each object layer via
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`ObjectDrawer`. Palette state comes from the room’s 90-color dungeon palette.
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4. **Queue** – The finished bitmaps are pushed into the graphics `Arena`, which uploads a bounded
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number of textures per frame so UI latency stays flat.
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5. **Present** – When textures become available, the canvas displays the layers, draws interaction
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widgets (selection rectangles, door gizmos, entity labels), and applies zoom/grid settings.
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Changing tiles, palettes, or objects invalidates the affected room cache so steps 2–5 rerun only for
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that room.
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---
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## 3. Editing Workflow
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### Opening Rooms
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1. Launch `yaze` with a ROM (`./build/bin/yaze --rom_file=zelda3.sfc`).
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2. Use the **Room Matrix** or **Rooms List** card to choose a room. The toolbar “+” button also opens
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the selector.
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3. Pin multiple rooms by opening them in separate cards; each card maintains its own canvas state.
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### Working with Cards
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| Card | Purpose |
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|------|---------|
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| **Room Graphics** | Primary canvas, BG toggles, collision/grid switches. |
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| **Object Editor** | Filter by type/layer, edit coordinates, duplicate/delete objects. |
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| **Palette Editor** | Adjust per-room palette slots and preview results immediately. |
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| **Entrances List** | Jump between overworld entrances and their mapped rooms. |
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| **Room Matrix** | Visual grid of all rooms grouped per dungeon for quick navigation. |
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Cards can be docked, detached, or saved as workspace presets; use the sidebar to store favorite
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layouts (e.g., Room Graphics + Object Editor + Palette).
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### Canvas Interactions
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- Left-click to select an object; Shift-click to add to the selection.
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- Drag handles to move objects or use the property grid for precise coordinates.
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- Right-click to open the context menu, which includes quick inserts for common objects and a “jump
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to entrance” helper.
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- Hold Space to pan, use mouse wheel (or trackpad pinch) to zoom. The status footer shows current
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zoom and cursor coordinates.
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- Enable **Object Labels** from the toolbar to show layer-colored labels (e.g., `L1 Chest 0x23`).
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### Saving & Undo
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- The editor queues every change through `DungeonEditorSystem`. Use `Cmd/Ctrl+Z` and `Cmd/Ctrl+Shift+Z`
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to undo/redo across cards.
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- Saving writes back the room buffers, door metadata, and palettes for the active session. Keep
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backups enabled (`File → Options → Experiment Flags`) for safety.
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---
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## 4. Tips & Troubleshooting
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- **Layer sanity**: If objects appear on the wrong layer, check the BG toggles in Room Graphics and
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the layer filter in Object Editor—they operate independently.
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- **Palette issues**: Palettes are per room. After editing, ensure `Palette Editor` writes the new
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values before switching rooms; the status footer confirms pending writes.
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- **Door alignment**: Use the entrance/door inspector popup (right-click a door marker) to verify
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leads-to IDs without leaving the canvas.
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- **Performance**: Large ROMs with many rooms can accumulate textures. If the editor feels sluggish,
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close unused room cards; each card releases its textures when closed.
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---
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## 5. Related Docs
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- [Developer Architecture Overview](../developer/architecture.md) – patterns shared across editors.
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- [Canvas System Guide](../developer/canvas-system.md) – detailed explanation of canvas usage,
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context menus, and popups.
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- [Debugging Guide](../developer/debugging-guide.md) – startup flags and logging tips (e.g.,
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`--editor=Dungeon --cards="Room 0"` for focused debugging).
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