Refactor DungeonCanvasViewer for enhanced rendering and object management
- Introduced new rendering methods for various object types including stairs, chests, doors, walls, pots, and sprites, improving visual representation in the dungeon canvas. - Updated the DrawDungeonCanvas method to streamline object rendering and enhance graphics handling. - Added detailed layer information overlay to provide context on room objects and sprites. - Implemented object dimension calculations for walls to ensure accurate rendering based on size properties. - Improved fallback rendering for objects without valid graphics, enhancing user experience during object placement and editing.
This commit is contained in:
@@ -6,6 +6,7 @@
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#include "app/gfx/arena.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gui/canvas.h"
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#include "app/gui/modules/asset_browser.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/object_renderer.h"
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#include "app/zelda3/dungeon/room.h"
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@@ -42,29 +43,42 @@ void DungeonObjectSelector::DrawTileSelector() {
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}
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void DungeonObjectSelector::DrawObjectRenderer() {
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// Create a comprehensive object browser with previews
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// Use AssetBrowser for better object selection
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if (ImGui::BeginTable("DungeonObjectEditorTable", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV, ImVec2(0, 0))) {
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ImGui::TableSetupColumn("Object Browser", ImGuiTableColumnFlags_WidthFixed, 280);
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ImGui::TableSetupColumn("Object Browser", ImGuiTableColumnFlags_WidthFixed, 400);
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ImGui::TableSetupColumn("Preview Canvas", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableHeadersRow();
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// Left column: Object browser with previews
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// Left column: AssetBrowser for object selection
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ImGui::TableNextColumn();
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BeginChild("ObjectBrowser", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
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ImGui::BeginChild("AssetBrowser", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
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DrawObjectBrowser();
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DrawObjectAssetBrowser();
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EndChild();
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ImGui::EndChild();
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// Right column: Large preview canvas
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// Right column: Preview and placement controls
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ImGui::TableNextColumn();
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BeginChild("PreviewCanvas", ImVec2(0, 0), true);
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ImGui::BeginChild("PreviewCanvas", ImVec2(0, 0), true);
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// Object placement controls
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ImGui::SeparatorText("Object Placement");
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static int place_x = 0, place_y = 0;
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ImGui::InputInt("X Position", &place_x);
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ImGui::InputInt("Y Position", &place_y);
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if (ImGui::Button("Place Object") && object_loaded_) {
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PlaceObjectAtPosition(place_x, place_y);
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}
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ImGui::Separator();
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// Preview canvas
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object_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
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object_canvas_.DrawContextMenu();
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object_canvas_.DrawTileSelector(32);
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object_canvas_.DrawGrid(32.0f);
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// Render selected object preview
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// Render selected object preview with primitive fallback
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if (object_loaded_ && preview_object_.id_ >= 0) {
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int preview_x = 128 - 16; // Center horizontally
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int preview_y = 128 - 16; // Center vertically
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@@ -72,14 +86,22 @@ void DungeonObjectSelector::DrawObjectRenderer() {
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auto preview_result = object_renderer_.RenderObject(preview_object_, preview_palette_);
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if (preview_result.ok()) {
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auto preview_bitmap = std::move(preview_result.value());
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preview_bitmap.SetPalette(preview_palette_);
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core::Renderer::Get().RenderBitmap(&preview_bitmap);
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object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f, 255);
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if (preview_bitmap.width() > 0 && preview_bitmap.height() > 0) {
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preview_bitmap.SetPalette(preview_palette_);
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core::Renderer::Get().RenderBitmap(&preview_bitmap);
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object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f, 255);
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} else {
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// Fallback: Draw primitive shape
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RenderObjectPrimitive(preview_object_, preview_x, preview_y);
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}
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} else {
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// Fallback: Draw primitive shape
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RenderObjectPrimitive(preview_object_, preview_x, preview_y);
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}
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}
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object_canvas_.DrawOverlay();
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EndChild();
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ImGui::EndChild();
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ImGui::EndTable();
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}
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@@ -174,32 +196,34 @@ void DungeonObjectSelector::DrawObjectBrowser() {
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ImVec2 preview_pos = ImVec2(cursor_pos.x + (item_width - preview_size) / 2,
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cursor_pos.y - item_height + 5);
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// Try to render object preview
