backend-infra-engineer: Pre-0.2.2 2024 Q1 snapshot
This commit is contained in:
@@ -3,6 +3,7 @@
|
||||
#include <imgui/imgui.h>
|
||||
|
||||
#include "app/core/common.h"
|
||||
#include "app/core/labeling.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gui/canvas.h"
|
||||
#include "app/gui/icons.h"
|
||||
@@ -28,38 +29,126 @@ using ImGui::TableNextRow;
|
||||
using ImGui::TableSetupColumn;
|
||||
|
||||
absl::Status DungeonEditor::Update() {
|
||||
if (!is_loaded_ && rom()->isLoaded()) {
|
||||
for (int i = 0; i < 0x100; i++) {
|
||||
if (!is_loaded_ && rom()->is_loaded()) {
|
||||
for (int i = 0; i < 0x100 + 40; i++) {
|
||||
rooms_.emplace_back(zelda3::dungeon::Room(i));
|
||||
rooms_[i].LoadHeader();
|
||||
rooms_[i].LoadRoomFromROM();
|
||||
if (flags()->kDrawDungeonRoomGraphics) {
|
||||
rooms_[i].LoadRoomGraphics();
|
||||
}
|
||||
|
||||
room_size_pointers_.push_back(rooms_[i].room_size_ptr());
|
||||
if (rooms_[i].room_size_ptr() != 0x0A8000) {
|
||||
room_size_addresses_[i] = rooms_[i].room_size_ptr();
|
||||
}
|
||||
|
||||
auto dungeon_palette_ptr = rom()->paletteset_ids[rooms_[i].palette][0];
|
||||
ASSIGN_OR_RETURN(auto palette_id,
|
||||
rom()->ReadWord(0xDEC4B + dungeon_palette_ptr));
|
||||
int p_id = palette_id / 180;
|
||||
auto color = rom()->palette_group("dungeon_main")[p_id][3];
|
||||
|
||||
room_palette_[rooms_[i].palette] = color.rgb();
|
||||
}
|
||||
graphics_bin_ = rom()->graphics_bin();
|
||||
|
||||
LoadDungeonRoomSize();
|
||||
LoadRoomEntrances();
|
||||
|
||||
// Load the palette group and palette for the dungeon
|
||||
full_palette_ =
|
||||
rom()->palette_group("dungeon_main")[current_palette_group_id_];
|
||||
current_palette_group_ =
|
||||
gfx::CreatePaletteGroupFromLargePalette(full_palette_);
|
||||
ASSIGN_OR_RETURN(current_palette_group_,
|
||||
gfx::CreatePaletteGroupFromLargePalette(full_palette_));
|
||||
|
||||
graphics_bin_ = *rom()->mutable_bitmap_manager();
|
||||
// Create a vector of pointers to the current block bitmaps
|
||||
for (int block : rooms_[current_room_id_].blocks()) {
|
||||
room_gfx_sheets_.emplace_back(&graphics_bin_[block]);
|
||||
room_gfx_sheets_.emplace_back(graphics_bin_[block].get());
|
||||
}
|
||||
|
||||
is_loaded_ = true;
|
||||
}
|
||||
|
||||
if (refresh_graphics_) {
|
||||
for (int block : rooms_[current_room_id_].blocks()) {
|
||||
graphics_bin_[block].ApplyPalette(
|
||||
current_palette_group_[current_palette_id_]);
|
||||
rom()->UpdateBitmap(&graphics_bin_[block]);
|
||||
for (int i = 0; i < 8; i++) {
|
||||
int block = rooms_[current_room_id_].blocks()[i];
|
||||
graphics_bin_[block].get()->ApplyPaletteWithTransparent(
|
||||
current_palette_group_[current_palette_id_], 0);
|
||||
rom()->UpdateBitmap(graphics_bin_[block].get(), true);
|
||||
}
|
||||
for (int i = 9; i < 16; i++) {
|
||||
int block = rooms_[current_room_id_].blocks()[i];
|
||||
graphics_bin_[block].get()->ApplyPaletteWithTransparent(
|
||||
rom()->palette_group("sprites_aux1")[current_palette_id_], 0);
|
||||
rom()->UpdateBitmap(graphics_bin_[block].get(), true);
|
||||
}
|
||||
|
||||
refresh_graphics_ = false;
|
||||
}
|
||||
|
||||
TAB_BAR("##DungeonEditorTabBar")
|
||||
TAB_ITEM("Room Editor")
|
||||
UpdateDungeonRoomView();
|
||||
END_TAB_ITEM()
|
||||
TAB_ITEM("Usage Statistics")
|
||||
if (is_loaded_) {
|
||||
static bool calc_stats = false;
|
||||
if (!calc_stats) {
|
||||
CalculateUsageStats();
|
||||
calc_stats = true;
|
||||
}
|
||||
DrawUsageStats();
|
||||
}
|
||||
END_TAB_ITEM()
|
||||
END_TAB_BAR()
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
