Add Comprehensive Dungeon Editor Design Plan

- Introduced a detailed design plan document for the Yaze Dungeon Editor, outlining the current architecture, main components, and core systems.
- Documented identified issues and applied fixes, including crash prevention and UI simplification, along with a roadmap for future development phases.
- Enhanced clarity on the implementation guidelines, testing strategies, and performance considerations to support ongoing development efforts.
- Established a structured approach for new developers to understand the codebase and contribute effectively to the project.
This commit is contained in:
scawful
2025-09-24 23:53:29 -04:00
parent a71f1e02c9
commit 7014d73e7b
9 changed files with 522 additions and 29 deletions

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# Dungeon Editor Design Plan & Future Development Guide
## Overview
This document provides a comprehensive design plan for the Yaze Dungeon Editor, including current architecture, identified issues, and a roadmap for future developers to continue development effectively.
## Current Architecture
### Main Components
#### 1. **DungeonEditor** (Main Controller)
- **File**: `src/app/editor/dungeon/dungeon_editor.h/cc`
- **Purpose**: Main UI controller and coordinator
- **Responsibilities**:
- Managing the 3-column UI layout
- Coordinating between different editor components
- Handling ROM loading and initialization
- Managing editor state and undo/redo
#### 2. **DungeonRoomSelector** (Room/Entrance Selection)
- **File**: `src/app/editor/dungeon/dungeon_room_selector.h/cc`
- **Purpose**: Handles room and entrance selection UI
- **Responsibilities**:
- Room list display and selection
- Entrance configuration and selection
- Room properties editing
#### 3. **DungeonCanvasViewer** (Main Canvas)
- **File**: `src/app/editor/dungeon/dungeon_canvas_viewer.h/cc`
- **Purpose**: Main canvas rendering and interaction
- **Responsibilities**:
- Room graphics rendering
- Object rendering and positioning
- Canvas interaction (pan, zoom, select)
- Coordinate system management
#### 4. **DungeonObjectSelector** (Object Management)
- **File**: `src/app/editor/dungeon/dungeon_object_selector.h/cc`
- **Purpose**: Object selection, preview, and editing
- **Responsibilities**:
- Object preview rendering
- Object editing controls
- Graphics sheet display
- Integrated editing panels
### Core Systems
#### 1. **ObjectRenderer**
- **File**: `src/app/zelda3/dungeon/object_renderer.h/cc`
- **Purpose**: Renders dungeon objects to bitmaps
- **Features**: Caching, performance monitoring, memory management
#### 2. **DungeonEditorSystem**
- **File**: `src/app/zelda3/dungeon/dungeon_editor_system.h/cc`
- **Purpose**: High-level dungeon editing operations
- **Features**: Undo/redo, room management, object operations
#### 3. **DungeonObjectEditor**
- **File**: `src/app/zelda3/dungeon/dungeon_object_editor.h/cc`
- **Purpose**: Interactive object editing
- **Features**: Object placement, editing modes, validation
## Current Issues & Fixes Applied
### 1. **Crash Prevention** ✅ FIXED
- **Issue**: Multiple crashes when ROM not loaded or invalid data accessed
- **Fixes Applied**:
- Added comprehensive null checks in `DrawSpriteTile`
- Added ROM validation in `LoadAnimatedGraphics` and `CopyRoomGraphicsToBuffer`
- Added bounds checking for all array/vector accesses
- Added graceful error handling with early returns
### 2. **UI Simplification** ✅ FIXED
- **Issue**: 4-column layout was too crowded
- **Fixes Applied**:
- Reduced to 3-column layout: Room/Entrance Selector | Canvas | Object Selector/Editor
- Fixed column widths for better space utilization
- Separated logical components into dedicated classes
### 3. **Coordinate System Issues** ✅ PARTIALLY FIXED
- **Issue**: Object previews and coordinates were incorrect
- **Fixes Applied**:
- Fixed object preview centering in canvas
- Added coordinate conversion helper functions
- Improved bounds checking for object rendering
## Remaining Issues
### 1. **Object Preview Not Showing**
- **Current Status**: Objects may not render in preview due to:
- ROM data not properly loaded
- Palette issues
- Object parsing failures
- **Recommended Fix**: Add debug logging and fallback rendering
### 2. **Graphics Loading Issues**
- **Current Status**: Room graphics may not load properly
