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- Deleted outdated DUNGEON_EDITOR_COMPLETE_GUIDE.md and DUNGEON_EDITOR_GUIDE.md files to streamline documentation.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.
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@@ -41,52 +41,69 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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static int prev_layout = -1;
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static int prev_spriteset = -1;
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gui::InputHexByte("Layout", &room.layout);
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ImGui::SameLine();
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gui::InputHexByte("Gfx", &room.blockset);
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ImGui::SameLine();
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gui::InputHexByte("Spriteset", &room.spriteset);
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ImGui::SameLine();
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gui::InputHexByte("Palette", &room.palette);
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// Floor graphics - use temp variables and setters (floor1/floor2 are now accessors)
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uint8_t floor1_val = room.floor1();
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uint8_t floor2_val = room.floor2();
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if (gui::InputHexByte("Floor1", &floor1_val) && ImGui::IsItemDeactivatedAfterEdit()) {
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room.set_floor1(floor1_val);
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// Trigger re-render since floor graphics changed
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if (room.rom() && room.rom()->is_loaded()) {
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room.RenderRoomGraphics();
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// Room properties in organized table
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if (ImGui::BeginTable("##RoomProperties", 4, ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Borders)) {
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ImGui::TableSetupColumn("Graphics");
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ImGui::TableSetupColumn("Layout");
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ImGui::TableSetupColumn("Floors");
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ImGui::TableSetupColumn("Message");
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ImGui::TableHeadersRow();
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ImGui::TableNextRow();
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// Column 1: Graphics (Blockset, Spriteset, Palette)
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ImGui::TableNextColumn();
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gui::InputHexByte("Gfx", &room.blockset, 50.f);
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gui::InputHexByte("Sprite", &room.spriteset, 50.f);
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gui::InputHexByte("Palette", &room.palette, 50.f);
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// Column 2: Layout
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ImGui::TableNextColumn();
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gui::InputHexByte("Layout", &room.layout, 50.f);
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// Column 3: Floors
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ImGui::TableNextColumn();
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uint8_t floor1_val = room.floor1();
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uint8_t floor2_val = room.floor2();
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if (gui::InputHexByte("Floor1", &floor1_val, 50.f) && ImGui::IsItemDeactivatedAfterEdit()) {
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room.set_floor1(floor1_val);
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if (room.rom() && room.rom()->is_loaded()) {
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room.RenderRoomGraphics();
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}
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}
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}
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ImGui::SameLine();
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if (gui::InputHexByte("Floor2", &floor2_val) && ImGui::IsItemDeactivatedAfterEdit()) {
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room.set_floor2(floor2_val);
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// Trigger re-render since floor graphics changed
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if (room.rom() && room.rom()->is_loaded()) {
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room.RenderRoomGraphics();
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if (gui::InputHexByte("Floor2", &floor2_val, 50.f) && ImGui::IsItemDeactivatedAfterEdit()) {
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room.set_floor2(floor2_val);
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if (room.rom() && room.rom()->is_loaded()) {
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room.RenderRoomGraphics();
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}
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}
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// Column 4: Message
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ImGui::TableNextColumn();
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gui::InputHexWord("MsgID", &room.message_id_, 70.f);
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ImGui::EndTable();
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}
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ImGui::SameLine();
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gui::InputHexWord("Message ID", &room.message_id_);
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// Per-room layer visibility controls
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// Layer visibility controls in compact table
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ImGui::Separator();
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ImGui::Text("Layer Controls (Per-Room):");
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auto& layer_settings = GetRoomLayerSettings(room_id);
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ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible);
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ImGui::SameLine();
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ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible);
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// BG2 layer type dropdown
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const char* bg2_layer_types[] = {
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"Normal (100%)", "Translucent (75%)", "Addition (50%)", "Dark (25%)", "Off (0%)"
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};
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const int bg2_alpha_values[] = {255, 191, 127, 64, 0};
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if (ImGui::Combo("BG2 Layer Type", &layer_settings.bg2_layer_type, bg2_layer_types,
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sizeof(bg2_layer_types) / sizeof(bg2_layer_types[0]))) {
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// BG2 layer type changed, no need to reload graphics
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if (ImGui::BeginTable("##LayerControls", 3, ImGuiTableFlags_SizingStretchSame)) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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auto& layer_settings = GetRoomLayerSettings(room_id);
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ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible);
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ImGui::TableNextColumn();
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ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible);
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ImGui::TableNextColumn();
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// BG2 layer type dropdown
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const char* bg2_layer_types[] = {"Normal", "Trans", "Add", "Dark", "Off"};
