Dungeon Room load current graphics experiment
This commit is contained in:
@@ -77,6 +77,38 @@ void GraphicsBinCanvasPipeline(int width, int height, int tile_size,
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ImGui::EndChild();
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}
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void GraphicsManagerCanvasPipeline(int width, int height, int tile_size,
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int num_sheets, int canvas_id,
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bool is_loaded,
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const gfx::BitmapManager& graphics_manager) {
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gui::Canvas canvas;
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if (ImGuiID child_id = ImGui::GetID((void*)(intptr_t)canvas_id);
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ImGui::BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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canvas.DrawBackground(ImVec2(width + 1, num_sheets * height + 1));
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canvas.DrawContextMenu();
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if (is_loaded) {
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for (const auto& [key, value] : graphics_manager) {
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int offset = height * (key + 1);
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int top_left_y = canvas.GetZeroPoint().y + 2;
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if (key >= 1) {
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top_left_y = canvas.GetZeroPoint().y + height * key;
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}
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canvas.GetDrawList()->AddImage(
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(void*)value->texture(),
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ImVec2(canvas.GetZeroPoint().x + 2, top_left_y),
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ImVec2(canvas.GetZeroPoint().x + 0x100,
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canvas.GetZeroPoint().y + offset));
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}
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}
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canvas.DrawTileSelector(tile_size);
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canvas.DrawGrid(tile_size);
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canvas.DrawOverlay();
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}
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ImGui::EndChild();
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}
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void ButtonPipe(absl::string_view button_text, std::function<void()> callback) {
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if (ImGui::Button(button_text.data())) {
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callback();
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@@ -29,10 +29,15 @@ void GraphicsBinCanvasPipeline(int width, int height, int tile_size,
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void ButtonPipe(absl::string_view button_text, std::function<void()> callback);
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void BitmapCanvasPipeline(gui::Canvas& canvas, const gfx::Bitmap& bitmap, int width,
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int height, int tile_size, bool is_loaded,
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void BitmapCanvasPipeline(gui::Canvas& canvas, const gfx::Bitmap& bitmap,
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int width, int height, int tile_size, bool is_loaded,
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bool scrollbar, int canvas_id);
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void GraphicsManagerCanvasPipeline(int width, int height, int tile_size,
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int num_sheets, int canvas_id,
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bool is_loaded,
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const gfx::BitmapManager& graphics_manager);
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void BuildAndRenderBitmapPipeline(int width, int height, int depth, Bytes data,
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ROM& z3_rom, gfx::Bitmap& bitmap,
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gfx::SNESPalette& palette);
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@@ -3,6 +3,7 @@
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#include <imgui/imgui.h>
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#include "app/core/common.h"
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#include "app/core/pipeline.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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@@ -26,44 +27,38 @@ absl::Status DungeonEditor::Update() {
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rooms_.emplace_back(zelda3::dungeon::Room(i));
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rooms_[i].LoadHeader();
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if (flags()->kDrawDungeonRoomGraphics) {
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rooms_[i].LoadRoomGraphics(rooms_[i].blockset);
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rooms_[i].LoadRoomGraphics();
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auto blocks = rooms_[i].blocks();
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room_graphics_.emplace_back();
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int current_sheet = 0;
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for (auto& block : blocks) {
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room_graphics_[i].CopyBitmap(rom()->bitmap_manager().GetBitmap(block),
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current_sheet);
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current_sheet += 1;
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}
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}
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}
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is_loaded_ = true;
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}
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DrawToolset();
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DrawObjectRenderer();
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ImGui::Separator();
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if (ImGui::BeginTable("#DungeonEditTable", 3, toolset_table_flags_,
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if (ImGui::BeginTable("#DungeonEditTable", 3, kDungeonTableFlags,
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ImVec2(0, 0))) {
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TableSetupColumn("Room Selector");
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TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
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ImGui::GetContentRegionAvail().x);
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TableSetupColumn("Object Selector");
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TableHeadersRow();
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TableNextRow();
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TableNextColumn();
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if (rom()->isLoaded()) {
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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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DrawRoomSelector();
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TableNextColumn();
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DrawDungeonTabView();
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TableNextColumn();
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DrawTileSelector();
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ImGui::EndTable();
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@@ -71,33 +66,35 @@ absl::Status DungeonEditor::Update() {
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return absl::OkStatus();
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}
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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::DrawRoomSelector() {
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if (rom()->isLoaded()) {
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ImGui::InputInt("Room ID", (int*)¤t_room_id_, 1, 1);
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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::Selectable(each_room_name.data(), current_room_id_ == i,
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ImGuiSelectableFlags_AllowDoubleClick);
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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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}
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void DungeonEditor::DrawDungeonTabView() {
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static int next_tab_id = 0;
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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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// 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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if (ImGui::BeginTabBar("MyTabBar", kDungeonTabBarFlags)) {
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// TODO: Manage the room that is being added to the tab bar.
