refactor: Consolidate and update Dungeon Editor documentation
- Deleted outdated DUNGEON_EDITOR_COMPLETE_GUIDE.md and DUNGEON_EDITOR_GUIDE.md files to streamline documentation. - Introduced a new F2-dungeon-editor-v2-guide.md that consolidates features, architecture, and usage instructions for the Dungeon Editor V2. - Documented recent refactoring efforts, including critical bug fixes and architectural improvements. - Enhanced the guide with structured sections for quick start, testing, and troubleshooting, reflecting the current production-ready status of the Dungeon Editor. - Updated related source files to support new documentation structure and features.
This commit is contained in:
@@ -1,378 +0,0 @@
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# YAZE Dungeon Editor - Complete Technical Guide
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**Last Updated**: October 10, 2025
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**Status**: ✅ PRODUCTION READY
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**Version**: v0.4.0 (DungeonEditorV2)
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---
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## Table of Contents
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- [Overview](#overview)
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- [Critical Bugs Fixed](#critical-bugs-fixed)
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- [Architecture](#architecture)
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- [Quick Start](#quick-start)
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- [Rendering Pipeline](#rendering-pipeline)
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- [Testing](#testing)
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- [Troubleshooting](#troubleshooting)
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- [Future Work](#future-work)
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---
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## Overview
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The Dungeon Editor uses a modern card-based architecture (DungeonEditorV2) with self-contained room rendering. Each room manages its own background buffers independently.
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### Key Features
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- ✅ **Visual room editing** with 512x512 canvas per room
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- ✅ **Object position visualization** - Colored outlines showing object placement
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- ✅ **Per-room settings** - BG1/BG2 visibility, layer types
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- ✅ **Live palette editing** - Immediate visual feedback
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- ✅ **Flexible docking** - EditorCard system for custom layouts
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- ✅ **Overworld integration** - Double-click entrances to open rooms
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### Architecture Principles
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1. **Self-Contained Rooms** - Each room owns its bitmaps and palettes
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2. **Correct Loading Order** - LoadRoomGraphics → LoadObjects → RenderRoomGraphics
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3. **Single Palette Application** - Applied once in `RenderRoomGraphics()`
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4. **EditorCard UI** - No rigid tabs, flexible docking
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5. **Backend/UI Separation** - DungeonEditorSystem (backend) + DungeonEditorV2 (UI)
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---
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## Critical Bugs Fixed
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### Bug #1: Segfault on Startup ✅
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**Cause**: `ImGui::GetID()` called before ImGui context ready
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**Fix**: Moved to `Update()` when ImGui is initialized
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**File**: `dungeon_editor_v2.cc:160-163`
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### Bug #2: Floor Values Always Zero ✅
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**Cause**: `RenderRoomGraphics()` called before `LoadObjects()`
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**Fix**: Correct sequence - LoadRoomGraphics → LoadObjects → RenderRoomGraphics
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**File**: `dungeon_editor_v2.cc:442-460`
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**Impact**: Floor graphics now load correctly (4, 8, etc. instead of 0)
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### Bug #3: Duplicate Floor Variables ✅
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**Cause**: `floor1` (public) vs `floor1_graphics_` (private)
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**Fix**: Removed public members, added accessors: `floor1()`, `set_floor1()`
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**File**: `room.h:341-350`
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**Impact**: UI floor edits now trigger immediate re-render
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### Bug #4: ObjectRenderer Confusion ✅
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**Cause**: Two rendering systems (ObjectDrawer vs ObjectRenderer)
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**Fix**: Removed ObjectRenderer, standardized on ObjectDrawer
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**Files**: `dungeon_canvas_viewer.h/cc`, `dungeon_object_selector.h/cc`
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**Impact**: Single, clear rendering path
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### Bug #5: Duplicate Property Detection ✅
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**Cause**: Two property change blocks, second never ran
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**Fix**: Removed duplicate block
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**File**: `dungeon_canvas_viewer.cc:95-118 removed`
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**Impact**: Property changes now trigger correct re-renders
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---
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## Architecture
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### Component Overview
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```
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DungeonEditorV2 (UI Layer)
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├─ Card-based UI system
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├─ Room window management
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├─ Component coordination
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└─ Lazy loading
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DungeonEditorSystem (Backend Layer)
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├─ Sprite management
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├─ Item management
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├─ Entrance/Door/Chest management
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├─ Undo/Redo functionality
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└─ Dungeon-wide operations
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Room (Data Layer)
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├─ Self-contained buffers (bg1_buffer_, bg2_buffer_)
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├─ Object storage (tile_objects_)
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├─ Graphics loading
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└─ Rendering pipeline
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```
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### Room Rendering Pipeline
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```
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1. LoadRoomGraphics(blockset)
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└─> Reads blocks[] from ROM
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└─> Loads blockset data → current_gfx16_
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2. LoadObjects()
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└─> Parses object data from ROM
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└─> Creates tile_objects_[]
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└─> SETS floor1_graphics_, floor2_graphics_ ← CRITICAL!
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3. RenderRoomGraphics() [SELF-CONTAINED]
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├─> DrawFloor(floor1_graphics_, floor2_graphics_)
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├─> DrawBackground(current_gfx16_)
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├─> RenderObjectsToBackground()
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│ └─> ObjectDrawer::DrawObjectList()
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├─> SetPalette(full_90_color_dungeon_palette)
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└─> QueueTextureCommand(CREATE, bg1_bmp, bg2_bmp)
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4. DrawRoomBackgroundLayers(room_id)
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└─> ProcessTextureQueue() → GPU textures
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└─> canvas_.DrawBitmap(bg1, bg2)
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5. DrawObjectPositionOutlines(room)
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└─> Colored rectangles by layer (Red/Green/Blue)
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└─> Object ID labels
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```
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### Key Insight: Object Rendering
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Objects are drawn as **indexed pixel data** into buffers, then `SetPalette()` colorizes BOTH background tiles AND objects simultaneously. This is why palette application must happen AFTER object drawing.
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---
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## Quick Start
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### Build
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```bash
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cd /Users/scawful/Code/yaze
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cmake --preset mac-ai -B build_ai
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cmake --build build_ai --target yaze -j12
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```
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### Run
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```bash
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# Open dungeon editor
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon
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# Open specific room
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0x00"
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```
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### Expected Visuals
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- ✅ **Floor tiles**: Proper dungeon graphics with correct colors
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- ✅ **Floor values**: Show 4, 8, etc. (not 0!)
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- ✅ **Object outlines**: Colored rectangles indicating object positions
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- 🟥 Red = Layer 0 (main floor/walls)
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- 🟩 Green = Layer 1 (upper decorations/chests)
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- 🟦 Blue = Layer 2 (stairs/transitions)
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- ✅ **Object IDs**: Labels showing "0x10", "0x20", etc.
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---
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## Object Visualization
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### DrawObjectPositionOutlines()
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Shows where objects are placed with colored rectangles:
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```cpp
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// Color coding by layer
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Layer 0 → Red (most common - walls, floors)
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Layer 1 → Green (decorations, chests)
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Layer 2 → Blue (stairs, exits)
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// Size calculation
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width = (obj.size() & 0x0F + 1) * 8 pixels
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height = ((obj.size() >> 4) & 0x0F + 1) * 8 pixels
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// Labels
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Each rectangle shows object ID (0x10, 0x20, etc.)
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```
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This helps verify object positions even if graphics don't render yet.
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---
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## Testing
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### Debug Commands
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```bash
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# Check floor values (should NOT be 0)
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "floor1="
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# Check object loading
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Drawing.*objects"
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# Check object drawing details
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Writing Tile16"
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```
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### Expected Debug Output
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```
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[DungeonEditorV2] Loaded room 0 graphics from ROM
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[DungeonEditorV2] Loaded room 0 objects from ROM
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[RenderRoomGraphics] Room 0: floor1=4, floor2=8, blocks_size=16 ← NOT 0!
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[DungeonEditorV2] Rendered room 0 to bitmaps
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[ObjectDrawer] Drawing 15 objects
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[ObjectDrawer] Drew 15 objects, skipped 0
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```
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### Visual Checklist
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- [ ] Floor tiles render with correct dungeon graphics
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- [ ] Floor values show non-zero numbers
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- [ ] Object position outlines visible (colored rectangles)
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- [ ] Can edit floor1/floor2 values
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- [ ] Changes update canvas immediately
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- [ ] Multiple rooms can be opened and docked
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---
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## Troubleshooting
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### Floor tiles still blank/wrong?
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**Check**: Debug output should show `floor1=4, floor2=8` (NOT 0)
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**If 0**: Loading order issue - verify LoadObjects() runs before RenderRoomGraphics()
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**File**: `dungeon_editor_v2.cc:442-460`
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### Objects not visible?
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**Check**: Object position outlines should show colored rectangles
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**If no outlines**: Object loading failed - check LoadObjects()
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**If outlines but no graphics**: ObjectDrawer or tile loading issue
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**Debug**: Check ObjectDrawer logs for "has X tiles"
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### Floor editing doesn't work?
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**Check**: Using floor accessors: `floor1()`, `set_floor1()`
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**Not**: Direct members `room.floor1` (removed)
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**File**: `dungeon_canvas_viewer.cc:90-106`
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### Performance degradation with multiple rooms?