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auto preview_result = object_renderer_.GetObjectPreview(test_object, palette);
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if (preview_result.ok()) {
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auto preview_bitmap = std::move(preview_result.value());
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preview_bitmap.SetPalette(palette);
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core::Renderer::Get().RenderBitmap(&preview_bitmap);
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// Draw preview using ImGui image
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ImGui::SetCursorScreenPos(preview_pos);
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ImGui::Image((ImTextureID)(intptr_t)preview_bitmap.texture(),
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ImVec2(preview_size, preview_size));
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} else {
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// Draw placeholder if preview fails
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ImGui::SetCursorScreenPos(preview_pos);
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ImGui::GetWindowDrawList()->AddRectFilled(
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preview_pos,
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ImVec2(preview_pos.x + preview_size, preview_pos.y + preview_size),
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IM_COL32(64, 64, 64, 255));
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ImGui::GetWindowDrawList()->AddText(
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ImVec2(preview_pos.x + 8, preview_pos.y + 12),
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IM_COL32(255, 255, 255, 255),
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"?");
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}
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// Draw simplified primitive preview for object selector
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ImGui::SetCursorScreenPos(preview_pos);
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// Draw object ID and name with better positioning
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ImGui::SetCursorScreenPos(ImVec2(cursor_pos.x + 2, cursor_pos.y - 22));
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// Draw object as colored rectangle with ID
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ImU32 object_color = GetObjectTypeColor(obj_id);
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ImGui::GetWindowDrawList()->AddRectFilled(
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preview_pos,
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ImVec2(preview_pos.x + preview_size, preview_pos.y + preview_size),
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object_color);
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// Draw border
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ImGui::GetWindowDrawList()->AddRect(
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preview_pos,
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ImVec2(preview_pos.x + preview_size, preview_pos.y + preview_size),
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IM_COL32(0, 0, 0, 255), 0.0f, 0, 2.0f);
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// Draw object type symbol in center
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std::string symbol = GetObjectTypeSymbol(obj_id);
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ImVec2 text_size = ImGui::CalcTextSize(symbol.c_str());
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ImVec2 text_pos = ImVec2(
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preview_pos.x + (preview_size - text_size.x) / 2,
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preview_pos.y + (preview_size - text_size.y) / 2);
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ImGui::GetWindowDrawList()->AddText(
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text_pos, IM_COL32(255, 255, 255, 255), symbol.c_str());
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// Draw object ID below preview
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ImGui::SetCursorScreenPos(ImVec2(preview_pos.x, preview_pos.y + preview_size + 2));
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ImGui::PushStyleColor(ImGuiCol_Text, IM_COL32(255, 255, 255, 255));
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ImGui::Text("0x%02X", obj_id);
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ImGui::PopStyleColor();
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@@ -269,9 +293,9 @@ void DungeonObjectSelector::DrawObjectBrowser() {
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void DungeonObjectSelector::Draw() {
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if (ImGui::BeginTabBar("##ObjectSelectorTabBar")) {
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// Object Selector tab - for placing objects
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// Object Selector tab - for placing objects with new AssetBrowser
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if (ImGui::BeginTabItem("Object Selector")) {
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DrawObjectBrowser();
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DrawObjectRenderer();
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ImGui::EndTabItem();
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}
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@@ -470,6 +494,241 @@ void DungeonObjectSelector::DrawCompactObjectEditor() {
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}
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}
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ImU32 DungeonObjectSelector::GetObjectTypeColor(int object_id) {
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// Color-code objects based on their type and function
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if (object_id >= 0x10 && object_id <= 0x1F) {
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return IM_COL32(128, 128, 128, 255); // Gray for walls
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} else if (object_id >= 0x20 && object_id <= 0x2F) {
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return IM_COL32(139, 69, 19, 255); // Brown for floors
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} else if (object_id == 0xF9 || object_id == 0xFA) {
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return IM_COL32(255, 215, 0, 255); // Gold for chests
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} else if (object_id >= 0x17 && object_id <= 0x1E) {
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return IM_COL32(139, 69, 19, 255); // Brown for doors
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} else if (object_id == 0x2F || object_id == 0x2B) {
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return IM_COL32(160, 82, 45, 255); // Saddle brown for pots
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} else if (object_id >= 0x138 && object_id <= 0x13B) {
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return IM_COL32(255, 255, 0, 255); // Yellow for stairs
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} else if (object_id >= 0x30 && object_id <= 0x3F) {
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return IM_COL32(105, 105, 105, 255); // Dim gray for decorations
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} else {
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return IM_COL32(96, 96, 96, 255); // Default gray
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}
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}
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std::string DungeonObjectSelector::GetObjectTypeSymbol(int object_id) {
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// Return symbol representing object type