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if (ImGui::TabItemButton(
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"+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) {
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if (ImGui::TabItemButton("##tabitem", kDungeonTabFlags)) {
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active_rooms_.push_back(next_tab_id++); // Add new tab
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}
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@@ -155,17 +152,21 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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}
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void DungeonEditor::DrawToolset() {
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if (ImGui::BeginTable("DWToolset", 10, ImGuiTableFlags_SizingFixedFit,
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if (ImGui::BeginTable("DWToolset", 12, ImGuiTableFlags_SizingFixedFit,
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ImVec2(0, 0))) {
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ImGui::TableSetupColumn("#undoTool");
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ImGui::TableSetupColumn("#redoTool");
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ImGui::TableSetupColumn("#history");
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ImGui::TableSetupColumn("#separator");
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ImGui::TableSetupColumn("#anyTool");
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ImGui::TableSetupColumn("#bg1Tool");
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ImGui::TableSetupColumn("#bg2Tool");
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ImGui::TableSetupColumn("#bg3Tool");
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ImGui::TableSetupColumn("#itemTool");
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ImGui::TableSetupColumn("#separator");
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ImGui::TableSetupColumn("#spriteTool");
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ImGui::TableSetupColumn("#itemTool");
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ImGui::TableSetupColumn("#doorTool");
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ImGui::TableSetupColumn("#blockTool");
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ImGui::TableNextColumn();
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if (ImGui::Button(ICON_MD_UNDO)) {
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@@ -178,41 +179,80 @@ void DungeonEditor::DrawToolset() {
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}
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ImGui::TableNextColumn();
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ImGui::Button(ICON_MD_MANAGE_HISTORY);
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ImGui::Text(ICON_MD_MORE_VERT);
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ImGui::TableNextColumn();
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if (ImGui::RadioButton(ICON_MD_FILTER_NONE,
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background_type_ == kBackgroundAny)) {
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background_type_ = kBackgroundAny;
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}
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ImGui::TableNextColumn();
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if (ImGui::RadioButton(ICON_MD_FILTER_1,
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background_type_ == kBackground1)) {
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background_type_ = kBackground1;
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}
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ImGui::TableNextColumn();
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if (ImGui::RadioButton(ICON_MD_FILTER_2,
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background_type_ == kBackground2)) {
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background_type_ = kBackground2;
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}
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ImGui::TableNextColumn();
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if (ImGui::RadioButton(ICON_MD_FILTER_3,
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background_type_ == kBackground3)) {
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background_type_ = kBackground3;
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}
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ImGui::TableNextColumn();
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ImGui::Text(ICON_MD_MORE_VERT);
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ImGui::TableNextColumn();
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ImGui::Button(ICON_MD_FILTER_1);
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ImGui::TableNextColumn();
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ImGui::Button(ICON_MD_FILTER_2);
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ImGui::TableNextColumn();
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ImGui::Button(ICON_MD_FILTER_3);
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ImGui::TableNextColumn();
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ImGui::Button(ICON_MD_GRASS);
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ImGui::TableNextColumn();
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ImGui::Button(ICON_MD_PEST_CONTROL_RODENT);
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ImGui::TableNextColumn();
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if (ImGui::Button("Dungeon Object Renderer")) {
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show_object_render_ = !show_object_render_;
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if (ImGui::RadioButton(ICON_MD_PEST_CONTROL, placement_type_ == kSprite)) {
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placement_type_ = kSprite;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Sprites");
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}
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ImGui::TableNextColumn();
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if (ImGui::RadioButton(ICON_MD_GRASS, placement_type_ == kItem)) {
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placement_type_ = kItem;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Items");
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}
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ImGui::TableNextColumn();
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if (ImGui::RadioButton(ICON_MD_SENSOR_DOOR, placement_type_ == kDoor)) {
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placement_type_ = kDoor;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Doors");
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}
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ImGui::TableNextColumn();
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if (ImGui::RadioButton(ICON_MD_SQUARE, placement_type_ == kBlock)) {
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placement_type_ = kBlock;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Blocks");
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}
