Expand ScreenEditor and Screen class

This commit is contained in:
Justin Scofield
2022-07-19 20:22:17 -04:00
parent 1e2579acc8
commit 8af096c1ae
5 changed files with 301 additions and 62 deletions

View File

@@ -44,6 +44,7 @@ add_executable(
app/editor/assembly_editor.cc
app/editor/dungeon_editor.cc
app/editor/overworld_editor.cc
app/editor/screen_editor.cc
app/rom.cc
app/core/common.cc
app/core/constants.cc
@@ -54,6 +55,7 @@ add_executable(
app/gfx/snes_palette.cc
app/zelda3/overworld.cc
app/zelda3/overworld_map.cc
app/zelda3/screen.cc
# GUI libraries
${IMGUI_PATH}/imgui.cpp
${IMGUI_PATH}/imgui_demo.cpp

View File

@@ -1,9 +1,83 @@
#include "app/editor/screen_editor.h"
#include <imgui/imgui.h>
#include "app/core/common.h"
#include "app/core/constants.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "gui/canvas.h"
namespace yaze {
namespace app {
namespace editor {
void ScreenEditor::Update() {}
ScreenEditor::ScreenEditor() { screen_canvas_.SetCanvasSize(ImVec2(512, 512)); }
void ScreenEditor::Update() {
TAB_BAR("##TabBar")
DrawTitleScreenEditor();
DrawNamingScreenEditor();
DrawOverworldMapEditor();
DrawDungeonMapsEditor();
DrawGameMenuEditor();
DrawHUDEditor();
END_TAB_BAR()
}
void ScreenEditor::DrawTitleScreenEditor() {
TAB_ITEM("Title Screen")
END_TAB_ITEM()
}
void ScreenEditor::DrawNamingScreenEditor() {
TAB_ITEM("Naming Screen")
END_TAB_ITEM()
}
void ScreenEditor::DrawOverworldMapEditor() {
TAB_ITEM("Overworld Map")
END_TAB_ITEM()
}
void ScreenEditor::DrawDungeonMapsEditor() {
TAB_ITEM("Dungeon Maps")
END_TAB_ITEM()
}
void ScreenEditor::DrawGameMenuEditor() {
TAB_ITEM("Game Menu")
END_TAB_ITEM()
}
void ScreenEditor::DrawHUDEditor() {
TAB_ITEM("Heads-up Display")
END_TAB_ITEM()
}
void ScreenEditor::DrawCanvas() {
screen_canvas_.DrawBackground();
screen_canvas_.UpdateContext();
screen_canvas_.DrawGrid();
screen_canvas_.DrawOverlay();
}
void ScreenEditor::DrawToolset() {
static bool show_bg1 = true;
static bool show_bg2 = true;
static bool show_bg3 = true;
static bool drawing_bg1 = true;
static bool drawing_bg2 = false;
static bool drawing_bg3 = false;
ImGui::Checkbox("Show BG1", &show_bg1);
ImGui::SameLine();
ImGui::Checkbox("Show BG2", &show_bg2);
ImGui::Checkbox("Draw BG1", &drawing_bg1);
ImGui::SameLine();
ImGui::Checkbox("Draw BG2", &drawing_bg2);
ImGui::SameLine();
ImGui::Checkbox("Draw BG3", &drawing_bg3);
}
} // namespace editor
} // namespace app
} // namespace yaze

