docs: reorganize documentation layout
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docs/public/developer/canvas-system.md
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# Canvas System Guide
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This guide provides a comprehensive overview of the `yaze` canvas system, its architecture, and best practices for integration. It reflects the state of the system after the October 2025 refactoring.
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## 1. Architecture
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The canvas system was refactored from a monolithic class into a modular, component-based architecture. The main `gui::Canvas` class now acts as a façade, coordinating a set of single-responsibility components and free functions.
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### Core Principles
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- **Modular Components**: Logic is broken down into smaller, testable units (e.g., state, rendering, interaction, menus).
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- **Data-Oriented Design**: Plain-old-data (POD) structs like `CanvasState` and `CanvasConfig` hold state, which is operated on by free functions.
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- **Backward Compatibility**: The refactor was designed to be 100% backward compatible. Legacy APIs still function, but new patterns are encouraged.
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- **Editor Agnostic**: The core canvas system has no knowledge of `zelda3` specifics, making it reusable for any editor.
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### Code Organization
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The majority of the canvas code resides in `src/app/gui/canvas/`.
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```
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src/app/gui/canvas/
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├── canvas.h/cc # Main Canvas class (facade)
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├── canvas_state.h # POD state structs
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├── canvas_config.h # Unified configuration struct
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├── canvas_geometry.h/cc # Geometry calculation helpers
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├── canvas_rendering.h/cc # Rendering free functions
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├── canvas_events.h # Interaction event structs
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├── canvas_interaction.h/cc # Interaction event handlers
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├── canvas_menu.h/cc # Declarative menu structures
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├── canvas_menu_builder.h/cc # Fluent API for building menus
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├── canvas_popup.h/cc # PopupRegistry for persistent popups
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└── canvas_utils.h/cc # General utility functions
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```
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## 2. Core Concepts
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### Configuration (`CanvasConfig`)
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- A single, unified `gui::CanvasConfig` struct (defined in `canvas_config.h`) holds all configuration for a canvas instance.
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- This includes display settings (grid, labels), sizing, scaling, and usage mode.
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- This replaces duplicated config structs from previous versions.
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### State (`CanvasState`)
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- A POD struct (`canvas_state.h`) that holds the dynamic state of the canvas, including geometry, zoom, and scroll.
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- Editors can inspect this state for custom rendering and logic.
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### Coordinate Systems
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The canvas operates with three distinct coordinate spaces. Using the correct one is critical to avoid bugs.
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1. **Screen Space**: Absolute pixel coordinates on the monitor (from `ImGui::GetIO().MousePos`). **Never use this for canvas logic.**
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2. **Canvas/World Space**: Coordinates relative to the canvas's content, accounting for scrolling and panning. Use `Canvas::hover_mouse_pos()` to get this. This is the correct space for entity positioning and high-level calculations.
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3. **Tile/Grid Space**: Coordinates in tile units. Use `Canvas::CanvasToTile()` to convert from world space.
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A critical fix was made to ensure `Canvas::hover_mouse_pos()` is updated continuously whenever the canvas is hovered, decoupling it from specific actions like painting.
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## 3. Interaction System
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The canvas supports several interaction modes, managed via the `CanvasUsage` enum.
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### Interaction Modes
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- `kTilePainting`: For painting tiles onto a tilemap.
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- `kTileSelection`: For selecting one or more tiles.
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- `kRectangleSelection`: For drag-selecting a rectangular area.
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- `kEntityManipulation`: For moving and interacting with entities.
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- `kPaletteEditing`: For palette-related work.
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- `kDiagnostics`: For performance and debug overlays.
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Set the mode using `canvas.SetUsageMode(gui::CanvasUsage::kTilePainting)`. This ensures the context menu and interaction handlers behave correctly.
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### Event-Driven Model
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Interaction logic is moving towards an event-driven model. Instead of inspecting canvas state directly, editors should handle events returned by interaction functions.
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**Example**:
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```cpp
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RectSelectionEvent event = HandleRectangleSelection(geometry, ...);
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if (event.is_complete) {
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// Process the selection event
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}
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```
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## 4. Context Menu & Popups
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The context menu system is now unified, data-driven, and supports persistent popups.
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### Key Features
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- **Unified Item Definition**: All menu items use the `gui::CanvasMenuItem` struct.