void DungeonEditor::LoadDungeonRoomSize() {
|
||||
std::map<int, std::vector<int>> rooms_by_bank;
|
||||
for (const auto& room : room_size_addresses_) {
|
||||
int bank = room.second >> 16;
|
||||
rooms_by_bank[bank].push_back(room.second);
|
||||
}
|
||||
|
||||
// Process and calculate room sizes within each bank
|
||||
for (auto& bank_rooms : rooms_by_bank) {
|
||||
// Sort the rooms within this bank
|
||||
std::sort(bank_rooms.second.begin(), bank_rooms.second.end());
|
||||
|
||||
for (size_t i = 0; i < bank_rooms.second.size(); ++i) {
|
||||
int room_ptr = bank_rooms.second[i];
|
||||
|
||||
// Identify the room ID for the current room pointer
|
||||
int room_id =
|
||||
std::find_if(room_size_addresses_.begin(), room_size_addresses_.end(),
|
||||
[room_ptr](const auto& entry) {
|
||||
return entry.second == room_ptr;
|
||||
})
|
||||
->first;
|
||||
|
||||
if (room_ptr != 0x0A8000) {
|
||||
if (i < bank_rooms.second.size() - 1) {
|
||||
// Calculate size as difference between current room and next room
|
||||
// in the same bank
|
||||
rooms_[room_id].set_room_size(bank_rooms.second[i + 1] - room_ptr);
|
||||
} else {
|
||||
// Calculate size for the last room in this bank
|
||||
int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
|
||||
rooms_[room_id].set_room_size(bank_end_address - room_ptr + 1);
|
||||
}
|
||||
total_room_size_ += rooms_[room_id].room_size();
|
||||
} else {
|
||||
// Room with address 0x0A8000
|
||||
rooms_[room_id].set_room_size(0x00);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::UpdateDungeonRoomView() {
|
||||
DrawToolset();
|
||||
|
||||
if (palette_showing_) {
|
||||
@@ -81,7 +170,14 @@ absl::Status DungeonEditor::Update() {
|
||||
TableNextRow();
|
||||
|
||||
TableNextColumn();
|
||||
TAB_BAR("##DungeonRoomTabBar");
|
||||
TAB_ITEM("Rooms");
|
||||
DrawRoomSelector();
|
||||
END_TAB_ITEM();
|
||||
TAB_ITEM("Entrances");
|
||||
DrawEntranceSelector();
|
||||
END_TAB_ITEM();
|
||||
END_TAB_BAR();
|
||||
|
||||
TableNextColumn();
|
||||
DrawDungeonTabView();
|
||||
@@ -90,7 +186,6 @@ absl::Status DungeonEditor::Update() {
|
||||
DrawTileSelector();
|
||||
ImGui::EndTable();
|
||||
}
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawToolset() {
|
||||
@@ -110,47 +205,47 @@ void DungeonEditor::DrawToolset() {
|
||||
TableSetupColumn("#doorTool");
|
||||
TableSetupColumn("#blockTool");
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::Button(ICON_MD_UNDO)) {
|
||||
PRINT_IF_ERROR(Undo());
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::Button(ICON_MD_REDO)) {
|
||||
PRINT_IF_ERROR(Redo());
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
ImGui::Text(ICON_MD_MORE_VERT);
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_FILTER_NONE,
|
||||
background_type_ == kBackgroundAny)) {
|
||||
background_type_ = kBackgroundAny;
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_FILTER_1,
|
||||
background_type_ == kBackground1)) {
|
||||
background_type_ = kBackground1;
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_FILTER_2,
|
||||
background_type_ == kBackground2)) {
|
||||
background_type_ = kBackground2;
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_FILTER_3,
|
||||
background_type_ == kBackground3)) {
|
||||
background_type_ = kBackground3;
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
ImGui::Text(ICON_MD_MORE_VERT);
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_PEST_CONTROL, placement_type_ == kSprite)) {
|
||||
placement_type_ = kSprite;
|
||||
}
|
||||
@@ -158,7 +253,7 @@ void DungeonEditor::DrawToolset() {
|
||||
ImGui::SetTooltip("Sprites");