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**Cause**: Each room = ~2MB (2x 512x512 bitmaps)
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**Solution**: Implement texture pooling (future work)
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**Workaround**: Close unused room windows
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---
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## Future Work
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### High Priority
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1. **Verify wall graphics render** - ObjectDrawer pipeline may need debugging
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2. **Implement room layout rendering** - Show structural walls/floors/pits
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3. **Remove LoadGraphicsSheetsIntoArena()** - Placeholder code no longer needed
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4. **Update room graphics card** - Show per-room graphics instead of Arena sheets
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### Medium Priority
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5. **Texture atlas infrastructure** - Lay groundwork for future optimization
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6. **Move backend logic to DungeonEditorSystem** - Cleaner UI/backend separation
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7. **Performance optimization** - Texture pooling or lazy loading
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### Low Priority
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8. **Extract ROM addresses** - Move constants to dungeon_rom_addresses.h
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9. **Remove unused variables** - palette_, background_tileset_, sprite_tileset_
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10. **Consolidate duplicates** - blockset/spriteset cleanup
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---
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## Code Reference
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### Loading Order (CRITICAL)
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```cpp
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// dungeon_editor_v2.cc:442-460
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if (room.blocks().empty()) {
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room.LoadRoomGraphics(room.blockset); // 1. Load blocks
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}
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if (room.GetTileObjects().empty()) {
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room.LoadObjects(); // 2. Load objects (sets floor graphics!)
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}
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if (needs_render || !bg1_bitmap.is_active()) {
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room.RenderRoomGraphics(); // 3. Render with correct data
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}
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```
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### Floor Accessors
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```cpp
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// room.h:341-350
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uint8_t floor1() const { return floor1_graphics_; }
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uint8_t floor2() const { return floor2_graphics_; }
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void set_floor1(uint8_t value) {
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floor1_graphics_ = value;
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// Triggers re-render in UI code
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}
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void set_floor2(uint8_t value) {
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floor2_graphics_ = value;
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}
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```
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### Object Visualization
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```cpp
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// dungeon_canvas_viewer.cc:410-459
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void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
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for (const auto& obj : room.GetTileObjects()) {
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// Convert to canvas coordinates
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(obj.x(), obj.y());
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// Calculate dimensions from size field
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int width = (obj.size() & 0x0F + 1) * 8;
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int height = ((obj.size() >> 4) & 0x0F + 1) * 8;
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// Color by layer
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ImVec4 color = (layer == 0) ? Red : (layer == 1) ? Green : Blue;
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// Draw outline and ID label
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canvas_.DrawRect(canvas_x, canvas_y, width, height, color);
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canvas_.DrawText(absl::StrFormat("0x%02X", obj.id_), canvas_x + 2, canvas_y + 2);
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}
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}
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```
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---
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## Session Summary
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### What Was Accomplished
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- ✅ Fixed 5 critical bugs (segfault, loading order, duplicate variables, property detection, ObjectRenderer)
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- ✅ Decoupled room buffers from Arena (simpler architecture)
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- ✅ Deleted 1270 lines of redundant test code
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- ✅ Added object position visualization
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- ✅ Comprehensive debug logging
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- ✅ Build successful (0 errors)
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- ✅ User-verified: "it does render correct now"
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### Files Modified
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- 12 source files
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- 5 test files (2 deleted, 3 updated)
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- CMakeLists.txt
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### Statistics
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- Lines Deleted: ~1500
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- Lines Added: ~250
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- Net Change: -1250 lines
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- Build Status: ✅ SUCCESS
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---
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## User Decisions
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Based on OPEN_QUESTIONS.md answers:
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1. **DungeonEditorSystem** = Backend logic (keep, move more logic to it)
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2. **ObjectRenderer** = Remove (obsolete, use ObjectDrawer)
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3. **LoadGraphicsSheetsIntoArena()** = Remove (per-room graphics instead)
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4. **Test segfault** = Pre-existing (ignore for now)
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5. **Performance** = Texture atlas infrastructure (future-proof)
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6. **Priority** = Make walls/layouts visible with rect outlines
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---
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## Next Steps
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### Immediate
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1. ⬜ Remove `LoadGraphicsSheetsIntoArena()` method
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2. ⬜ Implement room layout rendering
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3. ⬜ Create texture atlas stub
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4. ⬜ Verify wall object graphics render
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### Short-term
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5. ⬜ Search for remaining ObjectRenderer references
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6. ⬜ Update room graphics card for per-room display
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7. ⬜ Move sprite/item/entrance logic to DungeonEditorSystem
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### Future
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8. ⬜ Implement texture atlas fully
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9. ⬜ Extract ROM addresses/enums to separate files
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10. ⬜ Remove unused variables (palette_, background_tileset_, sprite_tileset_)
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---
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@@ -1,578 +0,0 @@
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# YAZE Dungeon Editor: Complete Guide
|
||||
|
||||
**Last Updated**: October 9, 2025
|
||||
**Status**: PRODUCTION READY - Core features stable, tested, and functional
|
||||
|
||||
---
|
||||
|
||||
## Table of Contents
|
||||
- [Overview](#overview)
|
||||
- [Current Status](#current-status)
|
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- [Architecture](#architecture)
|
||||
- [Quick Start](#quick-start)
|
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- [Core Features](#core-features)
|
||||
- [Technical Details](#technical-details)
|
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- [Testing](#testing)
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- [Troubleshooting](#troubleshooting)
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- [ROM Internals](#rom-internals)
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- [Reference](#reference)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The Dungeon Editor uses a modern card-based architecture for editing dungeon rooms in The Legend of Zelda: A Link to the Past. The editor features lazy loading, per-room settings, and a component-based design for maximum flexibility.
|
||||
|
||||
### Key Capabilities
|
||||
- **Visual room editing** with 512x512 canvas
|
||||
- **Object placement** with pattern-based rendering
|
||||
- **Live palette editing** with instant preview
|
||||
- **Independent dockable UI cards**
|
||||
- **Multi-room editing** support
|
||||
- **Automatic graphics loading**
|
||||
- **Per-room layer visibility** settings
|
||||
- **Command-line quick testing** support
|
||||
|
||||
---
|
||||
|
||||
## Current Status
|
||||
|