View File

@@ -1,7 +1,12 @@
#ifndef YAZE_APP_EDITOR_SCREEN_EDITOR_H
#define YAZE_APP_EDITOR_SCREEN_EDITOR_H
#include <imgui/imgui.h>
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/zelda3/screen.h"
#include "gui/canvas.h"
namespace yaze {
namespace app {
@@ -9,67 +14,22 @@ namespace editor {
class ScreenEditor {
public:
ScreenEditor();
void Update();
private:
int sword_x_ = 0;
int mx_click_ = 0;
int my_click_ = 0;
int mx_dist_ = 0;
int my_dist_ = 0;
int last_x_ = 0;
int last_y_ = 0;
int x_in_ = 0;
int y_in_ = 0;
int dungmap_selected_tile_ = 0;
int dungmap_selected_ = 0;
int selected_palette_ = 0;
int total_floors_ = 0;
int current_floor_ = 0;
int num_basement_ = 0;
int num_floor_ = 0;
int selected_map_tile = 0;
int current_floor_rooms; // [1][];
int current_floor_gfx; // [1][];
int copied_data_rooms; // 25
int copied_data_gfx; // 25
int addresses[] = {0x53de4, 0x53e2c, 0x53e08, 0x53e50,
0x53e74, 0x53e98, 0x53ebc};
int addressesgfx[] = {0x53ee0, 0x53f04, 0x53ef2, 0x53f16,
0x53f28, 0x53f3a, 0x53f4c};
void DrawTitleScreenEditor();
void DrawNamingScreenEditor();
void DrawOverworldMapEditor();
void DrawDungeonMapsEditor();
void DrawGameMenuEditor();
void DrawHUDEditor();
ushort bossRoom = 0x000F;
ushort selected_tile = 0;
ushort tilesBG1Buffer = new ushort[0x1000];
ushort tilesBG2Buffer = new ushort[0x1000];
uchar mapdata = new uchar[64 * 64];
uchar dwmapdata = new uchar[64 * 64];
void DrawCanvas();
void DrawToolset();
bool mDown = false;
bool swordSelected = false;
bool darkWorld = false;
bool currentDungeonChanged = false;
bool editedFromEditor = false;
bool mouseDown = false;
bool mdown = false;
std::vector<MapIcon> all_map_icons_;
OAMTile oam_data[10];
OAMTile selected_oam_tile = nullptr;
OAMTile last_selected_oam_tile = nullptr;
gfx::Bitmap tilesBG1Bitmap; // 0x80000
gfx::Bitmap tilesBG2Bitmap; // 0x80000
gfx::Bitmap oamBGBitmap; // 0x80000
gfx::Bitmap dungeon_map_tiles8_bmp; // 0x8000
gfx::Bitmap dungmaptiles16Bitmap; // 0x20000
gfx::Bitmap tiles8Bitmap; // 0x20000
gfx::Bitmap floor_selector;
// DungeonMap dungeon_maps_[14];
// MapIcon selectedMapIcon;
zelda3::Screen current_screen_;
gui::Canvas screen_canvas_;
};
} // namespace editor

View File

@@ -1 +1,140 @@
#include "screen.h"
#include "screen.h"
#include <cstdint>
#include "app/core/common.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
namespace yaze {
namespace app {
namespace zelda3 {
void Screen::Create() {
tiles8Bitmap.Create(128, 512, 8, 0x20000);
tilesBG1Bitmap.Create(256, 256, 8, 0x80000);
tilesBG2Bitmap.Create(256, 256, 8, 0x80000);
oamBGBitmap.Create(256, 256, 8, 0x80000);
BuildTileset();
LoadTitleScreen();
LoadOverworldMap();
LoadDungeonMaps();
LoadAllMapIcons();
}
void Screen::BuildTileset() {
uchar staticgfx[16];
// Main Blocksets
// TODO: get the gfx from the GFX class rather than the rom.
// for (int i = 0; i < 8; i++) {
// staticgfx[i] = GfxGroups.mainGfx[titleScreenTilesGFX][i];
// }
staticgfx[8] = 115 + 0;
// staticgfx[9] = (GfxGroups.spriteGfx[titleScreenSpritesGFX][3] + 115);
staticgfx[10] = 115 + 6;
staticgfx[11] = 115 + 7;
// staticgfx[12] = (GfxGroups.spriteGfx[titleScreenSpritesGFX][0] + 115);
staticgfx[13] = 112;
staticgfx[14] = 112;
staticgfx[15] = 112;
// Loaded gfx for the current screen (empty at this point)
uchar* currentmapgfx8Data = tiles8Bitmap.GetData();
// All gfx of the game pack of 2048 bytes (4bpp)
uchar* allgfxData = rom_.GetMasterGraphicsBin();
for (int i = 0; i < 16; i++) {
for (int j = 0; j < 2048; j++) {
uchar mapByte = allgfxData[j + (staticgfx[i] * 2048)];
switch (i) {
case 0:
case 3:
case 4:
case 5:
mapByte += 0x88;
break;
}
currentmapgfx8Data[(i * 2048) + j] = mapByte; // Upload used gfx data
}
}
}
void Screen::LoadTitleScreen() {
int pos = (rom_.data()[0x138C + 3] << 16) + (rom_.data()[0x1383 + 3] << 8) +
rom_.data()[0x137A + 3];
for (int i = 0; i < 1024; i++) {
tilesBG1Buffer[i] = 492;
tilesBG2Buffer[i] = 492;
}
pos = core::SnesToPc(pos);
while ((rom_.data()[pos] & 0x80) != 0x80) {
int dest_addr = pos; // $03 and $04
pos += 2;
short length = pos;
bool increment64 = (length & 0x8000) == 0x8000;
bool fixsource = (length & 0x4000) == 0x4000;
pos += 2;
length = (short)((length & 0x07FF));
int j = 0;
int jj = 0;
int posB = pos;
while (j < (length / 2) + 1) {
ushort tiledata = (ushort)pos;
if (dest_addr >= 0x1000) {
// destAddr -= 0x1000;
if (dest_addr < 0x2000) {
tilesBG1Buffer[dest_addr - 0x1000] = tiledata;
}
} else {
if (dest_addr < 0x1000) {
tilesBG2Buffer[dest_addr] = tiledata;
}
}
if (increment64) {
dest_addr += 32;
} else {
dest_addr++;
}
if (!fixsource) {
pos += 2;
}
jj += 2;
j++;
}
if (fixsource) {
pos += 2;
} else {
pos = posB + jj;
}
}
pal_selected_ = 2;
}
void Screen::LoadNamingScreen() {}
void Screen::LoadOverworldMap() {}
void Screen::LoadDungeonMaps() {}
void Screen::LoadAllMapIcons() {}
} // namespace zelda3
} // namespace app
} // namespace yaze