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_GRASS, placement_type_ == kItem)) {
|
||||
placement_type_ = kItem;
|
||||
}
|
||||
@@ -166,7 +261,7 @@ void DungeonEditor::DrawToolset() {
|
||||
ImGui::SetTooltip("Items");
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_SENSOR_DOOR, placement_type_ == kDoor)) {
|
||||
placement_type_ = kDoor;
|
||||
}
|
||||
@@ -174,7 +269,7 @@ void DungeonEditor::DrawToolset() {
|
||||
ImGui::SetTooltip("Doors");
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::RadioButton(ICON_MD_SQUARE, placement_type_ == kBlock)) {
|
||||
placement_type_ = kBlock;
|
||||
}
|
||||
@@ -182,7 +277,7 @@ void DungeonEditor::DrawToolset() {
|
||||
ImGui::SetTooltip("Blocks");
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
if (ImGui::Button(ICON_MD_PALETTE)) {
|
||||
palette_showing_ = !palette_showing_;
|
||||
}
|
||||
@@ -192,7 +287,7 @@ void DungeonEditor::DrawToolset() {
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawRoomSelector() {
|
||||
if (rom()->isLoaded()) {
|
||||
if (rom()->is_loaded()) {
|
||||
gui::InputHexWord("Room ID", ¤t_room_id_);
|
||||
gui::InputHex("Palette ID", ¤t_palette_id_);
|
||||
|
||||
@@ -201,10 +296,15 @@ void DungeonEditor::DrawRoomSelector() {
|
||||
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
|
||||
int i = 0;
|
||||
for (const auto each_room_name : zelda3::dungeon::kRoomNames) {
|
||||
ImGui::Selectable(each_room_name.data(), current_room_id_ == i,
|
||||
ImGuiSelectableFlags_AllowDoubleClick);
|
||||
rom()->resource_label()->SelectableLabelWithNameEdit(
|
||||
current_room_id_ == i, "Dungeon Room Names",
|
||||
core::UppercaseHexByte(i), zelda3::dungeon::kRoomNames[i].data());
|
||||
if (ImGui::IsItemClicked()) {
|
||||
active_rooms_.push_back(i);
|
||||
// TODO: Jump to tab if room is already open
|
||||
current_room_id_ = i;
|
||||
if (!active_rooms_.contains(i)) {
|
||||
active_rooms_.push_back(i);
|
||||
}
|
||||
}
|
||||
i += 1;
|
||||
}
|
||||
@@ -213,12 +313,110 @@ void DungeonEditor::DrawRoomSelector() {
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawEntranceSelector() {
|
||||
if (rom()->is_loaded()) {
|
||||
gui::InputHexWord("Entrance ID",
|
||||
&entrances_[current_entrance_id_].entrance_id_);
|
||||
|
||||
gui::InputHexWord("Room ID", &entrances_[current_entrance_id_].room_, 50.f,
|
||||
true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("Dungeon ID",
|
||||
&entrances_[current_entrance_id_].dungeon_id_, 50.f,
|
||||
true);
|
||||
|
||||
gui::InputHexByte("Blockset", &entrances_[current_entrance_id_].blockset_,
|
||||
50.f, true);
|
||||
ImGui::SameLine();
|
||||
|
||||
gui::InputHexByte("Music", &entrances_[current_entrance_id_].music_, 50.f,
|
||||
true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("Floor", &entrances_[current_entrance_id_].floor_);
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
gui::InputHexWord("Player X ",
|
||||
&entrances_[current_entrance_id_].x_position_);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexWord("Player Y ",
|
||||
&entrances_[current_entrance_id_].y_position_);
|
||||
|
||||
gui::InputHexWord("Camera X",
|
||||
&entrances_[current_entrance_id_].camera_trigger_x_);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexWord("Camera Y",
|
||||
&entrances_[current_entrance_id_].camera_trigger_y_);
|
||||
|
||||
gui::InputHexWord("Scroll X ",
|
||||
&entrances_[current_entrance_id_].camera_x_);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexWord("Scroll Y ",
|
||||
&entrances_[current_entrance_id_].camera_y_);
|
||||
|
||||
gui::InputHexWord("Exit", &entrances_[current_entrance_id_].exit_, 50.f,
