Add tabs and dungeon room props to DungeonEditor
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@@ -5,6 +5,7 @@
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#include "app/core/common.h"
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#include "app/gui/canvas.h"
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#include "app/gui/icons.h"
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#include "app/gui/input.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/room_names.h"
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#include "zelda3/dungeon/room.h"
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@@ -14,6 +15,15 @@ namespace app {
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namespace editor {
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void DungeonEditor::Update() {
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if (!is_loaded_) {
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for (int i = 0; i < 0x100; i++) {
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rooms_.emplace_back(zelda3::dungeon::Room(i));
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rooms_[i].LoadHeader();
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rooms_[i].LoadRoomGraphics(rooms_[i].blockset);
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}
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is_loaded_ = true;
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}
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DrawToolset();
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ImGui::Separator();
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@@ -31,24 +41,116 @@ void DungeonEditor::Update() {
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if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)9);
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ImGui::BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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int i = 0;
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for (const auto each_room_name : zelda3::dungeon::kRoomNames) {
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ImGui::Button(each_room_name.data());
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if (ImGui::IsItemClicked()) {
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active_rooms_.push_back(i);
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}
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i += 1;
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}
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}
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ImGui::EndChild();
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}
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ImGui::TableNextColumn();
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DrawDungeonCanvas();
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DrawDungeonTabView();
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ImGui::TableNextColumn();
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DrawTileSelector();
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ImGui::EndTable();
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}
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}
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void DungeonEditor::DrawDungeonCanvas() {
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// Using ImGui Custom Tabs show each individual room the user selects from the
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// Buttons above to open a canvas for each individual room.
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void DungeonEditor::DrawDungeonTabView() {
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static int next_tab_id = 0;
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// TabItemButton() and Leading/Trailing flags are distinct features which we
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// will demo together. (It is possible to submit regular tabs with
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// Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing
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// flags... but they tend to make more sense together)
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static bool show_trailing_button = true;
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ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
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// Expose some other flags which are useful to showcase how they interact with
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// Leading/Trailing tabs
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static ImGuiTabBarFlags tab_bar_flags =
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ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable |
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ImGuiTabBarFlags_FittingPolicyResizeDown |
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ImGuiTabBarFlags_TabListPopupButton;
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if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown",
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&tab_bar_flags,
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ImGuiTabBarFlags_FittingPolicyResizeDown))
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tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^
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ImGuiTabBarFlags_FittingPolicyResizeDown);
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if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll",
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&tab_bar_flags,
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ImGuiTabBarFlags_FittingPolicyScroll))
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tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^
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ImGuiTabBarFlags_FittingPolicyScroll);
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if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) {
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// Demo Trailing Tabs: click the "+" button to add a new tab (in your app
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// you may want to use a font icon instead of the "+") Note that we submit
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// it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing
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// flag it will always appear at the end.
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if (show_trailing_button)
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if (ImGui::TabItemButton(
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"+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
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active_rooms_.push_back(next_tab_id++); // Add new tab
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// Submit our regular tabs
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for (int n = 0; n < active_rooms_.Size;) {
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bool open = true;
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if (ImGui::BeginTabItem(
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zelda3::dungeon::kRoomNames[active_rooms_[n]].data(), &open,
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ImGuiTabItemFlags_None)) {
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DrawDungeonCanvas(active_rooms_[n]);
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ImGui::EndTabItem();
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}
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if (!open)
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active_rooms_.erase(active_rooms_.Data + n);
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else
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n++;
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}
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ImGui::EndTabBar();
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}
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ImGui::Separator();
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}
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void DungeonEditor::DrawDungeonCanvas(int room_id) {
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ImGui::BeginGroup();
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gui::InputHexByte("Layout", &rooms_[room_id].layout);
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ImGui::SameLine();
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gui::InputHexByte("Blockset", &rooms_[room_id].blockset);
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ImGui::SameLine();
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gui::InputHexByte("Spriteset", &rooms_[room_id].spriteset);
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ImGui::SameLine();
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gui::InputHexByte("Palette", &rooms_[room_id].palette);
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gui::InputHexByte("Floor1", &rooms_[room_id].floor1);
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ImGui::SameLine();
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gui::InputHexByte("Floor2", &rooms_[room_id].floor2);
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ImGui::SameLine();
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gui::InputHexWord("Message ID", &rooms_[room_id].message_id_);
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ImGui::SameLine();
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ImGui::EndGroup();
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canvas_.DrawBackground();
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canvas_.DrawContextMenu();
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canvas_.DrawBitmap(rooms_[room_id].current_graphics_, 2, is_loaded_);
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canvas_.DrawGrid();
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canvas_.DrawOverlay();
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}
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@@ -20,7 +20,8 @@ class DungeonEditor : public SharedROM {
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private:
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void DrawToolset();
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void DrawDungeonCanvas();
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void DrawDungeonTabView();
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void DrawDungeonCanvas(int room_id);
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void DrawRoomGraphics();
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void DrawTileSelector();
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@@ -28,6 +29,8 @@ class DungeonEditor : public SharedROM {
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gfx::Bitmap room_gfx_bmp_;
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ImVector<int> active_rooms_;
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std::vector<zelda3::dungeon::Room> rooms_;
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gui::Canvas canvas_;
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