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### ✅ Production Ready Features
|
||||
- Core rendering pipeline (floor, walls, objects, sprites)
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- Object drawing via ObjectDrawer with pattern-based rendering
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- Live palette editing with HSV picker
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- Per-room background buffers (no shared state corruption)
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- Independent dockable card system
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- Cross-editor navigation (overworld ↔ dungeon)
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- Error recovery system
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||||
- Test suite (29/29 tests passing - 100%)
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|
||||
### 🔧 Recently Fixed Issues
|
||||
1. **Object Visibility** ✅ FIXED
|
||||
- **Problem**: Objects drawn to bitmaps but not visible on canvas
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- **Root Cause**: Textures not updated after `RenderObjectsToBackground()`
|
||||
- **Fix**: Added texture UPDATE commands after object rendering
|
||||
|
||||
2. **Property Change Re-rendering** ✅ FIXED
|
||||
- **Problem**: Changing blockset/palette didn't trigger re-render
|
||||
- **Fix**: Added change detection and automatic re-rendering
|
||||
|
||||
3. **One-Time Rendering** ✅ FIXED
|
||||
- **Problem**: Objects only rendered once, never updated
|
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- **Fix**: Removed restrictive rendering checks
|
||||
|
||||
4. **Per-Room Layer Settings** ✅ IMPLEMENTED
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- Each room now has independent BG1/BG2 visibility settings
|
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- Layer type controls (Normal, Translucent, Addition, Dark, Off)
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|
||||
5. **Canvas Context Menu** ✅ IMPLEMENTED
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- Dungeon-specific options (Place Object, Delete Selected, Toggle Layers, Re-render)
|
||||
- Dynamic menu based on current selection
|
||||
|
||||
---
|
||||
|
||||
## Architecture
|
||||
|
||||
### Component Hierarchy
|
||||
```
|
||||
DungeonEditorV2 (Coordinator)
|
||||
│
|
||||
├── Dungeon Controls (Collapsible panel)
|
||||
│ └── Card visibility toggles
|
||||
│
|
||||
├── Independent Cards (all fully dockable)
|
||||
│ ├── Rooms List Card (filterable, searchable)
|
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│ ├── Room Matrix Card (16x19 grid, 296 rooms)
|
||||
│ ├── Entrances List Card (entrance configuration)
|
||||
│ ├── Room Graphics Card (blockset graphics display)
|
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│ ├── Object Editor Card (unified object placement)
|
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│ ├── Palette Editor Card (90-color palette editing)
|
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│ └── Room Cards (dynamic, auto-dock together)
|
||||
│
|
||||
└── Per-Room Rendering
|
||||
└── Room
|
||||
├── bg1_buffer_ (BackgroundBuffer)
|
||||
├── bg2_buffer_ (BackgroundBuffer)
|
||||
└── DungeonCanvasViewer
|
||||
```
|
||||
|
||||
### Card-Based Architecture Benefits
|
||||
- ✅ Full freedom to drag, dock, resize
|
||||
- ✅ No layout constraints or inheritance
|
||||
- ✅ Can be arranged however user wants
|
||||
- ✅ Session-aware card titles
|
||||
- ✅ ImGui handles all docking logic
|
||||
- ✅ Independent lifetime (close Dungeon Controls, rooms stay open)
|
||||
|
||||
---
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Launch from Command Line
|
||||
```bash
|
||||
# Open specific room
|
||||
./yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0"
|
||||
|
||||
# Compare multiple rooms
|
||||
./yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0,Room 1,Room 105"
|
||||
|
||||
# Full workspace
|
||||
./yaze --rom_file=zelda3.sfc --editor=Dungeon \
|
||||
--cards="Rooms List,Room Matrix,Object Editor,Palette Editor"
|
||||
|
||||
# Debug mode with logging
|
||||
./yaze --debug --log_file=debug.log --rom_file=zelda3.sfc --editor=Dungeon
|
||||
```
|
||||
|
||||
### From GUI
|
||||
1. Launch YAZE
|
||||
2. Load ROM (File → Open ROM or drag & drop)
|
||||
3. Open Dungeon Editor (Tools → Dungeon Editor)
|
||||
4. Toggle cards via "Dungeon Controls" checkboxes
|
||||
5. Click room in list/matrix to open
|
||||
|
||||
---
|
||||
|
||||
## Core Features
|
||||
|
||||
### 1. Rooms List Card
|
||||
```
|
||||
Features:
|
||||
- Filter/search functionality (ICON_MD_SEARCH)
|
||||
- Format: [HEX_ID] Room Name
|
||||
- Click to open room card
|
||||
- Double-click for instant focus
|
||||
- Shows all 296 rooms (0x00-0x127)
|
||||
```
|
||||
|
||||
### 2. Room Matrix Card (Visual Navigation)
|
||||
```
|
||||
Layout:
|
||||
- 16 columns × 19 rows = 304 cells
|
||||
- Displays all 296 rooms (0x00-0x127)
|
||||
- 24px cells with 1px spacing (optimized)
|
||||
- Window size: 440x520
|
||||
|
||||
Visual Features:
|
||||
- Deterministic HSV colors (no loading needed)
|
||||
- Light green outline: Currently selected room
|
||||
- Green outline: Open rooms
|
||||
- Gray outline: Inactive rooms
|
||||
|
||||
Performance:
|
||||
- Before: 2-4 seconds (lazy loading 296 rooms)
|
||||
- After: < 50ms (pure math, no I/O)
|
||||
```
|
||||
|
||||
### 3. Entrances List Card
|
||||
```
|
||||
Configuration UI (ZScream Parity):
|
||||
- Entrance ID, Room ID, Dungeon ID
|
||||
- Blockset, Music, Floor
|
||||
- Player Position (X, Y)
|
||||
- Camera Trigger (X, Y)
|
||||
- Scroll Position (X, Y)
|
||||
- Exit value
|
||||
- Camera Boundaries (quadrant & full room)
|
||||
|
||||
List Features:
|
||||
- Format: [HEX_ID] Entrance Name -> Room Name
|
||||
- Shows entrance-to-room relationship
|
||||
- Click to select and open associated room
|
||||
```
|
||||
|
||||
### 4. Object Editor Card (Unified)
|
||||
```
|
||||
Improved UX:
|
||||
- Mode controls at top: None | Place | Select | Delete
|
||||
- Current object info always visible
|
||||
- 2 tabs:
|
||||
- Browser: Object selection with previews
|
||||
- Preview: Emulator rendering with controls
|
||||
|
||||
Object Browser:
|
||||
- Categorized objects (Floor/Wall/Special)
|
||||
- 32x32 preview icons
|
||||
- Filter/search functionality
|
||||
- Shows object ID and type
|
||||
```
|
||||
|
||||
### 5. Palette Editor Card
|
||||
```
|
||||
Features:
|
||||
- Palette selector dropdown (20 dungeon palettes)
|
||||
- 90-color grid (15 per row)
|
||||
- Visual selection with yellow border
|
||||
- Tooltips: color index, SNES BGR555, RGB values
|
||||
- HSV color wheel picker
|
||||
- Live RGB display (0-255)
|
||||
- SNES format display (15-bit BGR555)
|
||||
- Reset button
|
||||
|
||||
Live Updates:
|
||||
- Edit palette → all open rooms re-render automatically
|
||||
- Callback system decouples palette editor from rooms
|
||||
```
|
||||
|
||||
### 6. Room Cards (Auto-Loading)
|
||||
```
|
||||
Features:
|
||||
- Auto-loads graphics when properties change
|
||||
- Simple status indicator (✓ Loaded / ⏳ Not Loaded)
|
||||
- Auto-saves with main Save command
|
||||
- Per-room layer controls (BG1/BG2 visibility, BG2 layer type)
|
||||
|
||||
Docking Behavior:
|
||||
- ImGuiWindowClass for automatic tab grouping
|
||||
- New room cards auto-dock with existing rooms
|
||||
- Can be undocked independently
|
||||
- Maintains session state
|
||||
```
|
||||
|
||||
### 7. Canvas Context Menu (NEW)
|
||||
```
|
||||
Dungeon-Specific Options:
|
||||
- Place Object (Ctrl+P)
|
||||
- Delete Selected (Del) - conditional on selection
|
||||
- Toggle BG1 (1)
|
||||
- Toggle BG2 (2)
|
||||
- Re-render Room (Ctrl+R)
|
||||
|
||||
Integration:
|
||||
- Dynamic menu based on current state
|
||||
- Consistent with overworld editor UX
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Technical Details
|
||||
|
||||
### Rendering Pipeline
|
||||
|
||||
```
|
||||
1. Room::CopyRoomGraphicsToBuffer()
|
||||
→ Loads tile graphics into current_gfx16_ [128×N indexed pixels]
|
||||
|
||||
2. BackgroundBuffer::DrawFloor()
|
||||
→ Fills tilemap buffer with floor tile IDs
|
||||
|
||||
3. BackgroundBuffer::DrawBackground()
|
||||
→ Renders floor tiles to bitmap (512×512 indexed surface)
|
||||
|
||||
4. Room::SetPalette()
|
||||
→ Apply 90-color dungeon palette to SDL surface
|
||||
|
||||
5. Room::RenderObjectsToBackground()
|
||||
→ ObjectDrawer writes wall/object tiles to BG1/BG2 buffers
|
||||
|
||||
6. gfx::Arena::QueueTextureCommand(UPDATE, &bitmap)
|
||||
→ CRITICAL: Update textures after object rendering
|
||||
|
||||
7. gfx::Arena::ProcessTextureQueue(renderer)
|
||||
→ Process queued texture operations
|
||||
|
||||
8. DungeonCanvasViewer::DrawRoomBackgroundLayers()
|
||||
→ Draw textures to canvas with ImGui::Image()
|
||||
```
|
||||
|
||||
### Critical Fix: Texture Update After Object Rendering
|
||||
|
||||
**Problem**: Objects were drawn to bitmaps but textures were never updated.
|
||||
|
||||
**Solution** (in `room.cc`):
|
||||
```cpp
|
||||
void Room::RenderRoomGraphics() {
|
||||
// 1. Draw floor and background
|
||||
bg1_buffer_.DrawFloor(...);
|
||||
bg1_buffer_.DrawBackground(...);
|
||||
|
||||
// 2. Apply palette and create initial textures
|
||||
bg1_bmp.SetPalette(bg1_palette);
|
||||
gfx::Arena::Get().QueueTextureCommand(CREATE, &bg1_bmp);
|
||||
|
||||
// 3. Render objects to bitmaps
|
||||
RenderObjectsToBackground();
|
||||
|
||||
// 4. CRITICAL FIX: Update textures with new bitmap data
|
||||
gfx::Arena::Get().QueueTextureCommand(UPDATE, &bg1_bmp);
|
||||
gfx::Arena::Get().QueueTextureCommand(UPDATE, &bg2_bmp);
|
||||
}
|
||||
```
|
||||
|
||||
### SNES Graphics Format
|
||||
|
||||
**8-bit Indexed Color (3BPP for dungeons)**:
|
||||
```cpp
|
||||
// Each pixel is a palette index (0-7)
|
||||
// RGB color comes from applying dungeon palette
|
||||
bg1_bmp.SetPalette(dungeon_pal_group[palette_id]); // 90 colors
|
||||
Renderer::Get().RenderBitmap(&bitmap); // indexed → RGB
|
||||
```
|
||||
|
||||
**Color Format: 15-bit BGR555**
|
||||
```
|
||||
Bits: 0BBB BBGG GGGR RRRR
|
||||
││││ ││││ ││││ ││││
|
||||
│└──┴─┘└──┴─┘└──┴─┘
|
||||
│ Blue Green Red
|
||||
└─ Unused (always 0)
|
||||
|
||||
Each channel: 0-31 (5 bits)
|
||||
Total colors: 32,768 (2^15)
|
||||
```
|
||||
|
||||
**Palette Organization**:
|
||||
- 20 total palettes (one per dungeon color scheme)
|
||||
- 90 colors per palette (full SNES BG palette)
|
||||
- ROM address: `kDungeonMainPalettes` (0xDD734)
|
||||
|
||||
### Critical Math Formulas
|
||||
|
||||
**Tile Position in Tilesheet (128px wide)**:
|
||||
```cpp
|
||||
int tile_x = (tile_id % 16) * 8;
|
||||
int tile_y = (tile_id / 16) * 8;
|
||||
int pixel_offset = (tile_y * 128) + tile_x;
|
||||
```
|
||||
|
||||
**Tile Position in Canvas (512×512)**:
|
||||
```cpp
|
||||
int canvas_x = (tile_col * 8);
|
||||
int canvas_y = (tile_row * 8);
|
||||
int pixel_offset = (canvas_y * 512) + canvas_x;
|
||||
|
||||
// CRITICAL: For NxN tiles, advance by (tile_row * 8 * width)
|
||||
int dest_offset = (yy * 8 * 512) + (xx * 8); // NOT just (yy * 512)!
|
||||
```
|
||||
|
||||
**Palette Index Calculation**:
|
||||
```cpp
|
||||
// 3BPP: 8 colors per subpalette
|
||||
int final_index = pixel_value + (palette_id * 8);
|
||||
|
||||
// NOT 4BPP (× 16)!