- **Recommended Fix**: Implement proper error handling and user feedback
### 3. **Memory Management**
- **Current Status**: Potential memory leaks in graphics caching
- **Recommended Fix**: Implement proper cleanup and memory monitoring
## Future Development Roadmap
### Phase 1: Stability & Bug Fixes (Priority: High)
#### 1.1 Object Preview System
```cpp
// In DungeonObjectSelector::DrawObjectRenderer()
void DungeonObjectSelector::DrawObjectRenderer() {
// Add debug information
if (ImGui::Button("Debug Object Preview")) {
// Log object data, ROM state, palette info
LogObjectPreviewDebugInfo();
}
// Add fallback rendering
if (!object_loaded_) {
ImGui::Text("No object preview available");
if (ImGui::Button("Force Load Preview")) {
ForceLoadObjectPreview();
}
}
}
```
#### 1.2 Error Handling & User Feedback
```cpp
// Add to all major operations
absl::Status LoadRoomGraphics(int room_id) {
auto result = DoLoadRoomGraphics(room_id);
if (!result.ok()) {
ShowErrorMessage("Failed to load room graphics", result.message());
return result;
}
ShowSuccessMessage("Room graphics loaded successfully");
return absl::OkStatus();
}
```
#### 1.3 Memory Management
```cpp
// Add memory monitoring
class DungeonEditor {
private:
void MonitorMemoryUsage() {
auto stats = object_renderer_.GetPerformanceStats();
if (stats.memory_usage > kMaxMemoryUsage) {
ClearObjectCache();
ShowWarningMessage("Memory usage high, cleared cache");
}
}
};
```
### Phase 2: Feature Enhancement (Priority: Medium)
#### 2.1 Advanced Object Editing
- Multi-object selection
- Object grouping
- Copy/paste operations
- Object templates
#### 2.2 Enhanced Canvas Features
- Zoom controls
- Grid snapping
- Layer management
- Real-time preview
#### 2.3 Room Management
- Room duplication
- Room templates
- Bulk operations
- Room validation
### Phase 3: Advanced Features (Priority: Low)
#### 3.1 Scripting Support
- Lua scripting for custom operations
- Automation tools
- Batch processing
#### 3.2 Plugin System
- Modular architecture
- Third-party plugins
- Custom object types
## Implementation Guidelines
### 1. **Error Handling Pattern**
```cpp
absl::Status DoOperation() {
// Validate inputs
if (!IsValidInput()) {
return absl::InvalidArgumentError("Invalid input");
}
// Perform operation with error checking
auto result = PerformOperation();
if (!result.ok()) {
LogError("Operation failed", result.status());
return result.status();
}
return absl::OkStatus();
}
```
### 2. **UI Component Pattern**
```cpp
class ComponentName {
public:
void Draw() {
if (!IsValid()) {
ImGui::Text("Component not ready");
return;
}
// Draw component UI
DrawMainUI();
// Handle interactions
HandleInteractions();
}
private:
bool IsValid() const {
return rom_ != nullptr && rom_->is_loaded();
}
};
```
### 3. **Memory Management Pattern**
```cpp
class GraphicsManager {
public:
void ClearCache() {
object_cache_.clear();
texture_cache_.clear();
memory_pool_.Reset();
}
size_t GetMemoryUsage() const {
return object_cache_.size() * sizeof(CachedObject) +
texture_cache_.size() * sizeof(Texture);
}
private:
std::vector<CachedObject> object_cache_;
std::unordered_map<int, Texture> texture_cache_;
MemoryPool memory_pool_;
};
```
## Testing Strategy
### 1. **Unit Tests**
- Test each component in isolation
- Mock ROM data for consistent testing
- Test error conditions and edge cases
### 2. **Integration Tests**
- Test component interactions
- Test with real ROM data
- Test performance under load
### 3. **UI Tests**
- Test user interactions
- Test layout responsiveness
- Test accessibility
## Performance Considerations
### 1. **Rendering Optimization**
- Implement object culling
- Use texture atlases
- Implement level-of-detail (LOD)
### 2. **Memory Optimization**
- Implement smart caching
- Use memory pools
- Monitor memory usage
### 3. **UI Responsiveness**
- Use async operations for heavy tasks
- Implement progress indicators
- Minimize UI blocking operations
## Debugging Tools
### 1. **Debug Console**
```cpp
class DebugConsole {
public:
void LogObjectState(const RoomObject& obj) {
ImGui::Text("Object ID: %d", obj.id_);
ImGui::Text("Position: (%d, %d)", obj.x_, obj.y_);
ImGui::Text("Size: %d", obj.size_);
ImGui::Text("Layer: %d", static_cast<int>(obj.layer_));
ImGui::Text("Tiles Loaded: %s", obj.tiles().empty() ? "No" : "Yes");
}
};
```
### 2. **Performance Monitor**
```cpp
class PerformanceMonitor {
public:
void DrawPerformanceStats() {
auto stats = GetStats();
ImGui::Text("Render Time: %.2f ms", stats.render_time.count());
ImGui::Text("Memory Usage: %.2f MB", stats.memory_usage / 1024.0 / 1024.0);
ImGui::Text("Cache Hit Rate: %.2f%%", stats.cache_hit_rate * 100);
}
};
```
## Current Implementation Status
### ✅ Completed (Phase 1)
- **UI Component Separation**: Successfully separated DungeonEditor into 3 main components:
- `DungeonRoomSelector`: Room and entrance selection UI
- `DungeonCanvasViewer`: Main canvas rendering and interaction
- `DungeonObjectSelector`: Object management and editing panels
- **3-Column Layout**: Implemented clean 3-column layout as requested
- **Debug Elements Popup**: Moved debug controls into modal popup for cleaner UI
- **Crash Prevention**: Added comprehensive null checks and bounds validation
- **Component Architecture**: Established proper separation of concerns
### 🔄 In Progress (Phase 2)
- **Component Integration**: Currently integrating UI components into main DungeonEditor
- **Method Implementation**: Adding missing SetRom, SetRooms, SetCurrentPaletteGroup methods
- **Data Flow**: Establishing proper data flow between components
### ⏳ Next Steps (Phase 3)
1. **Complete Method Implementation**: Add all missing methods to UI components
2. **Test Integration**: Verify all components work together correctly
3. **Error Handling**: Add proper error handling and user feedback
4. **Performance Optimization**: Implement caching and memory management
## Implementation Notes for Future Developers
### Component Integration Pattern
```cpp
// Main DungeonEditor coordinates components
class DungeonEditor {
private:
DungeonRoomSelector room_selector_;
DungeonCanvasViewer canvas_viewer_;
DungeonObjectSelector object_selector_;
public:
void Load() {
// Initialize components with data
room_selector_.set_rom(rom_);
room_selector_.set_rooms(&rooms_);
room_selector_.set_entrances(&entrances_);
canvas_viewer_.SetRom(rom_);
canvas_viewer_.SetRooms(rooms_);
canvas_viewer_.SetCurrentPaletteGroup(current_palette_group_);
object_selector_.SetRom(rom_);
object_selector_.SetCurrentPaletteGroup(current_palette_group_);
}
void UpdateDungeonRoomView() {
// 3-column layout
if (BeginTable("#DungeonEditTable", 3, kDungeonTableFlags)) {
TableNextColumn();
room_selector_.Draw(); // Column 1: Room/Entrance Selector
TableNextColumn();
canvas_viewer_.Draw(current_room_id_); // Column 2: Canvas
TableNextColumn();
object_selector_.Draw(); // Column 3: Object Selector/Editor
EndTable();
}
}
};
```
### Required Methods for UI Components
Each UI component needs these methods for proper integration:
```cpp
// DungeonRoomSelector
void SetRom(Rom* rom);
void SetRooms(std::array<Room, 0x128>* rooms);
void SetEntrances(std::array<RoomEntrance, 0x8C>* entrances);
void Draw();
// DungeonCanvasViewer
void SetRom(Rom* rom);
void SetRooms(std::array<Room, 0x128>& rooms);
void SetCurrentPaletteGroup(const gfx::PaletteGroup& palette_group);
void SetCurrentPaletteId(uint64_t palette_id);
void Draw(int room_id);
// DungeonObjectSelector
void SetRom(Rom* rom);
void SetCurrentPaletteGroup(const gfx::PaletteGroup& palette_group);
void SetCurrentPaletteId(uint64_t palette_id);
void Draw();
```
## Conclusion
The Dungeon Editor has a solid foundation with proper separation of concerns and crash prevention measures in place. The main areas for improvement are:
1. **Component Integration**: Complete the integration of UI components (IN PROGRESS)
2. **Object Preview System**: Needs debugging and fallback mechanisms
3. **Error Handling**: Needs better user feedback and recovery
4. **Memory Management**: Needs monitoring and cleanup
5. **UI Polish**: Needs better visual feedback and responsiveness
Following this design plan will ensure the Dungeon Editor becomes a robust, user-friendly tool for Zelda 3 ROM editing.
## Quick Start for New Developers
1. **Read the Architecture**: Understand the component separation
2. **Study the Crash Fixes**: Learn the error handling patterns
3. **Start with Debugging**: Add logging to understand current issues
4. **Implement Incrementally**: Make small, testable changes
5. **Test Thoroughly**: Always test with real ROM data
6. **Document Changes**: Update this document as you make improvements
The codebase is well-structured and ready for continued development. Focus on stability first, then features.

