Refactor Tile16Editor and Bitmap palette handling for improved accuracy and stability

- Updated Tile16Editor to utilize a fixed height for the scrollable child window, enhancing user interface consistency.
- Simplified pixel data handling by removing unnecessary remapping for the display tile, ensuring accurate palette representation.
- Enhanced Bitmap palette application logic to directly use the specified index for 8-color palettes, preventing errors in color mapping.
- Improved error handling for palette length validation and ensured the complete palette is retained for compatibility with other editors.
This commit is contained in:
scawful
2025-09-29 15:32:37 -04:00
parent 3b59312b86
commit 7a14612f0e
2 changed files with 42 additions and 36 deletions

View File

@@ -756,12 +756,12 @@ absl::Status Tile16Editor::UpdateTile16Edit() {
ImGui::PopStyleColor(3);
// CRITICAL FIX: Use proper scrollable child window instead of gui helpers
// CRITICAL FIX: Use proper scrollable child window with fixed height
tile8_source_canvas_.set_draggable(false);
// Use direct ImGui child window for proper scrolling
if (BeginChild("##Tile8SourceScrollable",
ImVec2(0, ImGui::GetContentRegionAvail().y - 10), true,
ImVec2(0, 32 * 8 * 4), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
tile8_source_canvas_.DrawBackground();
@@ -833,25 +833,11 @@ absl::Status Tile16Editor::UpdateTile16Edit() {
// Create a display tile that shows the current palette selection
gfx::Bitmap display_tile;
// Get the original pixel data
// Get the original pixel data (already has sheet offsets from ProcessGraphicsBuffer)
std::vector<uint8_t> tile_data = current_gfx_individual_[current_tile8_].vector();
// Apply palette offset to pixel data (like ZScream does)
// Each pixel value (0-15) needs to be remapped to the correct 8-color sub-palette
if (overworld_palette_.size() >= 256) {
int sheet_index = GetSheetIndexForTile8(current_tile8_);
int actual_palette_slot = GetActualPaletteSlot(current_palette_, sheet_index);
// Remap pixel indices to the correct palette region
// Pixel values 0-15 in the original data map to different palette slots
for (size_t i = 0; i < tile_data.size(); ++i) {
uint8_t pixel = tile_data[i];
// Keep only the lower 4 bits (0-15) and add the palette offset
tile_data[i] = (pixel & 0x0F) + actual_palette_slot;
}
}
// Create the display tile with the remapped pixel data
// The pixel data already contains the correct indices for the 256-color palette
// We don't need to remap - just use it as-is
display_tile.Create(8, 8, 8, tile_data);
// Apply the complete 256-color palette

View File

@@ -352,39 +352,59 @@ void Bitmap::SetPalette(const SnesPalette &palette) {
void Bitmap::SetPaletteWithTransparent(const SnesPalette &palette, size_t index,
int length) {
if (surface_ == nullptr) {
throw BitmapError("Surface is null. Palette not applied");
}
// CRITICAL FIX: Use index directly as palette slot, not index * 7
// For 8-color palettes, index should be 0-7, not 0-49
if (index >= palette.size()) {
throw std::invalid_argument("Invalid palette index");
}
if (length < 0 || length > palette.size()) {
throw std::invalid_argument("Invalid palette length");
if (length < 0 || length > 8) {
throw std::invalid_argument("Invalid palette length (must be 0-8 for 8-color palettes)");
}
if (index + length > palette.size()) {
throw std::invalid_argument("Palette index + length exceeds size");
}
if (surface_ == nullptr) {
throw BitmapError("Surface is null. Palette not applied");
}
auto start_index = index * 7;
palette_ = palette.sub_palette(start_index, start_index + 7);
// Extract 8-color sub-palette starting at the specified index
// This correctly handles both 256-color overworld palettes and smaller palettes
std::vector<ImVec4> colors;
// Always start with transparent color (index 0)
colors.push_back(ImVec4(0, 0, 0, 0));
for (size_t i = start_index; i < start_index + 7; ++i) {
auto &pal_color = palette[i];
// Extract up to 7 colors from the palette starting at index
for (size_t i = 0; i < 7 && (index + i) < palette.size(); ++i) {
auto &pal_color = palette[index + i];
colors.push_back(pal_color.rgb());
}
// Ensure we have exactly 8 colors (transparent + 7 data colors)
while (colors.size() < 8) {
colors.push_back(ImVec4(0, 0, 0, 1.0f)); // Fill with black if needed
}
// CRITICAL FIX: Keep the original complete palette in palette_ member
// Only update the SDL surface palette for display purposes
// This prevents breaking other editors that expect the complete palette
if (palette_.size() != palette.size()) {
palette_ = palette; // Store complete palette
InvalidatePaletteCache(); // Update cache with complete palette
}
// Apply the 8-color sub-palette to SDL surface for display
SDL_UnlockSurface(surface_);
int color_index = 0;
for (const auto &each : colors) {
surface_->format->palette->colors[color_index].r = each.x;
surface_->format->palette->colors[color_index].g = each.y;
surface_->format->palette->colors[color_index].b = each.z;
surface_->format->palette->colors[color_index].a = each.w;
color_index++;
for (int color_index = 0; color_index < 8 && color_index < static_cast<int>(colors.size()); ++color_index) {
if (color_index < surface_->format->palette->ncolors) {
surface_->format->palette->colors[color_index].r = static_cast<Uint8>(colors[color_index].x * 255);
surface_->format->palette->colors[color_index].g = static_cast<Uint8>(colors[color_index].y * 255);
surface_->format->palette->colors[color_index].b = static_cast<Uint8>(colors[color_index].z * 255);
surface_->format->palette->colors[color_index].a = static_cast<Uint8>(colors[color_index].w * 255);
}
}
SDL_LockSurface(surface_);
}