|
||||
true);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Camera Boundaries");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("\t\t\t\t\tNorth East South West");
|
||||
gui::InputHexByte("Quadrant",
|
||||
&entrances_[current_entrance_id_].camera_boundary_qn_,
|
||||
50.f, true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_qe_,
|
||||
50.f, true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_qs_,
|
||||
50.f, true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_qw_,
|
||||
50.f, true);
|
||||
|
||||
gui::InputHexByte("Full room",
|
||||
&entrances_[current_entrance_id_].camera_boundary_fn_,
|
||||
50.f, true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_fe_,
|
||||
50.f, true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_fs_,
|
||||
50.f, true);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_fw_,
|
||||
50.f, true);
|
||||
|
||||
if (ImGui::BeginChild("EntranceSelector", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
|
||||
for (int i = 0; i < 0x85 + 7; i++) {
|
||||
rom()->resource_label()->SelectableLabelWithNameEdit(
|
||||
current_entrance_id_ == i, "Dungeon Entrance Names",
|
||||
core::UppercaseHexByte(i),
|
||||
zelda3::dungeon::kEntranceNames[i].data());
|
||||
|
||||
if (ImGui::IsItemClicked()) {
|
||||
current_entrance_id_ = i;
|
||||
if (!active_rooms_.contains(i)) {
|
||||
active_rooms_.push_back(entrances_[i].room_);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawDungeonTabView() {
|
||||
static int next_tab_id = 0;
|
||||
|
||||
if (ImGui::BeginTabBar("MyTabBar", kDungeonTabBarFlags)) {
|
||||
// TODO: Manage the room that is being added to the tab bar.
|
||||
if (ImGui::TabItemButton("+", kDungeonTabFlags)) {
|
||||
if (std::find(active_rooms_.begin(), active_rooms_.end(),
|
||||
current_room_id_) != active_rooms_.end()) {
|
||||
// Room is already open
|
||||
next_tab_id++;
|
||||
}
|
||||
active_rooms_.push_back(next_tab_id++); // Add new tab
|
||||
}
|
||||
|
||||
@@ -226,6 +424,11 @@ void DungeonEditor::DrawDungeonTabView() {
|
||||
for (int n = 0; n < active_rooms_.Size;) {
|
||||
bool open = true;
|
||||
|
||||
if (active_rooms_[n] > sizeof(zelda3::dungeon::kRoomNames) / 4) {
|
||||
active_rooms_.erase(active_rooms_.Data + n);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem(
|
||||
zelda3::dungeon::kRoomNames[active_rooms_[n]].data(), &open,
|
||||
ImGuiTabItemFlags_None)) {
|
||||
@@ -269,8 +472,11 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
|
||||
|
||||
ImGui::EndGroup();
|
||||
|
||||
canvas_.DrawBackground();
|
||||
canvas_.DrawBackground(ImVec2(0x200, 0x200));
|
||||
canvas_.DrawContextMenu();
|
||||
if (is_loaded_) {
|
||||
canvas_.DrawBitmap(rooms_[room_id].layer1(), 0, 0);
|
||||
}
|
||||
canvas_.DrawGrid();
|
||||
canvas_.DrawOverlay();
|
||||
}
|
||||
@@ -289,8 +495,8 @@ void DungeonEditor::DrawRoomGraphics() {
|
||||
if (current_block >= 1) {
|
||||
top_left_y = room_gfx_canvas_.zero_point().y + height * current_block;
|
||||
}
|
||||
room_gfx_canvas_.GetDrawList()->AddImage(
|
||||
(void*)graphics_bin_[block].texture(),
|
||||
room_gfx_canvas_.draw_list()->AddImage(
|
||||
(void*)graphics_bin_[block].get()->texture(),
|
||||
ImVec2(room_gfx_canvas_.zero_point().x + 2, top_left_y),
|
||||
ImVec2(room_gfx_canvas_.zero_point().x + 0x100,
|
||||
room_gfx_canvas_.zero_point().y + offset));
|
||||
@@ -328,7 +534,7 @@ void DungeonEditor::DrawObjectRenderer() {
|
||||
ImGui::GetContentRegionAvail().x);
|
||||
TableSetupColumn("Canvas");
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("DungeonObjectButtons", ImVec2(250, 0), true);