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@@ -65,6 +65,10 @@ void DungeonCanvasViewer::DrawDungeonTabView() {
Separator();
}
void DungeonCanvasViewer::Draw(int room_id) {
DrawDungeonCanvas(room_id);
}
void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
// Validate room_id and ROM
if (room_id < 0 || room_id >= 128) {

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@@ -20,22 +20,23 @@ class DungeonCanvasViewer {
void DrawDungeonTabView();
void DrawDungeonCanvas(int room_id);
void Draw(int room_id);
void set_rom(Rom* rom) {
void SetRom(Rom* rom) {
rom_ = rom;
object_renderer_.SetROM(rom);
}
Rom* rom() const { return rom_; }
// Room data access
void set_rooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
void SetRooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
void set_active_rooms(const ImVector<int>& rooms) { active_rooms_ = rooms; }
void set_current_active_room_tab(int tab) { current_active_room_tab_ = tab; }
// Palette access
void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
void set_current_palette_id(uint64_t id) { current_palette_id_ = id; }
void set_current_palette_group(const gfx::PaletteGroup& group) { current_palette_group_ = group; }
void SetCurrentPaletteId(uint64_t id) { current_palette_id_ = id; }
void SetCurrentPaletteGroup(const gfx::PaletteGroup& group) { current_palette_group_ = group; }
// Canvas access
gui::Canvas& canvas() { return canvas_; }

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@@ -100,6 +100,21 @@ absl::Status DungeonEditor::Load() {
}
}
// Initialize the new UI components with loaded data
room_selector_.set_rom(rom_);
room_selector_.set_rooms(&rooms_);
room_selector_.set_entrances(&entrances_);
room_selector_.set_active_rooms(active_rooms_);
canvas_viewer_.SetRom(rom_);
canvas_viewer_.SetRooms(&rooms_);
canvas_viewer_.SetCurrentPaletteGroup(current_palette_group_);
canvas_viewer_.SetCurrentPaletteId(current_palette_id_);
object_selector_.SetRom(rom_);
object_selector_.SetCurrentPaletteGroup(current_palette_group_);
object_selector_.SetCurrentPaletteId(current_palette_id_);
is_loaded_ = true;
return absl::OkStatus();
}
@@ -230,33 +245,21 @@ absl::Status DungeonEditor::UpdateDungeonRoomView() {
TableHeadersRow();
TableNextRow();
// Column 1: Room and Entrance Selector
// Column 1: Room and Entrance Selector (using new component)
TableNextColumn();
if (ImGui::BeginTabBar("##DungeonRoomTabBar")) {
TAB_ITEM("Rooms");
DrawRoomSelector();
END_TAB_ITEM();
TAB_ITEM("Entrances");
DrawEntranceSelector();
END_TAB_ITEM();
ImGui::EndTabBar();
}
room_selector_.Draw();
// Column 2: Main Canvas
// Column 2: Main Canvas (using new component)
TableNextColumn();
DrawDungeonTabView();
// Column 3: Object Selector and Editor
TableNextColumn();
if (ImGui::BeginTabBar("##ObjectEditorTabBar")) {
TAB_ITEM("Graphics");
DrawTileSelector();
END_TAB_ITEM();
TAB_ITEM("Editor");
DrawIntegratedEditingPanels();
END_TAB_ITEM();
ImGui::EndTabBar();
int current_room = current_room_id_;
if (!active_rooms_.empty() && current_active_room_tab_ < active_rooms_.Size) {
current_room = active_rooms_[current_active_room_tab_];
}
canvas_viewer_.Draw(current_room);
// Column 3: Object Selector and Editor (using new component)
TableNextColumn();
object_selector_.Draw();
ImGui::EndTable();
}

