feat: Introduce card management system for dungeon editor

- Added EditorCardManager to handle registration, visibility, and management of editor cards.
- Integrated card shortcuts and dynamic menu sections for improved user experience in the dungeon editor.
- Registered multiple dungeon-related cards with associated shortcuts for quick access.
- Enhanced DungeonEditorV2 to utilize the new card management system, allowing independent control of editor cards.
- Updated UI components to support card-based editors, improving layout and usability.
This commit is contained in:
scawful
2025-10-09 09:08:17 -04:00
parent 44cabe48c9
commit 9465195956
11 changed files with 1116 additions and 86 deletions

View File

@@ -755,36 +755,6 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
}
// TEMPORARY: Render all objects as primitives until proper rendering is fixed
if (current_palette_id_ < current_palette_group_.size()) {
auto room_palette = current_palette_group_[current_palette_id_];
// Render regular objects with primitive fallback
for (const auto& object : room.GetTileObjects()) {
renderer_.RenderObjectInCanvas(object, room_palette);
}
// Test manual rendering for debugging
if (room.GetTileObjects().size() > 0) {
const auto& test_object = room.GetTileObjects()[0];
int canvas_x = test_object.x_ * 8;
int canvas_y = test_object.y_ * 8;
printf("[DungeonEditor] Testing manual render for object 0x%04X at (%d,%d)\n",
test_object.id_, canvas_x, canvas_y);
printf("[DungeonEditor] Object tiles count: %zu\n", test_object.tiles().size());
manual_renderer_.RenderSimpleBlock(test_object.id_, canvas_x, canvas_y, room_palette);
// Debug graphics sheets
manual_renderer_.DebugGraphicsSheet(0);
manual_renderer_.DebugGraphicsSheet(1);
}
// Test palette rendering
manual_renderer_.TestPaletteRendering(400, 100);
}
// Render sprites as simple 16x16 squares with labels
// (Sprites are not part of the background buffers)
renderer_.RenderSprites(rooms_[room_id]);

View File

@@ -35,7 +35,6 @@
#include "dungeon_renderer.h"
#include "dungeon_room_loader.h"
#include "dungeon_usage_tracker.h"
#include "manual_object_renderer.h"
namespace yaze {
namespace editor {
@@ -201,7 +200,6 @@ class DungeonEditor : public Editor {
DungeonRenderer renderer_;
DungeonRoomLoader room_loader_;
DungeonUsageTracker usage_tracker_;
ManualObjectRenderer manual_renderer_;
absl::Status status_;