|
||||
|
||||
int selected_object = 0;
|
||||
@@ -348,7 +554,7 @@ void DungeonEditor::DrawObjectRenderer() {
|
||||
ImGui::EndChild();
|
||||
|
||||
// Right side of the table - Canvas
|
||||
ImGui::TableNextColumn();
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("DungeonObjectCanvas", ImVec2(276, 0x10 * 0x40 + 1),
|
||||
true);
|
||||
|
||||
@@ -365,14 +571,283 @@ void DungeonEditor::DrawObjectRenderer() {
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
// if (object_loaded_) {
|
||||
// ImGui::Begin("Memory Viewer", &object_loaded_, 0);
|
||||
// auto memory = object_renderer_.memory();
|
||||
// static MemoryEditor mem_edit;
|
||||
// mem_edit.DrawContents((void*)object_renderer_.memory_ptr(),
|
||||
// memory.size());
|
||||
// ImGui::End();
|
||||
// }
|
||||
if (object_loaded_) {
|
||||
ImGui::Begin("Memory Viewer", &object_loaded_, 0);
|
||||
static MemoryEditor mem_edit;
|
||||
mem_edit.DrawContents((void*)object_renderer_.mutable_memory(),
|
||||
object_renderer_.mutable_memory()->size());
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::LoadRoomEntrances() {
|
||||
for (int i = 0; i < 0x07; ++i) {
|
||||
entrances_.emplace_back(zelda3::dungeon::RoomEntrance(*rom(), i, true));
|
||||
}
|
||||
|
||||
for (int i = 0; i < 0x85; ++i) {
|
||||
entrances_.emplace_back(zelda3::dungeon::RoomEntrance(*rom(), i, false));
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
|
||||
void DungeonEditor::CalculateUsageStats() {
|
||||
// Create a hash map of the usage for elements of each Dungeon Room such as
|
||||
// the blockset, spriteset, palette, etc. This is so we can keep track of
|
||||
// which graphics sets and palette sets are in use and which are not.
|
||||
|
||||
for (const auto& room : rooms_) {
|
||||
// Blockset
|
||||
if (blockset_usage_.find(room.blockset) == blockset_usage_.end()) {
|
||||
blockset_usage_[room.blockset] = 1;
|
||||
} else {
|
||||
blockset_usage_[room.blockset] += 1;
|
||||
}
|
||||
|
||||
// Spriteset
|
||||
if (spriteset_usage_.find(room.spriteset) == spriteset_usage_.end()) {
|
||||
spriteset_usage_[room.spriteset] = 1;
|
||||
} else {
|
||||
spriteset_usage_[room.spriteset] += 1;
|
||||
}
|
||||
|
||||
// Palette
|
||||
if (palette_usage_.find(room.palette) == palette_usage_.end()) {
|
||||
palette_usage_[room.palette] = 1;
|
||||
} else {
|
||||
palette_usage_[room.palette] += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::RenderSetUsage(
|
||||
const absl::flat_hash_map<uint16_t, int>& usage_map, uint16_t& selected_set,
|
||||
int spriteset_offset) {
|
||||
// Sort the usage map by set number
|
||||
std::vector<std::pair<uint16_t, int>> sorted_usage(usage_map.begin(),
|
||||
usage_map.end());
|
||||
std::sort(sorted_usage.begin(), sorted_usage.end(),
|
||||
[](const auto& a, const auto& b) { return a.first < b.first; });
|
||||
|
||||
for (const auto& [set, count] : sorted_usage) {
|
||||
std::string display_str;
|
||||
if (spriteset_offset != 0x00) {
|
||||
display_str = absl::StrFormat("%#02x, %#02x: %d", set,
|
||||
(set + spriteset_offset), count);
|
||||
} else {
|
||||
display_str =
|
||||
absl::StrFormat("%#02x: %d", (set + spriteset_offset), count);
|
||||
}
|
||||
if (ImGui::Selectable(display_str.c_str(), selected_set == set)) {
|
||||
selected_set = set; // Update the selected set when clicked
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace {
|
||||
// Calculate the unused sets in a usage map
|
||||
// Range for blocksets 0-0x24
|
||||
// Range for spritesets 0-0x8F
|
||||
// Range for palettes 0-0x47
|
||||