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if (object_id >= 0x10 && object_id <= 0x1F) {
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return "■"; // Wall
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} else if (object_id >= 0x20 && object_id <= 0x2F) {
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return "□"; // Floor
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} else if (object_id == 0xF9 || object_id == 0xFA) {
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return "⬛"; // Chest
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} else if (object_id >= 0x17 && object_id <= 0x1E) {
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return "◊"; // Door
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} else if (object_id == 0x2F || object_id == 0x2B) {
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return "●"; // Pot
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} else if (object_id >= 0x138 && object_id <= 0x13B) {
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return "▲"; // Stairs
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} else if (object_id >= 0x30 && object_id <= 0x3F) {
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return "◆"; // Decoration
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} else {
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return "?"; // Unknown
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}
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}
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void DungeonObjectSelector::RenderObjectPrimitive(const zelda3::RoomObject& object, int x, int y) {
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// Render object as primitive shape on canvas
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ImU32 color = GetObjectTypeColor(object.id_);
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// Calculate object size with proper wall length handling
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int obj_width, obj_height;
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CalculateObjectDimensions(object, obj_width, obj_height);
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// Draw object rectangle
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ImVec4 color_vec = ImGui::ColorConvertU32ToFloat4(color);
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object_canvas_.DrawRect(x, y, obj_width, obj_height, color_vec);
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object_canvas_.DrawRect(x, y, obj_width, obj_height, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw object ID as text
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std::string obj_text = absl::StrFormat("0x%X", object.id_);
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object_canvas_.DrawText(obj_text, x + obj_width + 2, y + 4);
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}
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void DungeonObjectSelector::DrawObjectAssetBrowser() {
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ImGui::SeparatorText("Dungeon Objects");
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// Debug info
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ImGui::Text("Asset Browser Debug: Available width: %.1f", ImGui::GetContentRegionAvail().x);
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// Object type filter
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static int object_type_filter = 0;
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const char* object_types[] = {"All", "Walls", "Floors", "Chests", "Doors", "Decorations", "Stairs"};
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if (ImGui::Combo("Object Type", &object_type_filter, object_types, 7)) {
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// Filter will be applied in the loop below
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}
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ImGui::Separator();
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// Create asset browser-style grid
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const float item_size = 64.0f;
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const float item_spacing = 8.0f;
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const int columns = std::max(1, static_cast<int>((ImGui::GetContentRegionAvail().x - item_spacing) / (item_size + item_spacing)));
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ImGui::Text("Columns: %d, Item size: %.1f", columns, item_size);
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int current_column = 0;
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int items_drawn = 0;
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// Draw object grid based on filter
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for (int obj_id = 0; obj_id <= 0xFF && items_drawn < 100; ++obj_id) {
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// Apply object type filter
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if (object_type_filter > 0 && !MatchesObjectFilter(obj_id, object_type_filter)) {
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continue;
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}
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if (current_column > 0) {
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ImGui::SameLine();
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}
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ImGui::PushID(obj_id);
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// Create selectable button for object
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bool is_selected = (selected_object_id_ == obj_id);
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ImVec2 button_size(item_size, item_size);
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if (ImGui::Selectable("", is_selected, ImGuiSelectableFlags_None, button_size)) {
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selected_object_id_ = obj_id;
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// Create and update preview object
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preview_object_ = zelda3::RoomObject(obj_id, 0, 0, 0x12, 0);
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preview_object_.set_rom(rom_);
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if (rom_) {
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auto palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
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preview_palette_ = palette;
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}
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object_loaded_ = true;
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// Notify callback
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if (object_selected_callback_) {
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object_selected_callback_(preview_object_);
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}
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}
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// Draw object preview on the button
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ImVec2 button_pos = ImGui::GetItemRectMin();
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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// Draw object as colored rectangle with symbol
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ImU32 obj_color = GetObjectTypeColor(obj_id);
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draw_list->AddRectFilled(button_pos,
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ImVec2(button_pos.x + item_size, button_pos.y + item_size),
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obj_color);
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// Draw border
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ImU32 border_color = is_selected ? IM_COL32(255, 255, 0, 255) : IM_COL32(0, 0, 0, 255);