View File

@@ -1,7 +1,12 @@
#ifndef YAZE_APP_ZELDA3_SCREEN_H
#define YAZE_APP_ZELDA3_SCREEN_H
#include <cstdint>
#include "app/core/common.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
namespace yaze {
namespace app {
@@ -9,13 +14,72 @@ namespace zelda3 {
class Screen {
public:
Screen() = default;
void Create();
private:
gfx::Bitmap screen;
uchar *data = nullptr;
void BuildTileset();
void LoadTitleScreen();
void LoadNamingScreen();
void LoadOverworldMap();
void LoadDungeonMaps();
void LoadAllMapIcons();
int sword_x_ = 0;
int mx_click_ = 0;
int my_click_ = 0;
int mx_dist_ = 0;
int my_dist_ = 0;
int last_x_ = 0;
int last_y_ = 0;
int x_in_ = 0;
int y_in_ = 0;
int dungmap_selected_tile_ = 0;
int dungmap_selected_ = 0;
int selected_palette_ = 0;
int total_floors_ = 0;
int current_floor_ = 0;
int num_basement_ = 0;
int num_floor_ = 0;
int selected_map_tile = 0;
int current_floor_rooms; // [1][];
int current_floor_gfx; // [1][];
int copied_data_rooms; // 25
int copied_data_gfx; // 25
int pal_selected_;
int addresses[7] = {0x53de4, 0x53e2c, 0x53e08, 0x53e50,
0x53e74, 0x53e98, 0x53ebc};
int addressesgfx[7] = {0x53ee0, 0x53f04, 0x53ef2, 0x53f16,
0x53f28, 0x53f3a, 0x53f4c};
ushort bossRoom = 0x000F;
ushort selected_tile = 0;
ushort tilesBG1Buffer[0x1000]; // 0x1000
ushort tilesBG2Buffer[0x1000]; // 0x1000
uchar mapdata; // 64 * 64
uchar dwmapdata; // 64 * 64
bool mDown = false;
bool swordSelected = false;
bool darkWorld = false;
bool currentDungeonChanged = false;
bool editedFromEditor = false;
bool mouseDown = false;
bool mdown = false;
ROM rom_;
gfx::OAMTile oam_data[10];
gfx::OAMTile selected_oam_tile;
gfx::OAMTile last_selected_oam_tile;
gfx::Bitmap tilesBG1Bitmap; // 0x80000
gfx::Bitmap tilesBG2Bitmap; // 0x80000
gfx::Bitmap oamBGBitmap; // 0x80000
gfx::Bitmap tiles8Bitmap; // 0x20000
};
} // namespace zelda3
} // namespace app
} // namespace yaze
} // namespace yaze
#endif