|
||||
// int final_index = pixel_value + (palette_id << 4); // WRONG
|
||||
```
|
||||
|
||||
### Per-Room Buffers
|
||||
|
||||
**Problem**: Multiple rooms shared `gfx::Arena::Get().bg1()` and corrupted each other.
|
||||
|
||||
**Solution**: Each `Room` has its own buffers:
|
||||
```cpp
|
||||
// In room.h
|
||||
gfx::BackgroundBuffer bg1_buffer_;
|
||||
gfx::BackgroundBuffer bg2_buffer_;
|
||||
|
||||
// In room.cc
|
||||
bg1_buffer_.DrawFloor(...);
|
||||
bg1_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
|
||||
Renderer::Get().RenderBitmap(&bg1_buffer_.bitmap());
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Test Suite Status
|
||||
|
||||
| Test Type | Total | Passing | Pass Rate |
|
||||
| ----------------- | ----- | ------- | --------- |
|
||||
| **Unit Tests** | 14 | 14 | 100% ✅ |
|
||||
| **Integration** | 14 | 14 | 100% ✅ |
|
||||
| **E2E Tests** | 1 | 1 | 100% ✅ |
|
||||
| **TOTAL** | **29**| **29** | **100%** ✅ |
|
||||
|
||||
### Running Tests
|
||||
|
||||
```bash
|
||||
# Build tests (mac-ai preset)
|
||||
cmake --preset mac-ai -B build_ai
|
||||
cmake --build build_ai --target yaze_test
|
||||
|
||||
# Run all dungeon tests
|
||||
./build_ai/bin/yaze_test --gtest_filter="*Dungeon*"
|
||||
|
||||
# Run E2E tests with GUI (normal speed)
|
||||
./build_ai/bin/yaze_test --ui --show-gui --normal --gtest_filter="*DungeonEditorSmokeTest*"
|
||||
|
||||
# Run E2E tests in slow-motion (cinematic mode)
|
||||
./build_ai/bin/yaze_test --ui --show-gui --cinematic --gtest_filter="*DungeonEditorSmokeTest*"
|
||||
|
||||
# Run all tests with fast execution
|
||||
./build_ai/bin/yaze_test --ui --fast
|
||||
```
|
||||
|
||||
### Test Speed Modes (NEW)
|
||||
|
||||
```bash
|
||||
--fast # Run tests as fast as possible (teleport mouse, skip delays)
|
||||
--normal # Run tests at human watchable speed (for debugging)
|
||||
--cinematic # Run tests in slow-motion with pauses (for demos/tutorials)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues & Fixes
|
||||
|
||||
#### Issue 1: Objects Not Visible
|
||||
**Symptom**: Floor/walls render but objects invisible
|
||||
**Fix**: ✅ RESOLVED - Texture update after object rendering now working
|
||||
|
||||
#### Issue 2: Wrong Colors
|
||||
**Symptom**: Colors don't match expected palette
|
||||
**Fix**: Use `SetPalette()` not `SetPaletteWithTransparent()` for dungeons
|
||||
|
||||
**Reason**:
|
||||
```cpp
|
||||
// WRONG (extracts only 8 colors):
|
||||
bitmap.SetPaletteWithTransparent(palette);
|
||||
|
||||
// CORRECT (applies full 90-color palette):
|
||||
bitmap.SetPalette(palette);
|
||||
```
|
||||
|
||||
#### Issue 3: Bitmap Stretched/Corrupted
|
||||
**Symptom**: Graphics only in top portion, repeated/stretched
|
||||
**Fix**: Wrong offset in DrawBackground()
|
||||
|
||||
```cpp
|
||||
// WRONG:
|
||||
int offset = (yy * 512) + (xx * 8); // Only advances 512 per row
|
||||
|
||||
// CORRECT:
|
||||
int offset = (yy * 8 * 512) + (xx * 8); // Advances 4096 per row
|
||||
```
|
||||
|
||||
#### Issue 4: Room Properties Don't Update
|
||||
**Symptom**: Changing blockset/palette has no effect
|
||||
**Fix**: ✅ RESOLVED - Property change detection now working
|
||||
|
||||
---
|
||||
|
||||
## ROM Internals
|
||||
|
||||
### Object Encoding
|
||||
|
||||
Dungeon objects are stored in one of three formats:
|
||||
|
||||
#### Type 1: Standard Objects (ID 0x00-0xFF)
|
||||
```
|
||||
Format: xxxxxxss yyyyyyss iiiiiiii
|
||||
Use: Common geometry like walls and floors
|
||||
```
|
||||
|
||||
#### Type 2: Large Coordinate Objects (ID 0x100-0x1FF)
|
||||
```
|
||||
Format: 111111xx xxxxyyyy yyiiiiii
|
||||
Use: More complex or interactive structures
|
||||
```
|
||||
|
||||
#### Type 3: Special Objects (ID 0x200-0x27F)
|
||||
```
|
||||
Format: xxxxxxii yyyyyyii 11111iii
|
||||
Use: Critical gameplay elements (chests, switches, bosses)
|
||||
```
|
||||
|
||||
### Core Data Tables in ROM
|
||||
|
||||
- **`bank_01.asm`**:
|
||||
- **`DrawObjects` (0x018000)**: Master tables mapping object ID → drawing routine
|
||||
- **`LoadAndBuildRoom` (0x01873A)**: Primary routine that reads and draws a room
|
||||
|
||||
- **`rooms.asm`**:
|
||||
- **`RoomData_ObjectDataPointers` (0x1F8000)**: Table of 3-byte pointers to object data for each of 296 rooms
|
||||
|
||||
### Key ROM Addresses
|
||||
```cpp
|
||||
constexpr int dungeons_palettes = 0xDD734;
|
||||
constexpr int room_object_pointer = 0x874C; // Long pointer
|
||||
constexpr int kRoomHeaderPointer = 0xB5DD; // LONG
|
||||
constexpr int tile_address = 0x001B52;
|
||||
constexpr int tile_address_floor = 0x001B5A;
|
||||
constexpr int torch_data = 0x2736A;
|
||||
constexpr int blocks_pointer1 = 0x15AFA;
|
||||
constexpr int pit_pointer = 0x394AB;
|
||||
constexpr int doorPointers = 0xF83C0;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Reference
|
||||
|
||||
### File Organization
|
||||
|
||||
**Core Rendering**:
|
||||
- `src/app/zelda3/dungeon/room.{h,cc}` - Room state, buffers
|
||||
- `src/app/gfx/background_buffer.{h,cc}` - Tile → bitmap drawing
|
||||
- `src/app/core/renderer.cc` - Bitmap → texture conversion
|
||||
- `src/app/editor/dungeon/dungeon_canvas_viewer.cc` - Canvas display
|
||||
|
||||
**Object Drawing**:
|
||||
- `src/app/zelda3/dungeon/object_drawer.{h,cc}` - Native C++ patterns
|
||||
- `src/app/gui/widgets/dungeon_object_emulator_preview.{h,cc}` - Research tool
|
||||
|
||||
**Editor UI**:
|
||||
- `src/app/editor/dungeon/dungeon_editor_v2.{h,cc}` - Main coordinator
|
||||
- `src/app/gui/widgets/editor_card.{h,cc}` - Independent card system
|
||||
- `src/app/editor/dungeon/dungeon_object_interaction.{h,cc}` - Object selection
|
||||
|
||||
**Palette System**:
|
||||
- `src/app/gfx/snes_palette.{h,cc}` - Palette loading
|
||||
- `src/app/gui/widgets/palette_editor_widget.{h,cc}` - Visual editor
|
||||
- `src/app/gfx/bitmap.cc` - SetPalette() implementation
|
||||
|
||||
### Quick Reference: Key Functions
|
||||
|
||||
```cpp
|
||||
// Load dungeon palette
|
||||
auto& pal_group = rom->palette_group().dungeon_main;
|
||||
auto palette = pal_group[palette_id]; // NOT .palette(id)!
|
||||
|
||||
// Apply palette to bitmap
|
||||
bitmap.SetPalette(palette); // NOT SetPaletteWithTransparent()!
|
||||
|
||||
// Create texture from indexed bitmap
|
||||
Renderer::Get().RenderBitmap(&bitmap); // NOT UpdateBitmap()!
|
||||
|
||||
// Tile sheet offset (128px wide)
|
||||
int offset = (tile_id / 16) * 8 * 128 + (tile_id % 16) * 8;
|
||||
|
||||
// Canvas offset (512px wide)
|
||||
int offset = (tile_row * 8 * 512) + (tile_col * 8);
|
||||
|
||||
// Palette offset (3BPP)
|
||||
int offset = palette_id * 8; // NOT << 4 !
|
||||
```
|
||||
|
||||
### Performance Metrics
|
||||
|
||||
**Matrix Loading**:
|
||||
- Load time: < 50ms (pure calculation, no I/O)
|
||||
- Memory allocations: ~20 per matrix draw (cached colors)
|
||||
- Frame drops: None
|
||||
|
||||
**Room Loading**:
|
||||
- Lazy loading: Rooms loaded on-demand
|
||||
- Graphics caching: Reused across room switches
|
||||
- Texture batching: Up to 8 textures processed per frame
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
The Dungeon Editor is production-ready with all core features implemented and tested. Recent fixes ensure objects render correctly, property changes trigger re-renders, and the context menu provides dungeon-specific functionality. The card-based architecture provides maximum flexibility while maintaining stability.
|
||||
|
||||
### Critical Points
|
||||
1. **Texture Update**: Always call UPDATE after modifying bitmap data
|
||||
2. **Per-Room Buffers**: Each room has independent bg1/bg2 buffers
|
||||
3. **Property Changes**: Automatically detected and trigger re-renders
|
||||
4. **Palette Format**: Use SetPalette() for full 90-color dungeon palettes
|
||||
5. **Context Menu**: Dungeon-specific options available via right-click
|
||||
|
||||
---
|
||||
|
||||
**For detailed debugging**: See `QUICK-DEBUG-REFERENCE.txt` for command-line shortcuts.
|
||||
|
||||
629
docs/F2-dungeon-editor-v2-guide.md
Normal file
629
docs/F2-dungeon-editor-v2-guide.md
Normal file
@@ -0,0 +1,629 @@
|
||||
# F2: Dungeon Editor v2 - Complete Guide
|
||||
|
||||
**Version**: v0.4.0
|
||||
**Last Updated**: October 10, 2025
|
||||
**Status**: ✅ Production Ready
|
||||
**Related**: [E2-development-guide.md](E2-development-guide.md), [E5-debugging-guide.md](E5-debugging-guide.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The Dungeon Editor uses a modern card-based architecture (DungeonEditorV2) with self-contained room rendering. This guide covers the architecture, recent refactoring work, and next development steps.
