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:
scawful
2025-09-25 20:58:40 -04:00
parent e63bcf3202
commit 7ca841d6a5
9 changed files with 925 additions and 213 deletions

View File

@@ -56,6 +56,10 @@ class DungeonObjectSelector {
object_selected_callback_ = callback;
}
void SetObjectPlacementCallback(std::function<void(const zelda3::RoomObject&)> callback) {
object_placement_callback_ = callback;
}
// Get current preview object for placement
const zelda3::RoomObject& GetPreviewObject() const { return preview_object_; }
bool IsObjectLoaded() const { return object_loaded_; }
@@ -65,6 +69,17 @@ class DungeonObjectSelector {
void DrawObjectBrowser();
void DrawCompactObjectEditor();
void DrawCompactSpriteEditor();
// Helper methods for primitive object rendering
ImU32 GetObjectTypeColor(int object_id);
std::string GetObjectTypeSymbol(int object_id);
void RenderObjectPrimitive(const zelda3::RoomObject& object, int x, int y);
// AssetBrowser-style object selection
void DrawObjectAssetBrowser();
bool MatchesObjectFilter(int obj_id, int filter_type);
void CalculateObjectDimensions(const zelda3::RoomObject& object, int& width, int& height);
void PlaceObjectAtPosition(int x, int y);
void DrawCompactItemEditor();
void DrawCompactEntranceEditor();
void DrawCompactDoorEditor();
@@ -96,6 +111,10 @@ class DungeonObjectSelector {
// Callback for object selection
std::function<void(const zelda3::RoomObject&)> object_selected_callback_;
std::function<void(const zelda3::RoomObject&)> object_placement_callback_;
// Object selection state
int selected_object_id_ = -1;
};
} // namespace editor