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ImGui::EndTable();
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}
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}
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void DungeonEditor::DrawRoomGraphics() {
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room_gfx_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
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room_gfx_canvas_.DrawContextMenu();
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room_gfx_canvas_.DrawTileSelector(32);
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room_gfx_canvas_.DrawBitmap(room_gfx_bmp_, 2, is_loaded_);
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room_gfx_canvas_.DrawGrid(32.0f);
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room_gfx_canvas_.DrawOverlay();
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// room_gfx_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
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// room_gfx_canvas_.DrawContextMenu();
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// room_gfx_canvas_.DrawTileSelector(32);
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// room_gfx_canvas_.DrawBitmap(room_gfx_bmp_, 2, is_loaded_);
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// room_gfx_canvas_.DrawGrid(32.0f);
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// room_gfx_canvas_.DrawOverlay();
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core::GraphicsManagerCanvasPipeline(256, 0x10 * 0x40, 32, 0x10, 0, is_loaded_,
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room_graphics_[current_room_id_]);
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}
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void DungeonEditor::DrawTileSelector() {
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@@ -226,48 +266,55 @@ void DungeonEditor::DrawTileSelector() {
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ImGui::EndChild();
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Object Renderer")) {
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DrawObjectRenderer();
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ImGui::EndTabItem();
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}
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ImGui::EndTabBar();
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}
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}
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void DungeonEditor::DrawObjectRenderer() {
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if (show_object_render_) {
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ImGui::Begin("Dungeon Object Renderer", &show_object_render_);
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if (ImGui::BeginTable(
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"DungeonObjectEditorTable", 2,
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ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable |
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ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter |
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ImGuiTableFlags_BordersV,
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ImVec2(0, 0))) {
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ImGui::TableSetupColumn("Dungeon Objects",
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ImGuiTableColumnFlags_WidthStretch,
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ImGui::GetContentRegionAvail().x);
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ImGui::TableSetupColumn("Canvas");
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// Create an ImGui table where the left side of the table is a matrix of
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// buttons which represent each dungeon object. The right side of the table
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// is a canvas which will display the selected dungeon object. The canvas
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// will also have a tile selector and a grid overlay.
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if (ImGui::BeginTable("DungeonObjectEditorTable", 2,
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ImGuiTableFlags_SizingFixedFit, ImVec2(0, 0))) {
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ImGui::TableSetupColumn("Dungeon Objects",
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ImGuiTableColumnFlags_WidthFixed, 150.0f);
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ImGui::TableSetupColumn("Canvas");
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ImGui::TableNextColumn();
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ImGui::BeginChild("DungeonObjectButtons", ImVec2(0, 0), true);
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ImGui::TableNextColumn();
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ImGui::BeginChild("DungeonObjectButtons", ImVec2(150.0f, 0), true);
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for (const auto each : zelda3::dungeon::Type1RoomObjectNames) {
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ImGui::Button(each.data());
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if (ImGui::IsItemClicked()) {
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}
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int selected_object = 0;
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int i = 0;
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for (const auto object_name : zelda3::dungeon::Type1RoomObjectNames) {
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if (ImGui::Selectable(object_name.data(), selected_object == i)) {
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selected_object = i;
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}
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ImGui::EndChild();
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// Right side of the table - Canvas
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ImGui::TableNextColumn();
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ImGui::BeginChild("DungeonObjectCanvas", ImVec2(0, 0), true);
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// TODO: Insert code to display canvas, tile selector, and grid overlay
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// here
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ImGui::EndChild();
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ImGui::EndTable();
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i += 1;
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}
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ImGui::End();
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ImGui::EndChild();
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// Right side of the table - Canvas
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ImGui::TableNextColumn();
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ImGui::BeginChild("DungeonObjectCanvas", ImVec2(276, 0x10 * 0x40 + 1),
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true);
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dungeon_object_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
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dungeon_object_canvas_.DrawContextMenu();