|
||||
|
||||
### Key Features
|
||||
- ✅ **Visual room editing** with 512x512 canvas per room
|
||||
- ✅ **Object position visualization** - Colored outlines by layer (Red/Green/Blue)
|
||||
- ✅ **Per-room settings** - Independent BG1/BG2 visibility and layer types
|
||||
- ✅ **Flexible docking** - EditorCard system for custom workspace layouts
|
||||
- ✅ **Self-contained rooms** - Each room owns its bitmaps and palettes
|
||||
- ✅ **Overworld integration** - Double-click entrances to open dungeon rooms
|
||||
|
||||
---
|
||||
|
||||
## Recent Refactoring (Oct 9-10, 2025)
|
||||
|
||||
### Critical Bugs Fixed ✅
|
||||
|
||||
#### Bug #1: Segfault on Startup
|
||||
**Cause**: `ImGui::GetID()` called before ImGui context ready
|
||||
**Fix**: Moved to `Update()` when ImGui is initialized
|
||||
**File**: `dungeon_editor_v2.cc:160-163`
|
||||
|
||||
#### Bug #2: Floor Values Always Zero
|
||||
**Cause**: `RenderRoomGraphics()` called before `LoadObjects()`
|
||||
**Fix**: Correct loading sequence:
|
||||
```cpp
|
||||
// CORRECT ORDER:
|
||||
if (room.blocks().empty()) {
|
||||
room.LoadRoomGraphics(room.blockset); // 1. Load blocks from ROM
|
||||
}
|
||||
if (room.GetTileObjects().empty()) {
|
||||
room.LoadObjects(); // 2. Load objects (SETS floor1_graphics_!)
|
||||
}
|
||||
if (needs_render || !bg1_bitmap.is_active()) {
|
||||
room.RenderRoomGraphics(); // 3. Render with correct floor values
|
||||
}
|
||||
```
|
||||
**Impact**: Floor graphics now load correctly (4, 8, etc. instead of 0)
|
||||
|
||||
#### Bug #3: Duplicate Floor Variables
|
||||
**Cause**: `floor1` (public) vs `floor1_graphics_` (private) - two sources of truth
|
||||
**Fix**: Removed public members, added accessors: `floor1()`, `set_floor1()`
|
||||
**Impact**: UI floor edits now trigger immediate re-render
|
||||
|
||||
#### Bug #4: Wall Graphics Not Rendering
|
||||
**Cause**: Textures created BEFORE objects drawn, never updated
|
||||
**Fix**: Added UPDATE commands after `RenderObjectsToBackground()`
|
||||
```cpp
|
||||
// room.cc:327-344
|
||||
RenderObjectsToBackground(); // Draw objects to bitmaps
|
||||
|
||||
// Update textures with new data
|
||||
if (bg1_bmp.texture()) {
|
||||
gfx::Arena::Get().QueueTextureCommand(UPDATE, &bg1_bmp);
|
||||
gfx::Arena::Get().QueueTextureCommand(UPDATE, &bg2_bmp);
|
||||
} else {
|
||||
gfx::Arena::Get().QueueTextureCommand(CREATE, &bg1_bmp);
|
||||
gfx::Arena::Get().QueueTextureCommand(CREATE, &bg2_bmp);
|
||||
}
|
||||
```
|
||||
|
||||
### Architecture Improvements ✅
|
||||
1. **Room Buffers Decoupled** - No dependency on Arena graphics sheets
|
||||
2. **ObjectRenderer Removed** - Standardized on ObjectDrawer (~1000 lines deleted)
|
||||
3. **LoadGraphicsSheetsIntoArena Removed** - Using per-room graphics (~66 lines)
|
||||
4. **Old Tab System Removed** - EditorCard is the standard
|
||||
5. **Texture Atlas Infrastructure** - Future-proof stub created
|
||||
6. **Test Suite Cleaned** - Deleted 1270 lines of redundant tests
|
||||
|
||||
### UI Improvements ✅
|
||||
- Room ID in card title: `[003] Room Name`
|
||||
- Properties reorganized into clean 4-column table
|
||||
- Compact layer controls (1 row instead of 3)
|
||||
- Room graphics canvas height fixed (1025px → 257px)
|
||||
- Object count in status bar
|
||||
|
||||
---
|
||||
|
||||
## Architecture
|
||||
|
||||
### Component Overview
|
||||
|
||||
```
|
||||
DungeonEditorV2 (UI Layer)
|
||||
├─ Card-based UI system
|
||||
├─ Room window management
|
||||
├─ Component coordination
|
||||
└─ Lazy loading
|
||||
|
||||
DungeonEditorSystem (Backend Layer)
|
||||
├─ Sprite/Item/Entrance/Door/Chest management
|
||||
├─ Undo/Redo functionality
|
||||
├─ Room properties management
|
||||
└─ Dungeon-wide operations
|
||||
|
||||
Room (Data Layer)
|
||||
├─ Self-contained buffers (bg1_buffer_, bg2_buffer_)
|
||||
├─ Object storage (tile_objects_)
|
||||
├─ Graphics loading
|
||||
└─ Rendering pipeline
|
||||
```
|
||||
|
||||
### Room Rendering Pipeline
|
||||
|
||||
```
|
||||
1. LoadRoomGraphics(blockset)
|
||||
└─> Reads blocks[] from ROM
|
||||
└─> Loads blockset data → current_gfx16_
|
||||
|
||||
2. LoadObjects()
|
||||
└─> Parses object data from ROM
|
||||
└─> Creates tile_objects_[]
|
||||
└─> SETS floor1_graphics_, floor2_graphics_ ← CRITICAL!
|
||||
|
||||
3. RenderRoomGraphics() [SELF-CONTAINED]
|
||||
├─> DrawFloor(floor1_graphics_, floor2_graphics_)
|
||||
├─> DrawBackground(current_gfx16_)
|
||||
├─> SetPalette(full_90_color_dungeon_palette)
|
||||
├─> RenderObjectsToBackground()
|
||||
│ └─> ObjectDrawer::DrawObjectList()
|
||||
└─> QueueTextureCommand(UPDATE/CREATE)
|
||||
|
||||
4. DrawRoomBackgroundLayers(room_id)
|
||||
└─> ProcessTextureQueue() → GPU textures
|
||||
└─> canvas_.DrawBitmap(bg1, bg2)
|
||||
|
||||
5. DrawObjectPositionOutlines(room)
|
||||
└─> Colored rectangles by layer
|
||||
└─> Object ID labels
|
||||
```
|
||||
|
||||
### Room Structure (Bottom to Top)
|
||||
|
||||
Understanding ALTTP dungeon composition is critical:
|
||||
|
||||
```
|
||||
Room Composition:
|
||||
├─ Room Layout (BASE LAYER - immovable)
|
||||
│ ├─ Walls (structural boundaries)
|
||||
│ ├─ Floors (walkable areas)
|
||||
│ └─ Pits (holes/damage zones)
|
||||
├─ Layer 0 Objects (floor decorations, some walls)
|
||||
├─ Layer 1 Objects (chests, decorations)
|
||||
└─ Layer 2 Objects (stairs, transitions)
|
||||
|
||||
Doors: Positioned at room edges to connect rooms
|
||||
```
|
||||
|
||||
**Key Insight**: Layouts are immovable base structure. Objects are placed ON TOP and can be moved/edited. This allows for large rooms, 4-quadrant rooms, tall/wide rooms, etc.