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@@ -72,6 +72,81 @@ absl::Status DungeonEditorV2::Load() {
&canvas_viewer_.canvas(), rom_);
printf("[DungeonEditorV2] Manual renderer initialized for debugging\n");
// Register all cards with the card manager for unified control
auto& card_manager = gui::EditorCardManager::Get();
card_manager.RegisterCard({
.card_id = "dungeon.control_panel",
.display_name = "Dungeon Controls",
.icon = ICON_MD_CASTLE,
.category = "Dungeon",
.shortcut_hint = "Ctrl+Shift+D",
.visibility_flag = &show_control_panel_,
.priority = 10
});
card_manager.RegisterCard({
.card_id = "dungeon.room_selector",
.display_name = "Room Selector",
.icon = ICON_MD_LIST,
.category = "Dungeon",
.shortcut_hint = "Ctrl+Shift+R",
.visibility_flag = &show_room_selector_,
.priority = 20
});
card_manager.RegisterCard({
.card_id = "dungeon.room_matrix",
.display_name = "Room Matrix",
.icon = ICON_MD_GRID_VIEW,
.category = "Dungeon",
.shortcut_hint = "Ctrl+Shift+M",
.visibility_flag = &show_room_matrix_,
.priority = 30
});
card_manager.RegisterCard({
.card_id = "dungeon.entrances",
.display_name = "Entrances",
.icon = ICON_MD_DOOR_FRONT,
.category = "Dungeon",
.shortcut_hint = "Ctrl+Shift+E",
.visibility_flag = &show_entrances_list_,
.priority = 40
});
card_manager.RegisterCard({
.card_id = "dungeon.room_graphics",
.display_name = "Room Graphics",
.icon = ICON_MD_IMAGE,
.category = "Dungeon",
.shortcut_hint = "Ctrl+Shift+G",
.visibility_flag = &show_room_graphics_,
.priority = 50
});
card_manager.RegisterCard({
.card_id = "dungeon.object_editor",
.display_name = "Object Editor",
.icon = ICON_MD_CONSTRUCTION,
.category = "Dungeon",
.shortcut_hint = "Ctrl+Shift+O",
.visibility_flag = &show_object_editor_,
.priority = 60
});
card_manager.RegisterCard({
.card_id = "dungeon.palette_editor",
.display_name = "Palette Editor",
.icon = ICON_MD_PALETTE,
.category = "Dungeon",
.shortcut_hint = "Ctrl+Shift+P",
.visibility_flag = &show_palette_editor_,
.priority = 70
});
printf("[DungeonEditorV2] Registered 7 cards with EditorCardManager\n");
// Wire palette changes to trigger room re-renders
palette_editor_.SetOnPaletteChanged([this](int /*palette_id*/) {
// Re-render all active rooms when palette changes
@@ -89,25 +164,46 @@ absl::Status DungeonEditorV2::Load() {
absl::Status DungeonEditorV2::Update() {
if (!is_loaded_) {
// Show minimal loading message in parent window
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Dungeon Editor Loading...");
ImGui::TextWrapped("Independent editor cards will appear once ROM data is loaded.");
// CARD-BASED EDITOR: Create a minimal loading card
gui::EditorCard loading_card("Dungeon Editor Loading", ICON_MD_CASTLE);
loading_card.SetDefaultSize(400, 200);
if (loading_card.Begin()) {
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Loading dungeon data...");
ImGui::TextWrapped("Independent editor cards will appear once ROM data is loaded.");
}
loading_card.End();
return absl::OkStatus();
}
// Minimize parent window content - just show a toolbar
DrawToolset();
// CARD-BASED EDITOR: All windows are independent top-level cards
// No parent wrapper - this allows closing control panel without affecting rooms
ImGui::Separator();
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f),
"Editor cards are independent windows - dock them anywhere!");
ImGui::TextWrapped(
"Room Selector, Object Selector, and Room cards can be freely arranged. "
"This parent window can be minimized or closed.");
// Optional control panel (can be hidden/minimized)
if (show_control_panel_) {
DrawControlPanel();
} else if (control_panel_minimized_) {
// Draw floating icon button to reopen
ImGui::SetNextWindowPos(ImVec2(10, 100));
ImGui::SetNextWindowSize(ImVec2(50, 50));
ImGuiWindowFlags icon_flags = ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoDocking;
if (ImGui::Begin("##DungeonControlIcon", nullptr, icon_flags)) {