template <typename T>
|
||||
void RenderUnusedSets(const absl::flat_hash_map<T, int>& usage_map, int max_set,
|
||||
int spriteset_offset = 0x00) {
|
||||
std::vector<int> unused_sets;
|
||||
for (int i = 0; i < max_set; i++) {
|
||||
if (usage_map.find(i) == usage_map.end()) {
|
||||
unused_sets.push_back(i);
|
||||
}
|
||||
}
|
||||
for (const auto& set : unused_sets) {
|
||||
if (spriteset_offset != 0x00) {
|
||||
ImGui::Text("%#02x, %#02x", set, (set + spriteset_offset));
|
||||
} else {
|
||||
ImGui::Text("%#02x", set);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
void DungeonEditor::DrawUsageStats() {
|
||||
if (ImGui::Button("Refresh")) {
|
||||
selected_blockset_ = 0xFFFF;
|
||||
selected_spriteset_ = 0xFFFF;
|
||||
selected_palette_ = 0xFFFF;
|
||||
spriteset_usage_.clear();
|
||||
blockset_usage_.clear();
|
||||
palette_usage_.clear();
|
||||
CalculateUsageStats();
|
||||
}
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
|
||||
if (ImGui::BeginTable("DungeonUsageStatsTable", 8,
|
||||
kDungeonTableFlags | ImGuiTableFlags_SizingFixedFit,
|
||||
ImGui::GetContentRegionAvail())) {
|
||||
TableSetupColumn("Blockset Usage");
|
||||
TableSetupColumn("Unused Blockset");
|
||||
TableSetupColumn("Palette Usage");
|
||||
TableSetupColumn("Unused Palette");
|
||||
TableSetupColumn("Spriteset Usage");
|
||||
TableSetupColumn("Unused Spriteset");
|
||||
TableSetupColumn("Usage Grid");
|
||||
TableSetupColumn("Group Preview");
|
||||
TableHeadersRow();
|
||||
ImGui::PopStyleVar(2);
|
||||
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("BlocksetUsageScroll", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
RenderSetUsage(blockset_usage_, selected_blockset_);
|
||||
ImGui::EndChild();
|
||||
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("UnusedBlocksetScroll", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
RenderUnusedSets(blockset_usage_, 0x25);
|
||||
ImGui::EndChild();
|
||||
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("PaletteUsageScroll", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
RenderSetUsage(palette_usage_, selected_palette_);
|
||||
ImGui::EndChild();
|
||||
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("UnusedPaletteScroll", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
RenderUnusedSets(palette_usage_, 0x48);
|
||||
ImGui::EndChild();
|
||||
|
||||
TableNextColumn();
|
||||
|
||||
ImGui::BeginChild("SpritesetUsageScroll", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
RenderSetUsage(spriteset_usage_, selected_spriteset_, 0x40);
|
||||
ImGui::EndChild();
|
||||
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("UnusedSpritesetScroll", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
RenderUnusedSets(spriteset_usage_, 0x90, 0x40);
|
||||
ImGui::EndChild();
|
||||
|
||||
TableNextColumn();
|
||||
ImGui::BeginChild("UsageGrid", ImVec2(0, 0), true,
|
||||
ImGuiWindowFlags_HorizontalScrollbar);
|
||||
ImGui::Text("%s",
|
||||
absl::StrFormat("Total size of all rooms: %d hex format: %#06x",
|
||||
total_room_size_, total_room_size_)
|
||||
.c_str());
|
||||
DrawUsageGrid();
|
||||
ImGui::EndChild();
|
||||
|
||||
TableNextColumn();
|
||||
if (selected_blockset_ < 0x25) {
|
||||
gfx_group_editor_.SetSelectedBlockset(selected_blockset_);
|
||||
gfx_group_editor_.DrawBlocksetViewer(true);
|
||||
} else if (selected_spriteset_ < 0x90) {
|
||||
gfx_group_editor_.SetSelectedSpriteset(selected_spriteset_ + 0x40);
|
||||
gfx_group_editor_.DrawSpritesetViewer(true);
|
||||
}
|
||||
}
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawUsageGrid() {
|
||||