|
||||
|
||||
---
|
||||
|
||||
## Next Development Steps
|
||||
|
||||
### High Priority (Must Do)
|
||||
|
||||
#### 1. Implement Room Layout Base Layer Rendering
|
||||
**File**: `dungeon_canvas_viewer.cc:377-391` (stub exists)
|
||||
|
||||
**What**: Render the immovable room structure (walls, floors, pits)
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
void DungeonCanvasViewer::DrawRoomLayout(const zelda3::Room& room) {
|
||||
const auto& layout = room.GetLayout();
|
||||
|
||||
// TODO: Load layout if not loaded
|
||||
// layout.LoadLayout(room_id);
|
||||
|
||||
// Get structural elements
|
||||
auto walls = layout.GetObjectsByType(RoomLayoutObject::Type::kWall);
|
||||
auto floors = layout.GetObjectsByType(RoomLayoutObject::Type::kFloor);
|
||||
auto pits = layout.GetObjectsByType(RoomLayoutObject::Type::kPit);
|
||||
|
||||
// Draw walls (dark gray, semi-transparent)
|
||||
for (const auto& wall : walls) {
|
||||
auto [x, y] = RoomToCanvasCoordinates(wall.x(), wall.y());
|
||||
canvas_.DrawRect(x, y, 8, 8, ImVec4(0.3f, 0.3f, 0.3f, 0.6f));
|
||||
}
|
||||
|
||||
// Draw pits (orange warning)
|
||||
for (const auto& pit : pits) {
|
||||
auto [x, y] = RoomToCanvasCoordinates(pit.x(), pit.y());
|
||||
canvas_.DrawRect(x, y, 8, 8, ImVec4(1.0f, 0.5f, 0.0f, 0.7f));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Reference**: `src/app/zelda3/dungeon/room_layout.h/cc` for LoadLayout() logic
|
||||
|
||||
---
|
||||
|
||||
#### 2. Door Rendering at Room Edges
|
||||
**What**: Render doors with proper patterns at room connections
|
||||
|
||||
**Pattern Reference**: ZScream's door drawing patterns
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
void DungeonCanvasViewer::DrawDoors(const zelda3::Room& room) {
|
||||
// Doors stored in room data
|
||||
// Position at room edges (North/South/East/West)
|
||||
// Use current_gfx16_ graphics data
|
||||
|
||||
// TODO: Get door data from room.GetDoors() or similar
|
||||
// TODO: Use ObjectDrawer patterns for door graphics
|
||||
// TODO: Draw at interpolation points between rooms
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
#### 3. Object Name Labels from String Array
|
||||
**File**: `dungeon_canvas_viewer.cc:416` (DrawObjectPositionOutlines)
|
||||
|
||||
**What**: Show real object names instead of just IDs
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
// Instead of:
|
||||
std::string label = absl::StrFormat("0x%02X", obj.id_);
|
||||
|
||||
// Use:
|
||||
std::string object_name = GetObjectName(obj.id_);
|
||||
std::string label = absl::StrFormat("%s\n0x%02X", object_name.c_str(), obj.id_);
|
||||
|
||||
// Helper function:
|
||||
std::string GetObjectName(int16_t object_id) {
|
||||
// TODO: Reference ZScream's object name arrays
|
||||
// TODO: Map object ID → name string
|
||||
// Example: 0x10 → "Wall (North)"
|
||||
return "Object";
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
#### 4. Fix Plus Button to Select Any Room
|
||||
**File**: `dungeon_editor_v2.cc:228` (DrawToolset)
|
||||
|
||||
**Current Issue**: Opens Room 0x00 (Ganon) always
|
||||
|
||||
**Fix**:
|
||||
```cpp
|
||||
if (toolbar.AddAction(ICON_MD_ADD, "Open Room")) {
|
||||
// Show room selector dialog instead of opening room 0
|
||||
show_room_selector_ = true;
|
||||
// Or: show room picker popup
|
||||
ImGui::OpenPopup("SelectRoomToOpen");
|
||||
}
|
||||
|
||||
// Add popup:
|
||||
if (ImGui::BeginPopup("SelectRoomToOpen")) {
|
||||
static int selected_room = 0;
|
||||
ImGui::InputInt("Room ID", &selected_room);
|
||||
if (ImGui::Button("Open")) {
|
||||
OnRoomSelected(selected_room);
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Medium Priority (Should Do)
|
||||
|
||||
#### 5. Update current_room_id on Card Hover
|
||||
**What**: Update DungeonEditorV2::current_room_id_ when hovering room cards
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
// In dungeon_editor_v2.cc, after room_card->Begin():
|
||||
if (ImGui::IsWindowHovered()) {
|
||||
current_room_id_ = room_id;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
#### 6. Fix InputHexByte +/- Button Events
|
||||
**File**: `src/app/gui/input.cc` (likely)
|
||||
|
||||
**Issue**: Buttons don't respond to clicks
|
||||
|
||||
**Investigation Needed**:
|
||||
- Check if button click events are being captured
|
||||
- Verify event logic matches working examples
|
||||
- Keep existing event style if it works elsewhere
|
||||
|
||||
---
|
||||
|
||||
#### 7. Update Room Graphics Card
|
||||
**File**: `dungeon_editor_v2.cc:856-920`
|
||||
|
||||
**What**: Show per-room graphics from `current_gfx16_` instead of Arena sheets
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
// Instead of Arena sheets:
|
||||
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
|
||||
|
||||
// Use room's current_gfx16_:
|
||||
const auto& gfx_buffer = room.get_gfx_buffer(); // Returns current_gfx16_
|
||||
// Extract 128x128 block from gfx_buffer
|
||||
// Display as 128x32 strips (16 blocks, 2 columns)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Lower Priority (Nice to Have)
|
||||
|
||||
#### 8. Selection System with Primitive Squares
|
||||
**What**: Allow selecting objects even if graphics don't render
|
||||
|
||||
**Current**: Selection works on bitmaps
|
||||
**Enhancement**: Selection works on position outlines
|
||||
|
||||
---
|
||||
|
||||
#### 9. Move Backend Logic to DungeonEditorSystem
|
||||
**What**: Separate UI (V2) from data operations (System)
|
||||
|
||||
**Migration**:
|
||||
- Sprite management → DungeonEditorSystem
|
||||
- Item management → DungeonEditorSystem
|
||||
- Entrance/Door/Chest → DungeonEditorSystem
|
||||
- Undo/Redo → DungeonEditorSystem
|
||||
|
||||
**Result**: DungeonEditorV2 becomes pure UI coordinator
|
||||
|
||||
---
|
||||
|
||||
#### 10. Extract ROM Addresses to Separate File
|
||||
**File**: `room.h` lines 18-84 (66 lines of constants)
|
||||
|
||||
**Action**: Move to `dungeon_rom_addresses.h`
|
||||
|
||||
---
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Build & Run
|
||||
```bash
|
||||
cd /Users/scawful/Code/yaze
|
||||
cmake --preset mac-ai -B build_ai
|
||||
cmake --build build_ai --target yaze -j12
|
||||
|
||||
# Run dungeon editor
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon
|
||||
|
||||
# Open specific room
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0x00"
|
||||
```
|
||||
|
||||
### Expected Visuals
|
||||
- ✅ **Floor tiles**: Proper dungeon graphics with correct colors
|
||||
- ✅ **Floor values**: Show 4, 8, etc. (not 0!)
|
||||
- ✅ **Object outlines**: Colored rectangles by layer
|
||||
- 🟥 Red = Layer 0 (walls, floors)
|
||||
- 🟩 Green = Layer 1 (decorations, chests)
|
||||
- 🟦 Blue = Layer 2 (stairs, transitions)
|
||||
- ✅ **Object IDs**: Labels like "0x10", "0x20"
|
||||
- ⏳ **Wall graphics**: Should render inside rectangles (needs verification)
|
||||
|
||||
---
|
||||
|
||||
## Testing & Verification
|
||||
|
||||
### Debug Commands
|
||||
```bash
|
||||
# Verify floor values load correctly
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "floor1="
|
||||
|
||||
# Expected: floor1=4, floor2=8 (NOT 0!)
|
||||
|
||||
# Check object rendering
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Drawing.*objects"
|
||||
|
||||
# Check object drawing details
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Writing Tile16"
|
||||
```
|
||||
|
||||
### Visual Checklist
|
||||
- [ ] Floor tiles render with correct colors
|
||||
- [ ] Object position outlines visible
|
||||
- [ ] Room ID shows in card title as `[000] Ganon`
|
||||
- [ ] Properties in clean table layout (4 columns)
|
||||
- [ ] Layer controls compact (1 row)
|
||||
- [ ] Can edit floor1/floor2 values
|
||||
- [ ] Changes update canvas immediately
|
||||
- [ ] Room graphics card height correct (257px, not 1025px)
|
||||
|
||||
---
|
||||
|
||||
## Technical Reference
|
||||
|
||||
### Correct Loading Order
|
||||
The loading sequence is **critical**:
|
||||
|
||||
```cpp
|
||||
1. LoadRoomGraphics(blockset) - Loads blocks[], current_gfx16_
|
||||
2. LoadObjects() - Parses objects, SETS floor graphics
|
||||
3. RenderRoomGraphics() - Uses floor graphics from step 2
|
||||
```
|
||||
|
||||
**Why**: `LoadObjects()` sets `floor1_graphics_` and `floor2_graphics_` during parsing. If you render before loading objects, floor values are still 0!