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@@ -45,7 +45,8 @@ constexpr ImGuiTableFlags kDungeonTableFlags =
class DungeonEditor : public Editor {
public:
explicit DungeonEditor(Rom* rom = nullptr)
: rom_(rom), object_renderer_(rom), preview_object_(0, 0, 0, 0, 0) {
: rom_(rom), object_renderer_(rom), preview_object_(0, 0, 0, 0, 0),
room_selector_(rom), canvas_viewer_(rom), object_selector_(rom) {
type_ = EditorType::kDungeon;
// Initialize the new dungeon editor system
if (rom) {
@@ -67,7 +68,13 @@ class DungeonEditor : public Editor {
void add_room(int i) { active_rooms_.push_back(i); }
void set_rom(Rom* rom) { rom_ = rom; }
void set_rom(Rom* rom) {
rom_ = rom;
// Update the new UI components with the new ROM
room_selector_.set_rom(rom_);
canvas_viewer_.SetRom(rom_);
object_selector_.SetRom(rom_);
}
Rom* rom() const { return rom_; }
private:
@@ -212,6 +219,11 @@ class DungeonEditor : public Editor {
std::array<zelda3::RoomEntrance, 0x8C> entrances_ = {};
zelda3::ObjectRenderer object_renderer_;
// New UI components
DungeonRoomSelector room_selector_;
DungeonCanvasViewer canvas_viewer_;
DungeonObjectSelector object_selector_;
absl::flat_hash_map<uint16_t, int> spriteset_usage_;
absl::flat_hash_map<uint16_t, int> blockset_usage_;
absl::flat_hash_map<uint16_t, int> palette_usage_;

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@@ -127,6 +127,20 @@ void DungeonObjectSelector::DrawObjectRenderer() {
}
}
void DungeonObjectSelector::Draw() {
if (ImGui::BeginTabBar("##ObjectEditorTabBar")) {
if (ImGui::BeginTabItem("Graphics")) {
DrawRoomGraphics();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Editor")) {
DrawIntegratedEditingPanels();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void DungeonObjectSelector::DrawRoomGraphics() {
const auto height = 0x40;
room_gfx_canvas_.DrawBackground();

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@@ -22,11 +22,16 @@ class DungeonObjectSelector {
void DrawTileSelector();
void DrawObjectRenderer();
void DrawIntegratedEditingPanels();
void Draw();
void set_rom(Rom* rom) {
rom_ = rom;
object_renderer_.SetROM(rom);
}
void SetRom(Rom* rom) {
rom_ = rom;
object_renderer_.SetROM(rom);
}
Rom* rom() const { return rom_; }
// Editor system access
@@ -43,6 +48,8 @@ class DungeonObjectSelector {
// Palette access
void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
void SetCurrentPaletteGroup(const gfx::PaletteGroup& palette_group) { current_palette_group_ = palette_group; }
void SetCurrentPaletteId(uint64_t palette_id) { current_palette_id_ = palette_id; }
private:
void DrawRoomGraphics();
@@ -69,6 +76,8 @@ class DungeonObjectSelector {
// Palette data
uint64_t current_palette_group_id_ = 0;
uint64_t current_palette_id_ = 0;
gfx::PaletteGroup current_palette_group_;
// Object preview system
zelda3::RoomObject preview_object_{0, 0, 0, 0, 0};

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@@ -10,9 +10,28 @@
namespace yaze::editor {
using ImGui::BeginChild;
using ImGui::BeginTabBar;
using ImGui::BeginTabItem;
using ImGui::EndChild;
using ImGui::EndTabBar;
using ImGui::EndTabItem;
using ImGui::Separator;
using ImGui::SameLine;
using ImGui::Text;
void DungeonRoomSelector::Draw() {
if (ImGui::BeginTabBar("##DungeonRoomTabBar")) {
if (ImGui::BeginTabItem("Rooms")) {
DrawRoomSelector();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Entrances")) {
DrawEntranceSelector();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void DungeonRoomSelector::DrawRoomSelector() {
if (!rom_ || !rom_->is_loaded()) {

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@@ -17,6 +17,7 @@ class DungeonRoomSelector {
public:
explicit DungeonRoomSelector(Rom* rom = nullptr) : rom_(rom) {}
void Draw();
void DrawRoomSelector();
void DrawEntranceSelector();