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- **Priority-Based Ordering**: Menu sections are automatically sorted based on the `MenuSectionPriority` enum, ensuring a consistent layout:
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1. `kEditorSpecific` (highest priority)
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2. `kBitmapOperations`
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3. `kCanvasProperties`
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4. `kDebug` (lowest priority)
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- **Automatic Popup Persistence**: Popups defined declaratively will remain open until explicitly closed by the user (ESC or close button), rather than closing on any click outside.
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- **Fluent Builder API**: The `gui::CanvasMenuBuilder` provides a clean, chainable API for constructing complex menus.
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### API Patterns
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**Add a Simple Menu Item**:
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```cpp
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canvas.AddContextMenuItem(
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gui::CanvasMenuItem("Label", ICON_MD_ICON, []() { /* Action */ })
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);
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```
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**Add a Declarative Popup Item**:
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This pattern automatically handles popup registration and persistence.
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```cpp
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auto item = gui::CanvasMenuItem::WithPopup(
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"Properties",
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"props_popup_id",
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[]() {
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// Render popup content here
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ImGui::Text("My Properties");
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}
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);
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canvas.AddContextMenuItem(item);
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```
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**Build a Complex Menu with the Builder**:
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```cpp
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gui::CanvasMenuBuilder builder;
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canvas.editor_menu() = builder
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.BeginSection("Editor Actions", gui::MenuSectionPriority::kEditorSpecific)
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.AddItem("Cut", ICON_MD_CUT, []() { Cut(); })
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.AddPopupItem("Settings", "settings_popup", []() { RenderSettings(); })
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.EndSection()
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.Build();
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```
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## 5. Entity System
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A generic, Zelda-agnostic entity system allows editors to manage on-canvas objects.
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- **Flat Functions**: Entity creation logic is handled by pure functions in `src/app/editor/overworld/operations/entity_operations.h`, such as `InsertEntrance`, `InsertSprite`, etc. These functions are designed for ZScream feature parity.
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- **Delegation Pattern**: The `OverworldEditor` delegates to the `MapPropertiesSystem`, which in turn calls these flat functions to modify the ROM state.
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- **Mode-Aware Menu**: The "Insert Entity" context submenu is only available when the canvas is in `kEntityManipulation` mode.
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**Usage Flow**:
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1. Set canvas mode to `kEntityManipulation`.
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2. Right-click on the canvas to open the context menu.
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3. Select "Insert Entity" and choose the entity type.
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4. The appropriate callback is fired, which calls the corresponding `Insert...` function.
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5. A popup appears to configure the new entity's properties.
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## 6. Integration Guide for Editors
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1. **Construct `Canvas`**: Instantiate `gui::Canvas`, providing a unique ID.
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2. **Configure**: Set the desired `CanvasUsage` mode via `canvas.SetUsageMode()`. Configure available modes and other options in the `CanvasConfig` struct.
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3. **Register Callbacks**: If using interaction modes like tile painting, register callbacks for events like `finish_paint`.
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4. **Render Loop**:
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- Call `canvas.Begin(size)`.
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- Draw your editor-specific content (bitmaps, entities, overlays).
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- Call `canvas.End()`. This handles rendering the grid, overlays, and the context menu.
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5. **Provide Custom Menus**: Use `canvas.AddContextMenuItem()` or the `CanvasMenuBuilder` to add editor-specific actions to the context menu. Assign the `kEditorSpecific` priority to ensure they appear at the top.
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6. **Handle State**: Respond to user interactions by inspecting the `CanvasState` or handling events returned from interaction helpers.
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## 7. Debugging
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If you encounter issues with the canvas, check the following:
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- **Context Menu Doesn't Appear**:
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- Is `config.enable_context_menu` true?
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- Is the mouse button right-click?
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- Is the canvas focused and not being dragged?
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- **Popup Doesn't Persist**:
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- Are you using the `CanvasMenuItem::WithPopup` pattern?
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- Is `canvas.End()` being called every frame to allow the `PopupRegistry` to render?
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- **Incorrect Coordinates**:
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- Are you using `canvas.hover_mouse_pos()` for world coordinates instead of `ImGui::GetIO().MousePos`?
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- Verify that you are correctly converting between world space and tile space.
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- **Menu Items in Wrong Order**:
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- Have you set the correct `MenuSectionPriority` for your custom menu sections?
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## 8. Automation API
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The `CanvasAutomationAPI` provides hooks for testing and automation. It allows for programmatic control of tile operations (`SetTileAt`, `SelectRect`), view controls (`ScrollToTile`, `SetZoom`), and entity manipulation. This API is exposed via the `z3ed` CLI and a gRPC service.
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