if (ImGui::Button(ICON_MD_CASTLE, ImVec2(40, 40))) {
show_control_panel_ = true;
control_panel_minimized_ = false;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Open Dungeon Controls");
}
}
ImGui::End();
}
// Render all independent cards (these create their own top-level windows)
// NOTE: Emulator preview is now integrated into ObjectEditorCard
// object_emulator_preview_.Render(); // Removed - causing performance issues
// Render all independent cards (these are ALL top-level windows now)
DrawLayout();
return absl::OkStatus();
@@ -169,35 +265,94 @@ void DungeonEditorV2::DrawToolset() {
toolbar.End();
}
void DungeonEditorV2::DrawControlPanel() {
// Small, collapsible control panel for dungeon editor
ImGui::SetNextWindowSize(ImVec2(250, 200), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(10, 100), ImGuiCond_FirstUseEver);
ImGuiWindowFlags flags = ImGuiWindowFlags_None;
if (ImGui::Begin(ICON_MD_CASTLE " Dungeon Controls", &show_control_panel_, flags)) {
DrawToolset();
ImGui::Separator();
ImGui::Text("Quick Toggles:");
// Checkbox grid for quick toggles
if (ImGui::BeginTable("##QuickToggles", 2, ImGuiTableFlags_SizingStretchSame)) {
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Checkbox("Rooms", &show_room_selector_);
ImGui::TableNextColumn();
ImGui::Checkbox("Matrix", &show_room_matrix_);
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Checkbox("Entrances", &show_entrances_list_);
ImGui::TableNextColumn();
ImGui::Checkbox("Graphics", &show_room_graphics_);
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Checkbox("Objects", &show_object_editor_);
ImGui::TableNextColumn();
ImGui::Checkbox("Palette", &show_palette_editor_);
ImGui::EndTable();
}
ImGui::Separator();
// Minimize button
if (ImGui::SmallButton(ICON_MD_MINIMIZE " Minimize to Icon")) {
control_panel_minimized_ = true;
show_control_panel_ = false;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Collapse to floating icon. Rooms stay open.");
}
}
ImGui::End();
}
void DungeonEditorV2::DrawLayout() {
// NO TABLE LAYOUT - All independent dockable EditorCards
// All cards check their visibility flags and can be closed with X button
// 1. Room Selector Card (independent, dockable)
if (show_room_selector_) {
DrawRoomsListCard();
// Card handles its own closing via &show_room_selector_ in constructor
}
// 2. Room Matrix Card (visual navigation)
if (show_room_matrix_) {
DrawRoomMatrixCard();
// Card handles its own closing via &show_room_matrix_ in constructor
}
// 3. Entrances List Card
if (show_entrances_list_) {
DrawEntrancesListCard();
// Card handles its own closing via &show_entrances_list_ in constructor
}
// 3b. Room Graphics Card
// 4. Room Graphics Card
if (show_room_graphics_) {
DrawRoomGraphicsCard();
// Card handles its own closing via &show_room_graphics_ in constructor
}
// 4. Unified Object Editor Card
// 5. Unified Object Editor Card
if (show_object_editor_ && object_editor_card_) {
object_editor_card_->Draw(&show_object_editor_);
// ObjectEditorCard handles closing via p_open parameter
}
// 5. Palette Editor Card (independent, dockable)
// 6. Palette Editor Card (independent, dockable)
if (show_palette_editor_) {
gui::EditorCard palette_card(
MakeCardTitle("Palette Editor").c_str(),
@@ -206,6 +361,7 @@ void DungeonEditorV2::DrawLayout() {
palette_editor_.Draw();
}
palette_card.End();
// Card handles its own closing via &show_palette_editor_ in constructor
}
// 6. Active Room Cards (independent, dockable, tracked for jump-to)
@@ -238,9 +394,11 @@ void DungeonEditorV2::DrawLayout() {
auto& room_card = room_cards_[room_id];
// CRITICAL: Use docking class BEFORE Begin() to make rooms tab together
// CRITICAL: Use docking class BEFORE Begin() to make rooms dock together
// This creates a separate docking space for all room cards
ImGui::SetNextWindowClass(&room_window_class_);
// Make room cards fully dockable and independent
if (room_card->Begin(&open)) {
DrawRoomTab(room_id);
}