// Create a grid of 295 small squares which is 16 squares wide
|
||||
// Each square represents a room in the game
|
||||
// When you hover a square it should show a hover tooltip with the properties
|
||||
// of the room such as the blockset, spriteset, palette, etc. Calculate the
|
||||
// number of rows
|
||||
int totalSquares = 296;
|
||||
int squaresWide = 16;
|
||||
int squaresTall = (totalSquares + squaresWide - 1) /
|
||||
squaresWide; // Ceiling of totalSquares/squaresWide
|
||||
|
||||
// Loop through each row
|
||||
for (int row = 0; row < squaresTall; ++row) {
|
||||
// Start a new line for each row
|
||||
ImGui::NewLine();
|
||||
|
||||
// Loop through each column in the row
|
||||
for (int col = 0; col < squaresWide; ++col) {
|
||||
// Check if we have reached 295 squares
|
||||
if (row * squaresWide + col >= totalSquares) {
|
||||
break;
|
||||
}
|
||||
// Determine if this square should be highlighted
|
||||
const auto& room = rooms_[row * squaresWide + col];
|
||||
|
||||
// Create a button or selectable for each square
|
||||
ImGui::BeginGroup();
|
||||
ImVec4 color = room_palette_[room.palette];
|
||||
color.x = color.x / 255;
|
||||
color.y = color.y / 255;
|
||||
color.z = color.z / 255;
|
||||
color.w = 1.0f;
|
||||
if (rooms_[row * squaresWide + col].room_size() > 0xFFFF) {
|
||||
color = ImVec4(1.0f, 0.0f, 0.0f, 1.0f); // Or any highlight color
|
||||
}
|
||||
if (rooms_[row * squaresWide + col].room_size() == 0) {
|
||||
color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Or any highlight color
|
||||
}
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, color);
|
||||
// Make the button text darker
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
|
||||
bool highlight = room.blockset == selected_blockset_ ||
|
||||
room.spriteset == selected_spriteset_ ||
|
||||
room.palette == selected_palette_;
|
||||
|
||||
// Set highlight color if needed
|
||||
if (highlight) {
|
||||
ImGui::PushStyleColor(
|
||||
ImGuiCol_Button,
|
||||
ImVec4(1.0f, 0.5f, 0.0f, 1.0f)); // Or any highlight color
|
||||
}
|
||||
if (ImGui::Button(absl::StrFormat(
|
||||
"%#x", rooms_[row * squaresWide + col].room_size())
|
||||
.c_str(),
|
||||
ImVec2(55, 30))) {
|
||||
// Switch over to the room editor tab
|
||||
// and add a room tab by the ID of the square
|
||||
// that was clicked
|
||||
}
|
||||
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {
|
||||
ImGui::OpenPopup(
|
||||
absl::StrFormat("RoomContextMenu%d", row * squaresWide + col)
|
||||
.c_str());
|
||||
}
|
||||
ImGui::PopStyleColor(2);
|
||||
ImGui::EndGroup();
|
||||
|
||||
// Reset style if it was highlighted
|
||||
if (highlight) {
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
// Check if the square is hovered
|
||||
if (ImGui::IsItemHovered()) {
|
||||
// Display a tooltip with all the room properties
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("Room ID: %d", row * squaresWide + col);
|
||||
ImGui::Text("Blockset: %#02x", room.blockset);
|
||||
ImGui::Text("Spriteset: %#02x", room.spriteset);
|
||||
ImGui::Text("Palette: %#02x", room.palette);
|
||||
ImGui::Text("Floor1: %#02x", room.floor1);
|
||||
ImGui::Text("Floor2: %#02x", room.floor2);
|
||||
ImGui::Text("Message ID: %#04x", room.message_id_);
|
||||
ImGui::Text("Size: %#06x", room.room_size());
|
||||
ImGui::Text("Size Pointer: %#06x", room.room_size_ptr());
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
// Keep squares in the same line
|
||||
ImGui::SameLine();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace editor
|
||||
|
||||
Reference in New Issue
Block a user