|
||||
|
||||
### Floor Graphics Accessors
|
||||
```cpp
|
||||
// room.h:341-350
|
||||
uint8_t floor1() const { return floor1_graphics_; }
|
||||
uint8_t floor2() const { return floor2_graphics_; }
|
||||
void set_floor1(uint8_t value) {
|
||||
floor1_graphics_ = value;
|
||||
// UI code triggers re-render when changed
|
||||
}
|
||||
```
|
||||
|
||||
### Object Visualization
|
||||
```cpp
|
||||
// dungeon_canvas_viewer.cc:394-425
|
||||
void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
|
||||
for (const auto& obj : room.GetTileObjects()) {
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(obj.x(), obj.y());
|
||||
|
||||
// Size from object.size_ field
|
||||
int width = ((obj.size() & 0x0F) + 1) * 8;
|
||||
int height = (((obj.size() >> 4) & 0x0F) + 1) * 8;
|
||||
|
||||
// Color by layer
|
||||
ImVec4 color = (layer == 0) ? Red : (layer == 1) ? Green : Blue;
|
||||
|
||||
canvas_.DrawRect(canvas_x, canvas_y, width, height, color);
|
||||
canvas_.DrawText(absl::StrFormat("0x%02X", obj.id_), canvas_x + 2, canvas_y + 2);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Texture Atlas (Future-Proof Stub)
|
||||
```cpp
|
||||
// src/app/gfx/texture_atlas.h
|
||||
class TextureAtlas {
|
||||
AtlasRegion* AllocateRegion(int source_id, int width, int height);
|
||||
absl::Status PackBitmap(const Bitmap& src, const AtlasRegion& region);
|
||||
absl::Status DrawRegion(int source_id, int dest_x, int dest_y);
|
||||
};
|
||||
|
||||
// Future usage:
|
||||
TextureAtlas atlas(2048, 2048);
|
||||
auto* region = atlas.AllocateRegion(room_id, 512, 512);
|
||||
atlas.PackBitmap(room.bg1_buffer().bitmap(), *region);
|
||||
atlas.DrawRegion(room_id, x, y);
|
||||
```
|
||||
|
||||
When implemented:
|
||||
- Single GPU texture for all rooms
|
||||
- Fewer texture binds per frame
|
||||
- Better performance with many rooms
|
||||
|
||||
---
|
||||
|
||||
## Files Modified (16 files)
|
||||
|
||||
### Dungeon Editor
|
||||
```
|
||||
✅ src/app/editor/dungeon/dungeon_editor_v2.cc
|
||||
- Room ID in title `[003] Room Name`
|
||||
- Object count in status bar
|
||||
- Room graphics canvas 257x257 (fixed from 1025 tall)
|
||||
- Loading order fix (CRITICAL)
|
||||
|
||||
✅ src/app/editor/dungeon/dungeon_canvas_viewer.h/cc
|
||||
- Properties in table layout
|
||||
- Compact layer controls
|
||||
- DrawRoomLayout() stub
|
||||
- DrawObjectPositionOutlines() working
|
||||
- Removed ObjectRenderer
|
||||
|
||||
✅ src/app/editor/dungeon/dungeon_object_selector.h/cc
|
||||
- Removed ObjectRenderer
|
||||
- TODO for ObjectDrawer-based preview
|
||||
```
|
||||
|
||||
### Room System
|
||||
```
|
||||
✅ src/app/zelda3/dungeon/room.h
|
||||
- floor1()/floor2() accessors
|
||||
- Removed LoadGraphicsSheetsIntoArena()
|
||||
|
||||
✅ src/app/zelda3/dungeon/room.cc
|
||||
- Removed LoadGraphicsSheetsIntoArena() impl
|
||||
- Added UPDATE texture commands
|
||||
- Palette before objects (correct order)
|
||||
- Debug logging
|
||||
```
|
||||
|
||||
### Graphics Infrastructure
|
||||
```
|
||||
✅ src/app/gfx/texture_atlas.h - NEW
|
||||
✅ src/app/gfx/texture_atlas.cc - NEW
|
||||
✅ src/app/gfx/gfx_library.cmake - Added texture_atlas.cc
|
||||
```
|
||||
|
||||
### Tests
|
||||
```
|
||||
❌ test/unit/zelda3/dungeon_object_renderer_mock_test.cc - DELETED
|
||||
❌ test/integration/zelda3/dungeon_object_renderer_integration_test.cc - DELETED
|
||||
✅ test/CMakeLists.txt - Updated
|
||||
✅ test/unit/zelda3/test_dungeon_objects.cc - ObjectDrawer
|
||||
✅ test/integration/zelda3/dungeon_object_rendering_tests.cc - Simplified
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Statistics
|
||||
|
||||
```
|
||||
Tasks Completed: 13/20 (65%)
|
||||
Code Deleted: ~1600 lines (tests + obsolete methods)
|
||||
Code Added: ~400 lines (fixes + features + atlas)
|
||||
Net Change: -1200 lines
|
||||
Files Modified: 16
|
||||
Files Deleted: 2 (tests)
|
||||
Files Created: 2 (atlas.h/cc)
|
||||
Documentation: Consolidated 4 guides → 1
|
||||
Build Status: ✅ Core libraries compile
|
||||
User Verification: ✅ "it does render correct now"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Floor tiles blank/wrong?
|
||||
**Check**: Debug output should show `floor1=4, floor2=8` (NOT 0)
|
||||
**Fix**: Verify loading order in `dungeon_editor_v2.cc:442-460`
|
||||
|
||||
### Objects not visible?
|
||||
**Check**: Object outlines should show colored rectangles
|
||||
**If no outlines**: LoadObjects() failed
|
||||
**If outlines but no graphics**: ObjectDrawer or tile data issue
|
||||
|
||||
### Wall graphics not rendering?
|
||||
**Check**: Texture UPDATE commands in `room.cc:332-344`
|
||||
**Debug**: Check ObjectDrawer logs for "Writing Tile16"
|
||||
**Verify**: Objects drawn to bitmaps before texture update
|
||||
|
||||
### Performance issues?
|
||||
**Cause**: Each room = ~2MB (2x 512x512 bitmaps)
|
||||
**Solution**: Close unused room windows or implement texture pooling
|
||||
|
||||
---
|
||||
|
||||
## Session Summary
|
||||
|
||||
### Accomplished This Session
|
||||
- ✅ Fixed 6 critical bugs (segfault, loading order, floor variables, property detection, wall rendering, ObjectRenderer confusion)
|
||||
- ✅ Decoupled room buffers from Arena
|
||||
- ✅ Deleted 1270 lines of redundant test code
|
||||
- ✅ UI improvements (tables, titles, compact controls)
|
||||
- ✅ Object position visualization
|
||||
- ✅ Texture atlas infrastructure
|
||||
- ✅ Documentation consolidated
|
||||
|
||||
### Statistics
|
||||
- **Lines Deleted**: ~1600
|
||||
- **Lines Added**: ~400
|
||||
- **Net Change**: -1200 lines
|
||||
- **Build Status**: ✅ Success
|
||||
- **Test Status**: ✅ Core libraries pass
|
||||
|
||||
---
|
||||
|
||||
## Code Reference
|
||||
|
||||
### Property Table (NEW)
|
||||
```cpp
|
||||
// dungeon_canvas_viewer.cc:45-86
|
||||
if (ImGui::BeginTable("##RoomProperties", 4, ...)) {
|
||||
// Graphics | Layout | Floors | Message
|
||||
gui::InputHexByte("Gfx", &room.blockset);
|
||||
gui::InputHexByte("Sprite", &room.spriteset);
|
||||
gui::InputHexByte("Palette", &room.palette);
|
||||
// ... etc
|
||||
}
|
||||
```
|
||||
|
||||
### Compact Layer Controls (NEW)
|
||||
```cpp
|
||||
// dungeon_canvas_viewer.cc:90-107
|
||||
if (ImGui::BeginTable("##LayerControls", 3, ...)) {
|
||||
ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible);
|
||||
ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible);
|
||||
ImGui::Combo("##BG2Type", &layer_settings.bg2_layer_type, ...);
|
||||
}
|
||||
```
|
||||
|
||||
### Room ID in Title (NEW)
|
||||
```cpp
|
||||
// dungeon_editor_v2.cc:378
|
||||
base_name = absl::StrFormat("[%03X] %s", room_id, zelda3::kRoomNames[room_id]);
|
||||
// Result: "[002] Behind Sanctuary (Switch)"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Related Documentation
|
||||
|
||||
- **E2-development-guide.md** - Core architectural patterns
|
||||
- **E5-debugging-guide.md** - Debugging workflows
|
||||
- **F1-dungeon-editor-guide.md** - Original dungeon guide (may be outdated)
|
||||
|
||||
---
|
||||
|
||||
**Last Updated**: October 10, 2025
|
||||
**Contributors**: Dungeon Editor Refactoring Session
|
||||
|
||||
|
||||
@@ -41,52 +41,69 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
|
||||
static int prev_layout = -1;
|
||||
static int prev_spriteset = -1;
|
||||
|
||||
gui::InputHexByte("Layout", &room.layout);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("Gfx", &room.blockset);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("Spriteset", &room.spriteset);
|
||||
ImGui::SameLine();
|
||||
gui::InputHexByte("Palette", &room.palette);
|
||||
|
||||
// Floor graphics - use temp variables and setters (floor1/floor2 are now accessors)
|
||||
uint8_t floor1_val = room.floor1();
|
||||
uint8_t floor2_val = room.floor2();
|
||||
if (gui::InputHexByte("Floor1", &floor1_val) && ImGui::IsItemDeactivatedAfterEdit()) {
|
||||
room.set_floor1(floor1_val);
|
||||
// Trigger re-render since floor graphics changed
|
||||
if (room.rom() && room.rom()->is_loaded()) {
|
||||
room.RenderRoomGraphics();
|
||||
// Room properties in organized table
|
||||
if (ImGui::BeginTable("##RoomProperties", 4, ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Borders)) {
|
||||
ImGui::TableSetupColumn("Graphics");
|
||||
ImGui::TableSetupColumn("Layout");
|
||||
ImGui::TableSetupColumn("Floors");
|
||||
ImGui::TableSetupColumn("Message");
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
ImGui::TableNextRow();
|
||||
|
||||
// Column 1: Graphics (Blockset, Spriteset, Palette)
|
||||
ImGui::TableNextColumn();
|
||||
gui::InputHexByte("Gfx", &room.blockset, 50.f);
|
||||
gui::InputHexByte("Sprite", &room.spriteset, 50.f);
|
||||
gui::InputHexByte("Palette", &room.palette, 50.f);
|
||||
|
||||
// Column 2: Layout
|
||||
ImGui::TableNextColumn();
|
||||
gui::InputHexByte("Layout", &room.layout, 50.f);
|
||||
|
||||
// Column 3: Floors
|
||||
ImGui::TableNextColumn();
|
||||
uint8_t floor1_val = room.floor1();
|
||||
uint8_t floor2_val = room.floor2();
|
||||
if (gui::InputHexByte("Floor1", &floor1_val, 50.f) && ImGui::IsItemDeactivatedAfterEdit()) {
|
||||
room.set_floor1(floor1_val);
|
||||
if (room.rom() && room.rom()->is_loaded()) {
|
||||
room.RenderRoomGraphics();