View File

@@ -15,6 +15,7 @@
#include "dungeon_room_loader.h"
#include "object_editor_card.h"
#include "manual_object_renderer.h"
#include "app/gui/editor_card_manager.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_entrance.h"
#include "app/gui/editor_layout.h"
@@ -97,6 +98,7 @@ class DungeonEditorV2 : public Editor {
void DrawRoomsListCard();
void DrawEntrancesListCard();
void DrawRoomGraphicsCard();
void DrawControlPanel();
// Texture processing (critical for rendering)
void ProcessDeferredTextures();
@@ -125,6 +127,8 @@ class DungeonEditorV2 : public Editor {
bool show_room_graphics_ = false; // Room graphics card
bool show_object_editor_ = true; // Unified object editor card
bool show_palette_editor_ = true;
bool show_control_panel_ = true; // Optional control panel
bool control_panel_minimized_ = false;
// Palette management
gfx::SnesPalette current_palette_;

View File

@@ -610,6 +610,34 @@ void EditorManager::Initialize(gfx::IRenderer* renderer, const std::string& file
context_.shortcut_manager.RegisterShortcut(
"Editor Selection", {ImGuiKey_E, ImGuiMod_Ctrl},
[this]() { show_editor_selection_ = true; });
// Card Browser shortcut
context_.shortcut_manager.RegisterShortcut(
"Card Browser", {ImGuiKey_B, ImGuiMod_Ctrl, ImGuiMod_Shift},
[this]() { show_card_browser_ = true; });
// Dungeon Card shortcuts
context_.shortcut_manager.RegisterShortcut(
"Toggle Dungeon Controls", {ImGuiKey_D, ImGuiMod_Ctrl, ImGuiMod_Shift},
[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.control_panel"); });
context_.shortcut_manager.RegisterShortcut(
"Toggle Room Selector", {ImGuiKey_R, ImGuiMod_Ctrl, ImGuiMod_Shift},
[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.room_selector"); });
context_.shortcut_manager.RegisterShortcut(
"Toggle Room Matrix", {ImGuiKey_M, ImGuiMod_Ctrl, ImGuiMod_Shift},
[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.room_matrix"); });
context_.shortcut_manager.RegisterShortcut(
"Toggle Dungeon Entrances", {ImGuiKey_E, ImGuiMod_Ctrl, ImGuiMod_Shift},
[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.entrances"); });
context_.shortcut_manager.RegisterShortcut(
"Toggle Room Graphics", {ImGuiKey_G, ImGuiMod_Ctrl, ImGuiMod_Shift},
[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.room_graphics"); });
context_.shortcut_manager.RegisterShortcut(
"Toggle Object Editor", {ImGuiKey_O, ImGuiMod_Ctrl, ImGuiMod_Shift},
[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.object_editor"); });
context_.shortcut_manager.RegisterShortcut(
"Toggle Dungeon Palette", {ImGuiKey_P, ImGuiMod_Ctrl, ImGuiMod_Shift},
[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.palette_editor"); });
#ifdef YAZE_WITH_GRPC
// Agent Editor shortcut
@@ -672,6 +700,11 @@ absl::Status EditorManager::Update() {
if (show_editor_selection_) {
editor_selection_dialog_.Show(&show_editor_selection_);
}
// Draw card browser
if (show_card_browser_) {
gui::EditorCardManager::Get().DrawCardBrowser(&show_card_browser_);
}
#ifdef YAZE_WITH_GRPC
// Update agent editor dashboard
@@ -771,20 +804,13 @@ absl::Status EditorManager::Update() {
}
}
// Generate unique window titles and IDs for multi-session support
std::string window_title =
GenerateUniqueEditorTitle(editor->type(), session_idx);
// CARD-BASED EDITORS: Don't wrap in Begin/End, they manage own windows
bool is_card_based_editor = (editor->type() == EditorType::kDungeon);
// TODO: Add EditorType::kGraphics, EditorType::kPalette when converted
// Note: PushID removed - window title provides sufficient uniqueness
// and PushID was causing ID stack corruption issues
// Set window to maximize on first open (use FirstUseEver instead of IsWindowAppearing check)
ImGui::SetNextWindowSize(ImGui::GetMainViewport()->WorkSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->WorkPos, ImGuiCond_FirstUseEver);
if (ImGui::Begin(window_title.c_str(), editor->active(),
ImGuiWindowFlags_None)) { // Allow full docking
// Temporarily switch context for this editor's update
if (is_card_based_editor) {