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draw_list->AddRect(button_pos,
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ImVec2(button_pos.x + item_size, button_pos.y + item_size),
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border_color, 0.0f, 0, is_selected ? 3.0f : 1.0f);
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// Draw object symbol
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std::string symbol = GetObjectTypeSymbol(obj_id);
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ImVec2 text_size = ImGui::CalcTextSize(symbol.c_str());
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ImVec2 text_pos = ImVec2(
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button_pos.x + (item_size - text_size.x) / 2,
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button_pos.y + (item_size - text_size.y) / 2);
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draw_list->AddText(text_pos, IM_COL32(255, 255, 255, 255), symbol.c_str());
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// Draw object ID at bottom
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std::string id_text = absl::StrFormat("%02X", obj_id);
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ImVec2 id_size = ImGui::CalcTextSize(id_text.c_str());
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ImVec2 id_pos = ImVec2(
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button_pos.x + (item_size - id_size.x) / 2,
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button_pos.y + item_size - id_size.y - 2);
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draw_list->AddText(id_pos, IM_COL32(255, 255, 255, 255), id_text.c_str());
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ImGui::PopID();
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current_column = (current_column + 1) % columns;
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if (current_column == 0) {
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// Force new line
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}
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items_drawn++;
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}
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ImGui::Separator();
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ImGui::Text("Items drawn: %d", items_drawn);
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}
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bool DungeonObjectSelector::MatchesObjectFilter(int obj_id, int filter_type) {
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switch (filter_type) {
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case 1: // Walls
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return obj_id >= 0x10 && obj_id <= 0x1F;
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case 2: // Floors
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return obj_id >= 0x20 && obj_id <= 0x2F;
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case 3: // Chests
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return obj_id == 0xF9 || obj_id == 0xFA;
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case 4: // Doors
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return obj_id >= 0x17 && obj_id <= 0x1E;
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case 5: // Decorations
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return obj_id >= 0x30 && obj_id <= 0x3F;
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case 6: // Stairs
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return obj_id >= 0x138 && obj_id <= 0x13B;
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default: // All
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return true;
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}
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}
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void DungeonObjectSelector::CalculateObjectDimensions(const zelda3::RoomObject& object, int& width, int& height) {
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// Default base size
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width = 16;
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height = 16;
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// For walls, use the size field to determine length
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if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
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// Wall objects: size determines length and orientation
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uint8_t size_x = object.size_ & 0x0F;
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uint8_t size_y = (object.size_ >> 4) & 0x0F;
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// Walls can be horizontal or vertical based on size parameters
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if (size_x > size_y) {
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// Horizontal wall
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width = 16 + size_x * 16; // Each unit adds 16 pixels
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height = 16;
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} else if (size_y > size_x) {
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// Vertical wall
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width = 16;
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height = 16 + size_y * 16;
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} else {
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// Square wall or corner
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width = 16 + size_x * 8;
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height = 16 + size_y * 8;
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}
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} else {
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// For other objects, use standard size calculation
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width = 16 + (object.size_ & 0x0F) * 8;
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height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
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}
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// Clamp to reasonable limits
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width = std::min(width, 256);
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height = std::min(height, 256);
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}
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void DungeonObjectSelector::PlaceObjectAtPosition(int x, int y) {
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if (!object_loaded_ || !object_placement_callback_) {
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return;
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}
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// Create object with specified position
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auto placed_object = preview_object_;
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placed_object.set_x(static_cast<uint8_t>(x));
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placed_object.set_y(static_cast<uint8_t>(y));
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// Call placement callback
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object_placement_callback_(placed_object);
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}
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void DungeonObjectSelector::DrawCompactSpriteEditor() {
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if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
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ImGui::Text("Dungeon editor system not initialized");
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Block a user