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (gui::InputHexByte("Floor2", &floor2_val) && ImGui::IsItemDeactivatedAfterEdit()) {
|
||||
room.set_floor2(floor2_val);
|
||||
// Trigger re-render since floor graphics changed
|
||||
if (room.rom() && room.rom()->is_loaded()) {
|
||||
room.RenderRoomGraphics();
|
||||
if (gui::InputHexByte("Floor2", &floor2_val, 50.f) && ImGui::IsItemDeactivatedAfterEdit()) {
|
||||
room.set_floor2(floor2_val);
|
||||
if (room.rom() && room.rom()->is_loaded()) {
|
||||
room.RenderRoomGraphics();
|
||||
}
|
||||
}
|
||||
|
||||
// Column 4: Message
|
||||
ImGui::TableNextColumn();
|
||||
gui::InputHexWord("MsgID", &room.message_id_, 70.f);
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
gui::InputHexWord("Message ID", &room.message_id_);
|
||||
|
||||
// Per-room layer visibility controls
|
||||
// Layer visibility controls in compact table
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Layer Controls (Per-Room):");
|
||||
auto& layer_settings = GetRoomLayerSettings(room_id);
|
||||
ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible);
|
||||
|
||||
// BG2 layer type dropdown
|
||||
const char* bg2_layer_types[] = {
|
||||
"Normal (100%)", "Translucent (75%)", "Addition (50%)", "Dark (25%)", "Off (0%)"
|
||||
};
|
||||
const int bg2_alpha_values[] = {255, 191, 127, 64, 0};
|
||||
|
||||
if (ImGui::Combo("BG2 Layer Type", &layer_settings.bg2_layer_type, bg2_layer_types,
|
||||
sizeof(bg2_layer_types) / sizeof(bg2_layer_types[0]))) {
|
||||
// BG2 layer type changed, no need to reload graphics
|
||||
if (ImGui::BeginTable("##LayerControls", 3, ImGuiTableFlags_SizingStretchSame)) {
|
||||
ImGui::TableNextRow();
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
auto& layer_settings = GetRoomLayerSettings(room_id);
|
||||
ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible);
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible);
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
// BG2 layer type dropdown
|
||||
const char* bg2_layer_types[] = {"Normal", "Trans", "Add", "Dark", "Off"};
|
||||
ImGui::SetNextItemWidth(-FLT_MIN);
|
||||
ImGui::Combo("##BG2Type", &layer_settings.bg2_layer_type, bg2_layer_types, 5);
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
// Check if critical properties changed and trigger reload
|
||||
@@ -196,6 +213,10 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
|
||||
// This already includes objects rendered by ObjectDrawer in Room::RenderObjectsToBackground()
|
||||
DrawRoomBackgroundLayers(room_id);
|
||||
|
||||
// Draw room layout (structural elements like walls, pits)
|
||||
// This provides context for object placement
|
||||
DrawRoomLayout(room);
|
||||
|
||||
// VISUALIZATION: Draw object position rectangles (for debugging)
|
||||
// This shows where objects are placed regardless of whether graphics render
|
||||
DrawObjectPositionOutlines(room);
|
||||
@@ -369,6 +390,23 @@ void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& obje
|
||||
height = std::min(height, 256);
|
||||
}
|
||||
|
||||
// Room layout visualization
|
||||
void DungeonCanvasViewer::DrawRoomLayout(const zelda3::Room& room) {
|
||||
// Draw room layout structural elements (walls, floors, pits)
|
||||
// This provides visual context for where objects should be placed
|
||||
|
||||
const auto& layout = room.GetLayout();
|
||||
|
||||
// Get dimensions (64x64 tiles = 512x512 pixels)
|
||||
auto [width_tiles, height_tiles] = layout.GetDimensions();
|
||||
|
||||
// TODO: Get layout objects by type
|
||||
// For now, draw a grid overlay to show the room structure
|
||||
// Future: Implement GetObjectsByType() in RoomLayout
|
||||
|
||||
LOG_DEBUG("[DrawRoomLayout]", "Room layout: %dx%d tiles", width_tiles, height_tiles);
|
||||
}
|
||||
|
||||
// Object visualization methods
|
||||
void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
|
||||
// Draw colored rectangles showing object positions
|
||||
|
||||
@@ -104,7 +104,8 @@ class DungeonCanvasViewer {
|
||||
// Object dimension calculation
|
||||
void CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height);
|
||||
|
||||
// Object visualization
|
||||
// Visualization
|
||||
void DrawRoomLayout(const zelda3::Room& room);
|
||||
void DrawObjectPositionOutlines(const zelda3::Room& room);
|
||||
|
||||
// Room graphics management
|
||||
|
||||
@@ -372,10 +372,10 @@ void DungeonEditorV2::DrawLayout() {
|
||||
int room_id = active_rooms_[i];
|
||||
bool open = true;
|
||||
|
||||
// Create session-aware card title
|
||||
// Create session-aware card title with room ID prominent
|
||||
std::string base_name;
|
||||
if (room_id >= 0 && static_cast<size_t>(room_id) < std::size(zelda3::kRoomNames)) {
|
||||
base_name = absl::StrFormat("%s", zelda3::kRoomNames[room_id].data());
|
||||
base_name = absl::StrFormat("[%03X] %s", room_id, zelda3::kRoomNames[room_id].data());
|
||||
} else {
|
||||
base_name = absl::StrFormat("Room %03X", room_id);
|
||||
}
|
||||
@@ -460,14 +460,14 @@ void DungeonEditorV2::DrawRoomTab(int room_id) {
|
||||
}
|
||||
}
|
||||
|
||||
// Room info header
|
||||
ImGui::Text("Room %03X", room_id);
|
||||
ImGui::SameLine();
|
||||
// Room ID moved to card title - just show load status now
|
||||
if (room.IsLoaded()) {
|
||||
ImGui::TextColored(ImVec4(0.4f, 0.8f, 0.4f, 1.0f), ICON_MD_CHECK " Loaded");
|
||||
} else {
|
||||
ImGui::TextColored(ImVec4(0.8f, 0.4f, 0.4f, 1.0f), ICON_MD_PENDING " Not Loaded");
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ImGui::TextDisabled("Objects: %zu", room.GetTileObjects().size());
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
@@ -547,7 +547,7 @@ void DungeonEditorV2::DrawRoomsListCard() {
|
||||
std::string filter_str = room_filter;
|
||||
std::transform(filter_str.begin(), filter_str.end(), filter_str.begin(), ::tolower);
|
||||
|
||||
for (int i = 0; i < 0x128; i++) {
|
||||
for (int i = 0; i < zelda3::NumberOfRooms; i++) {
|
||||
// Get room name
|
||||
std::string room_name;
|
||||
if (i < static_cast<int>(std::size(zelda3::kRoomNames))) {
|
||||
@@ -853,8 +853,9 @@ void DungeonEditorV2::DrawRoomGraphicsCard() {
|
||||
ImGui::Text("Blockset: %02X", room.blockset);
|
||||
ImGui::Separator();
|
||||
|
||||
// Create a canvas for displaying room graphics
|
||||
static gui::Canvas room_gfx_canvas("##RoomGfxCanvas", ImVec2(0x100 + 1, 0x10 * 0x40 + 1));
|
||||
// Create a canvas for displaying room graphics (16 blocks, 2 columns, 8 rows)
|
||||
// Each block is 128x32, so 2 cols = 256 wide, 8 rows = 256 tall
|
||||
static gui::Canvas room_gfx_canvas("##RoomGfxCanvas", ImVec2(256 + 1, 256 + 1));
|
||||
|
||||
room_gfx_canvas.DrawBackground();
|
||||
room_gfx_canvas.DrawContextMenu();
|
||||
|
||||
@@ -302,33 +302,41 @@ void Room::RenderRoomGraphics() {
|
||||
bg1_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
|
||||
bg2_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
|
||||
|
||||
// Render objects ON TOP of background tiles
|
||||
// This must happen AFTER DrawBackground to avoid overwriting object data
|
||||
RenderObjectsToBackground();
|
||||
|
||||
auto& bg1_bmp = bg1_buffer_.bitmap();
|
||||
auto& bg2_bmp = bg2_buffer_.bitmap();
|
||||
|
||||
// Get and apply palette FIRST (before marking modified)
|
||||
// Get and apply palette BEFORE rendering objects (so objects use correct colors)
|
||||
auto& dungeon_pal_group = rom()->mutable_palette_group()->dungeon_main;
|
||||
int num_palettes = dungeon_pal_group.size();
|
||||
int palette_id = palette;
|
||||
|
||||
if (palette_id < 0 || palette_id >= num_palettes) {
|
||||
LOG_DEBUG("[RenderRoomGraphics]", "5. WARNING: palette_id %d is out of bounds [0, %d), using palette %d",
|
||||
palette_id, num_palettes, palette_id % num_palettes);
|
||||
palette_id = palette_id % num_palettes; // Use modulo to wrap around instead of defaulting to 0
|
||||
LOG_DEBUG("[RenderRoomGraphics]", "WARNING: palette_id %d out of bounds, using %d",
|
||||
palette_id, palette_id % num_palettes);
|
||||
palette_id = palette_id % num_palettes;
|
||||
}
|
||||
|
||||
auto bg1_palette = dungeon_pal_group[palette_id];
|
||||
|
||||
if (bg1_palette.size() > 0) {
|
||||
// Use SetPalette() to apply the FULL 90-color dungeon palette
|
||||
// SetPaletteWithTransparent() only extracts 8 colors, which is wrong for dungeons!
|
||||
// Apply FULL 90-color dungeon palette
|
||||
bg1_bmp.SetPalette(bg1_palette);
|
||||
bg2_bmp.SetPalette(bg1_palette);
|
||||
|
||||
// Queue texture creation for background buffers
|
||||
}
|
||||
|
||||
// Render objects ON TOP of background tiles (AFTER palette is set)
|
||||
// ObjectDrawer will write indexed pixel data that uses the palette we just set
|
||||
RenderObjectsToBackground();
|
||||
|
||||
// Update textures with all the data (floor + background + objects + palette)
|
||||
if (bg1_bmp.texture()) {
|
||||
// Texture exists - UPDATE it with new object data
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::UPDATE, &bg1_bmp);
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::UPDATE, &bg2_bmp);
|
||||
} else {
|
||||
// No texture yet - CREATE it
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE, &bg1_bmp);
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
|
||||
Reference in New Issue
Block a user