// Card-based editors create their own top-level windows
// No parent wrapper needed - this allows independent docking
Rom* prev_rom = current_rom_;
EditorSet* prev_editor_set = current_editor_set_;
size_t prev_session_id = context_.session_id;
@@ -792,29 +818,13 @@ absl::Status EditorManager::Update() {
current_rom_ = &session.rom;
current_editor_set_ = &session.editors;
current_editor_ = editor;
context_.session_id = session_idx; // Set session ID for child panels
context_.session_id = session_idx;
status_ = editor->Update();
// Route editor errors to toast manager
if (!status_.ok()) {
std::string editor_name =
"Editor"; // Get actual editor name if available
if (editor == &session.editors.overworld_editor_)
editor_name = "Overworld Editor";
else if (editor == &session.editors.dungeon_editor_)
editor_name = "Dungeon Editor";
else if (editor == &session.editors.sprite_editor_)
editor_name = "Sprite Editor";
else if (editor == &session.editors.graphics_editor_)
editor_name = "Graphics Editor";
else if (editor == &session.editors.music_editor_)
editor_name = "Music Editor";
else if (editor == &session.editors.palette_editor_)
editor_name = "Palette Editor";
else if (editor == &session.editors.screen_editor_)
editor_name = "Screen Editor";
std::string editor_name = GetEditorName(editor->type());
toast_manager_.Show(
absl::StrFormat("%s Error: %s", editor_name, status_.message()),
editor::ToastType::kError, 8.0f);
@@ -823,10 +833,46 @@ absl::Status EditorManager::Update() {
// Restore context
current_rom_ = prev_rom;
current_editor_set_ = prev_editor_set;
context_.session_id = prev_session_id; // Restore previous session ID
context_.session_id = prev_session_id;
} else {
// TRADITIONAL EDITORS: Wrap in Begin/End
std::string window_title =
GenerateUniqueEditorTitle(editor->type(), session_idx);
// Set window to maximize on first open
ImGui::SetNextWindowSize(ImGui::GetMainViewport()->WorkSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->WorkPos, ImGuiCond_FirstUseEver);
if (ImGui::Begin(window_title.c_str(), editor->active(),
ImGuiWindowFlags_None)) { // Allow full docking
// Temporarily switch context for this editor's update
Rom* prev_rom = current_rom_;
EditorSet* prev_editor_set = current_editor_set_;
size_t prev_session_id = context_.session_id;
current_rom_ = &session.rom;
current_editor_set_ = &session.editors;
current_editor_ = editor;
context_.session_id = session_idx;
status_ = editor->Update();
// Route editor errors to toast manager
if (!status_.ok()) {
std::string editor_name = GetEditorName(editor->type());
toast_manager_.Show(
absl::StrFormat("%s Error: %s", editor_name, status_.message()),
editor::ToastType::kError, 8.0f);
}
// Restore context
current_rom_ = prev_rom;
current_editor_set_ = prev_editor_set;
context_.session_id = prev_session_id;
}
ImGui::End();
}
ImGui::End();
// PopID removed to match PushID removal above
}
}
}
@@ -962,7 +1008,7 @@ void EditorManager::BuildModernMenu() {
[this]() { show_global_search_ = true; }, "Ctrl+Shift+F")
.EndMenu();
// View Menu - editors only
// View Menu - editors and cards
menu_builder_.BeginMenu("View")
.Item("Editor Selection", ICON_MD_DASHBOARD,
[this]() { show_editor_selection_ = true; }, "Ctrl+E")
@@ -993,6 +1039,16 @@ void EditorManager::BuildModernMenu() {
.Item("Proposal Drawer", ICON_MD_PREVIEW,
[this]() { proposal_drawer_.Toggle(); }, "Ctrl+P")
#endif
.Separator();
// Dynamic card menu sections (from EditorCardManager)
auto& card_manager = gui::EditorCardManager::Get();
card_manager.DrawViewMenuAll();
menu_builder_
.Separator()
.Item("Card Browser", ICON_MD_DASHBOARD,
[this]() { show_card_browser_ = true; }, "Ctrl+Shift+B")
.Separator()
.Item("Welcome Screen", ICON_MD_HOME,
[this]() { show_welcome_screen_ = true; })

View File

@@ -189,6 +189,7 @@ class EditorManager {
bool show_session_rename_dialog_ = false;
bool show_welcome_screen_ = false;
bool welcome_screen_manually_closed_ = false;
bool show_card_browser_ = false;
size_t session_to_rename_ = 0;
char session_rename_buffer_[256] = {};