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dungeon_object_canvas_.DrawTileSelector(32);
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dungeon_object_canvas_.DrawGrid(32.0f);
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dungeon_object_canvas_.DrawOverlay();
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ImGui::EndChild();
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ImGui::EndTable();
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}
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}
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@@ -15,6 +15,19 @@ namespace yaze {
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namespace app {
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namespace editor {
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constexpr ImGuiTabItemFlags kDungeonTabFlags =
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ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip;
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constexpr ImGuiTabBarFlags kDungeonTabBarFlags =
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ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable |
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ImGuiTabBarFlags_FittingPolicyResizeDown |
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ImGuiTabBarFlags_TabListPopupButton;
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constexpr ImGuiTableFlags kDungeonTableFlags =
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ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable |
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ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter |
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ImGuiTableFlags_BordersV;
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class DungeonEditor : public Editor,
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public SharedROM,
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public core::ExperimentFlags {
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@@ -28,12 +41,13 @@ class DungeonEditor : public Editor,
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private:
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void DrawToolset();
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void DrawRoomSelector();
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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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void DrawObjectRenderer();
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uint16_t current_room_id_ = 0;
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@@ -47,8 +61,25 @@ class DungeonEditor : public Editor,
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std::vector<zelda3::dungeon::Room> rooms_;
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zelda3::dungeon::DungeonObjectRenderer object_renderer_;
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enum BackgroundType {
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kNoBackground,
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kBackground1,
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kBackground2,
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kBackground3,
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kBackgroundAny,
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};
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enum PlacementType { kNoType, kSprite, kItem, kDoor, kBlock };
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int background_type_ = kNoBackground;
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int placement_type_ = kNoType;
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||||
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gui::Canvas canvas_;
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gui::Canvas room_gfx_canvas_;
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||||
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gui::Canvas dungeon_object_canvas_;
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||||
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std::vector<gfx::BitmapManager> room_graphics_;
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||||
|
||||
ImGuiTableFlags toolset_table_flags_ =
|
||||
ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable |
|
||||
ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable;
|
||||
|
||||
@@ -51,7 +51,7 @@ absl::Status OverworldEditor::Update() {
|
||||
// Draws the toolset for editing the Overworld.
|
||||
RETURN_IF_ERROR(DrawToolset())
|
||||
|
||||
Separator();
|
||||
|
||||
if (ImGui::BeginTable(kOWEditTable.data(), 2, kOWEditFlags, ImVec2(0, 0))) {
|
||||
TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
|
||||
ImGui::GetContentRegionAvail().x);
|
||||
|
||||
@@ -47,9 +47,10 @@ static constexpr absl::string_view kOverworldSettingsColumnNames[] = {
|
||||
|
||||
constexpr ImGuiTableFlags kOWMapFlags = ImGuiTableFlags_Borders;
|
||||
constexpr ImGuiTableFlags kToolsetTableFlags = ImGuiTableFlags_SizingFixedFit;
|
||||
constexpr ImGuiTableFlags kOWEditFlags = ImGuiTableFlags_Reorderable |
|
||||
ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable |
|
||||
ImGuiTableFlags_SizingStretchSame;
|
||||
constexpr ImGuiTableFlags kOWEditFlags =
|
||||
ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable |
|
||||
ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter |
|
||||
ImGuiTableFlags_BordersV;
|
||||
|
||||
constexpr absl::string_view kWorldList =
|
||||
"Light World\0Dark World\0Extra World\0";
|
||||
|
||||
@@ -95,6 +95,7 @@ class Bitmap {
|
||||
|
||||
int width() const { return width_; }
|
||||
int height() const { return height_; }
|
||||
auto depth() const { return depth_; }
|
||||
auto size() const { return data_size_; }
|
||||
auto data() const { return pixel_data_; }
|
||||
auto at(int i) const { return pixel_data_[i]; }
|
||||
@@ -149,6 +150,14 @@ class BitmapManager {
|
||||
return bitmap;
|
||||
}
|
||||
|
||||
std::shared_ptr<gfx::Bitmap> CopyBitmap(std::shared_ptr<gfx::Bitmap> bitmap,
|
||||
int id) {
|
||||
auto copy = std::make_shared<gfx::Bitmap>(bitmap->width(), bitmap->height(),
|
||||
bitmap->depth(), bitmap->data());
|
||||
bitmap_cache_[id] = copy;
|
||||
return copy;
|
||||
}
|
||||
|
||||
std::shared_ptr<gfx::Bitmap> operator[](int id) {
|
||||
auto it = bitmap_cache_.find(id);
|
||||
if (it != bitmap_cache_.end()) {
|
||||
|
||||
@@ -143,7 +143,7 @@ void Room::LoadRoomGraphics(uchar entrance_blockset) {
|
||||
current_gfx16_.reserve(0x4000);
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
blocks[i] = mainGfx[BackgroundTileset][i];
|
||||
blocks_[i] = mainGfx[BackgroundTileset][i];
|
||||
if (i >= 6 && i <= 6) {
|
||||
// 3-6
|
||||
if (entrance_blockset != 0xFF) {
|
||||
@@ -151,27 +151,29 @@ void Room::LoadRoomGraphics(uchar entrance_blockset) {
|
||||
// TODO: Find why this is wrong - Thats because of the stairs need to
|
||||
// find a workaround
|
||||
if (roomGfx[entrance_blockset][i - 3] != 0) {
|
||||
blocks[i] = roomGfx[entrance_blockset][i - 3];
|
||||
blocks_[i] = roomGfx[entrance_blockset][i - 3];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
blocks[8] = 115 + 0; // Static Sprites Blocksets (fairy,pot,ect...)