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ImGui::SetNextItemWidth(-FLT_MIN);
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ImGui::Combo("##BG2Type", &layer_settings.bg2_layer_type, bg2_layer_types, 5);
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ImGui::EndTable();
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}
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// Check if critical properties changed and trigger reload
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@@ -196,6 +213,10 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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// This already includes objects rendered by ObjectDrawer in Room::RenderObjectsToBackground()
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DrawRoomBackgroundLayers(room_id);
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// Draw room layout (structural elements like walls, pits)
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// This provides context for object placement
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DrawRoomLayout(room);
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// VISUALIZATION: Draw object position rectangles (for debugging)
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// This shows where objects are placed regardless of whether graphics render
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DrawObjectPositionOutlines(room);
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@@ -369,6 +390,23 @@ void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& obje
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height = std::min(height, 256);
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}
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// Room layout visualization
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void DungeonCanvasViewer::DrawRoomLayout(const zelda3::Room& room) {
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// Draw room layout structural elements (walls, floors, pits)
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// This provides visual context for where objects should be placed
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const auto& layout = room.GetLayout();
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// Get dimensions (64x64 tiles = 512x512 pixels)
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auto [width_tiles, height_tiles] = layout.GetDimensions();
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// TODO: Get layout objects by type
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// For now, draw a grid overlay to show the room structure
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// Future: Implement GetObjectsByType() in RoomLayout
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LOG_DEBUG("[DrawRoomLayout]", "Room layout: %dx%d tiles", width_tiles, height_tiles);
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}
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// Object visualization methods
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void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
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// Draw colored rectangles showing object positions
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@@ -104,7 +104,8 @@ class DungeonCanvasViewer {
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// Object dimension calculation
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void CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height);
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// Object visualization
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// Visualization
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void DrawRoomLayout(const zelda3::Room& room);
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void DrawObjectPositionOutlines(const zelda3::Room& room);
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// Room graphics management
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@@ -372,10 +372,10 @@ void DungeonEditorV2::DrawLayout() {
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int room_id = active_rooms_[i];
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bool open = true;
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// Create session-aware card title
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// Create session-aware card title with room ID prominent
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std::string base_name;
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if (room_id >= 0 && static_cast<size_t>(room_id) < std::size(zelda3::kRoomNames)) {
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base_name = absl::StrFormat("%s", zelda3::kRoomNames[room_id].data());
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base_name = absl::StrFormat("[%03X] %s", room_id, zelda3::kRoomNames[room_id].data());
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} else {
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base_name = absl::StrFormat("Room %03X", room_id);
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}
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@@ -460,14 +460,14 @@ void DungeonEditorV2::DrawRoomTab(int room_id) {
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}
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}
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// Room info header
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ImGui::Text("Room %03X", room_id);
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ImGui::SameLine();
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// Room ID moved to card title - just show load status now
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if (room.IsLoaded()) {
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ImGui::TextColored(ImVec4(0.4f, 0.8f, 0.4f, 1.0f), ICON_MD_CHECK " Loaded");
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} else {
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ImGui::TextColored(ImVec4(0.8f, 0.4f, 0.4f, 1.0f), ICON_MD_PENDING " Not Loaded");
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}
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ImGui::SameLine();
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ImGui::TextDisabled("Objects: %zu", room.GetTileObjects().size());
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ImGui::Separator();
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@@ -547,7 +547,7 @@ void DungeonEditorV2::DrawRoomsListCard() {
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std::string filter_str = room_filter;
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std::transform(filter_str.begin(), filter_str.end(), filter_str.begin(), ::tolower);
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for (int i = 0; i < 0x128; i++) {
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for (int i = 0; i < zelda3::NumberOfRooms; i++) {
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// Get room name
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std::string room_name;
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if (i < static_cast<int>(std::size(zelda3::kRoomNames))) {
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@@ -853,8 +853,9 @@ void DungeonEditorV2::DrawRoomGraphicsCard() {
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ImGui::Text("Blockset: %02X", room.blockset);
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ImGui::Separator();
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// Create a canvas for displaying room graphics
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static gui::Canvas room_gfx_canvas("##RoomGfxCanvas", ImVec2(0x100 + 1, 0x10 * 0x40 + 1));
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// Create a canvas for displaying room graphics (16 blocks, 2 columns, 8 rows)
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// Each block is 128x32, so 2 cols = 256 wide, 8 rows = 256 tall
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static gui::Canvas room_gfx_canvas("##RoomGfxCanvas", ImVec2(256 + 1, 256 + 1));
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room_gfx_canvas.DrawBackground();
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room_gfx_canvas.DrawContextMenu();
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