add entity and refresh for overworld editor

This commit is contained in:
scawful
2024-07-21 20:19:17 -04:00
parent 713196a9ef
commit 90d5c15c64
6 changed files with 783 additions and 733 deletions

View File

@@ -0,0 +1,163 @@
#include "app/editor/overworld_editor.h"
namespace yaze {
namespace app {
namespace editor {
void OverworldEditor::RefreshChildMap(int map_index) {
overworld_.mutable_overworld_map(map_index)->LoadAreaGraphics();
status_ = overworld_.mutable_overworld_map(map_index)->BuildTileset();
PRINT_IF_ERROR(status_);
status_ = overworld_.mutable_overworld_map(map_index)->BuildTiles16Gfx(
overworld_.tiles16().size());
PRINT_IF_ERROR(status_);
OWBlockset blockset;
if (current_world_ == 0) {
blockset = overworld_.map_tiles().light_world;
} else if (current_world_ == 1) {
blockset = overworld_.map_tiles().dark_world;
} else {
blockset = overworld_.map_tiles().special_world;
}
status_ = overworld_.mutable_overworld_map(map_index)->BuildBitmap(blockset);
maps_bmp_[map_index].set_data(
overworld_.mutable_overworld_map(map_index)->bitmap_data());
maps_bmp_[map_index].set_modified(true);
PRINT_IF_ERROR(status_);
}
void OverworldEditor::RefreshOverworldMap() {
std::vector<std::future<void>> futures;
int indices[4];
auto refresh_map_async = [this](int map_index) {
RefreshChildMap(map_index);
};
int source_map_id = current_map_;
bool is_large = overworld_.overworld_map(current_map_)->is_large_map();
if (is_large) {
source_map_id = current_parent_;
// We need to update the map and its siblings if it's a large map
for (int i = 1; i < 4; i++) {
int sibling_index = overworld_.overworld_map(source_map_id)->parent() + i;
if (i >= 2) sibling_index += 6;
futures.push_back(
std::async(std::launch::async, refresh_map_async, sibling_index));
indices[i] = sibling_index;
}
}
indices[0] = source_map_id;
futures.push_back(
std::async(std::launch::async, refresh_map_async, source_map_id));
for (auto &each : futures) {
each.get();
}
int n = is_large ? 4 : 1;
// We do texture updating on the main thread
for (int i = 0; i < n; ++i) {
rom()->UpdateBitmap(&maps_bmp_[indices[i]]);
}
}
absl::Status OverworldEditor::RefreshMapPalette() {
const auto current_map_palette =
overworld_.overworld_map(current_map_)->current_palette();
if (overworld_.overworld_map(current_map_)->is_large_map()) {
// We need to update the map and its siblings if it's a large map
for (int i = 1; i < 4; i++) {
int sibling_index = overworld_.overworld_map(current_map_)->parent() + i;
if (i >= 2) sibling_index += 6;
RETURN_IF_ERROR(
overworld_.mutable_overworld_map(sibling_index)->LoadPalette());
RETURN_IF_ERROR(
maps_bmp_[sibling_index].ApplyPalette(current_map_palette));
}
}
RETURN_IF_ERROR(maps_bmp_[current_map_].ApplyPalette(current_map_palette));
return absl::OkStatus();
}
void OverworldEditor::RefreshMapProperties() {
auto &current_ow_map = *overworld_.mutable_overworld_map(current_map_);
if (current_ow_map.is_large_map()) {
// We need to copy the properties from the parent map to the children
for (int i = 1; i < 4; i++) {
int sibling_index = current_ow_map.parent() + i;
if (i >= 2) {
sibling_index += 6;
}
auto &map = *overworld_.mutable_overworld_map(sibling_index);
map.set_area_graphics(current_ow_map.area_graphics());
map.set_area_palette(current_ow_map.area_palette());
map.set_sprite_graphics(game_state_,
current_ow_map.sprite_graphics(game_state_));
map.set_sprite_palette(game_state_,
current_ow_map.sprite_palette(game_state_));
map.set_message_id(current_ow_map.message_id());
}
}
}
absl::Status OverworldEditor::RefreshTile16Blockset() {
if (current_blockset_ ==
overworld_.overworld_map(current_map_)->area_graphics()) {
return absl::OkStatus();
}
current_blockset_ = overworld_.overworld_map(current_map_)->area_graphics();
overworld_.set_current_map(current_map_);
palette_ = overworld_.AreaPalette();
// Create the tile16 blockset image
rom()->UpdateBitmap(&tile16_blockset_bmp_);
RETURN_IF_ERROR(tile16_blockset_bmp_.ApplyPalette(palette_));
// Copy the tile16 data into individual tiles.
auto tile16_data = overworld_.Tile16Blockset();
std::vector<std::future<void>> futures;
// Loop through the tiles and copy their pixel data into separate vectors
for (int i = 0; i < 4096; i++) {
futures.push_back(std::async(
std::launch::async,
[&](int index) {
// Create a new vector for the pixel data of the current tile
Bytes tile_data(16 * 16, 0x00); // More efficient initialization
// Copy the pixel data for the current tile into the vector
for (int ty = 0; ty < 16; ty++) {
for (int tx = 0; tx < 16; tx++) {
int position = tx + (ty * 0x10);
uint8_t value =
tile16_data[(index % 8 * 16) + (index / 8 * 16 * 0x80) +
(ty * 0x80) + tx];
tile_data[position] = value;
}
}
// Add the vector for the current tile to the vector of tile pixel
// data
tile16_individual_[index].set_data(tile_data);
},
i));
}
for (auto &future : futures) {
future.get();
}
// Render the bitmaps of each tile.
for (int id = 0; id < 4096; id++) {
RETURN_IF_ERROR(tile16_individual_[id].ApplyPalette(palette_));
rom()->UpdateBitmap(&tile16_individual_[id]);
}
return absl::OkStatus();
}
} // namespace editor
} // namespace app
} // namespace yaze