|
||||
blocks[9] = 115 + 10;
|
||||
blocks[10] = 115 + 6;
|
||||
blocks[11] = 115 + 7;
|
||||
blocks_[8] = 115 + 0; // Static Sprites Blocksets (fairy,pot,ect...)
|
||||
blocks_[9] = 115 + 10;
|
||||
blocks_[10] = 115 + 6;
|
||||
blocks_[11] = 115 + 7;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
blocks[12 + i] = (uchar)(spriteGfx[SpriteTileset + 64][i] + 115);
|
||||
blocks_[12 + i] = (uchar)(spriteGfx[SpriteTileset + 64][i] + 115);
|
||||
} // 12-16 sprites
|
||||
}
|
||||
|
||||
void Room::CopyRoomGraphicsToBuffer() {
|
||||
auto gfx_buffer_data = rom()->graphics_buffer();
|
||||
|
||||
// Into "room gfx16" 16 of them
|
||||
int sheetPos = 0;
|
||||
for (int i = 0; i < 16; i++) {
|
||||
int d = 0;
|
||||
int ioff = blocks[i] * 2048;
|
||||
int ioff = blocks_[i] * 2048;
|
||||
while (d < 2048) {
|
||||
uchar mapByte = gfx_buffer_data[d + ioff];
|
||||
if (i < 4) {
|
||||
@@ -189,8 +191,7 @@ void Room::LoadRoomGraphics(uchar entrance_blockset) {
|
||||
}
|
||||
|
||||
void Room::LoadAnimatedGraphics() {
|
||||
int gfx_ptr =
|
||||
core::SnesToPc(rom()->version_constants().kGfxAnimatedPointer);
|
||||
int gfx_ptr = core::SnesToPc(rom()->version_constants().kGfxAnimatedPointer);
|
||||
|
||||
auto gfx_buffer_data = rom()->graphics_buffer();
|
||||
auto rom_data = rom()->vector();
|
||||
|
||||
@@ -117,6 +117,7 @@ class Room : public SharedROM {
|
||||
~Room() = default;
|
||||
void LoadHeader();
|
||||
void LoadRoomGraphics(uchar entrance_blockset = 0xFF);
|
||||
void CopyRoomGraphicsToBuffer();
|
||||
void LoadAnimatedGraphics();
|
||||
|
||||
void LoadSprites();
|
||||
@@ -125,6 +126,8 @@ class Room : public SharedROM {
|
||||
|
||||
void LoadRoomFromROM();
|
||||
|
||||
auto blocks() const { return blocks_; }
|
||||
|
||||
RoomObject AddObject(short oid, uint8_t x, uint8_t y, uint8_t size,
|
||||
uint8_t layer) {
|
||||
return RoomObject(oid, x, y, size, layer);
|
||||
@@ -164,7 +167,7 @@ class Room : public SharedROM {
|
||||
uchar Floor1Graphics;
|
||||
uchar Floor2Graphics;
|
||||
uchar Layer2Mode;
|
||||
std::array<uchar, 16> blocks;
|
||||
std::array<uchar, 16> blocks_;
|
||||
std::array<uchar, 16> ChestList;
|
||||
|
||||
std::vector<zelda3::Sprite> sprites_;
|
||||
|
||||
Reference in New Issue
Block a user