Add Dungeon Room and Object Selection Features

- Introduced new classes for DungeonRoomSelector and DungeonObjectSelector to enhance room and object management within the dungeon editor.
- Implemented UI components for selecting rooms and entrances, allowing users to easily navigate and manage dungeon layouts.
- Added functionality for rendering room graphics and object previews, improving the visual editing experience.
- Updated the DungeonEditor class to integrate the new selectors, streamlining the overall editing workflow.
- Enhanced error handling and validation in room and object management processes to ensure robust functionality.
This commit is contained in:
scawful
2025-09-24 23:39:50 -04:00
parent 4ae9dc9e0c
commit a71f1e02c9
11 changed files with 1819 additions and 245 deletions

View File

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#include "dungeon_object_selector.h"
#include "absl/strings/str_format.h"
#include "app/core/window.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
#include "app/gui/canvas.h"
#include "app/gui/color.h"
#include "app/gui/icons.h"
#include "app/gui/input.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/dungeon_editor_system.h"
#include "app/zelda3/dungeon/dungeon_object_editor.h"
#include "imgui/imgui.h"
#include "util/hex.h"
namespace yaze::editor {
using core::Renderer;
using ImGui::BeginChild;
using ImGui::BeginTabBar;
using ImGui::BeginTabItem;
using ImGui::Button;
using ImGui::EndChild;
using ImGui::EndTabBar;
using ImGui::EndTabItem;
using ImGui::Separator;
using ImGui::Text;
void DungeonObjectSelector::DrawTileSelector() {
if (ImGui::BeginTabBar("##TabBar", ImGuiTabBarFlags_FittingPolicyScroll)) {
if (ImGui::BeginTabItem("Room Graphics")) {
if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)3);
BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
DrawRoomGraphics();
}
EndChild();
EndTabItem();
}
if (ImGui::BeginTabItem("Object Renderer")) {
DrawObjectRenderer();
EndTabItem();
}
EndTabBar();
}
}
void DungeonObjectSelector::DrawObjectRenderer() {
if (ImGui::BeginTable("DungeonObjectEditorTable", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV, ImVec2(0, 0))) {
ImGui::TableSetupColumn("Dungeon Objects", ImGuiTableColumnFlags_WidthStretch, ImGui::GetContentRegionAvail().x);
ImGui::TableSetupColumn("Canvas");
ImGui::TableNextColumn();
BeginChild("DungeonObjectButtons", ImVec2(250, 0), true);
static int selected_object = 0;
int i = 0;
for (const auto object_name : zelda3::Type1RoomObjectNames) {
if (ImGui::Selectable(object_name.data(), selected_object == i)) {
selected_object = i;
// Create a test object and render it
auto test_object = zelda3::RoomObject(i, 8, 8, 0x12, 0); // Center in canvas
test_object.set_rom(rom_);
test_object.EnsureTilesLoaded();
// Get current palette
if (rom_ && rom_->is_loaded()) {
auto palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
// Render object preview
auto result = object_renderer_.GetObjectPreview(test_object, palette);
if (result.ok()) {
object_loaded_ = true;
preview_object_ = test_object; // Store for rendering
preview_palette_ = palette;
}
}
}
i += 1;
}
EndChild();
// Right side of the table - Canvas
ImGui::TableNextColumn();
BeginChild("DungeonObjectCanvas", ImVec2(276, 0x10 * 0x40 + 1), true);
object_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
object_canvas_.DrawContextMenu();
object_canvas_.DrawTileSelector(32);
object_canvas_.DrawGrid(32.0f);
// Render object preview if available
if (object_loaded_ && preview_object_.id_ >= 0) {
// Render preview object at center of canvas (object_canvas_ is 256x256)
int preview_x = 128 - 16; // Center horizontally (256/2 - 16 for 32x32 object)
int preview_y = 128 - 16; // Center vertically
auto preview_result = object_renderer_.RenderObject(preview_object_, preview_palette_);
if (preview_result.ok()) {
auto preview_bitmap = std::move(preview_result.value());
preview_bitmap.SetPalette(preview_palette_);
core::Renderer::Get().RenderBitmap(&preview_bitmap);
object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f, 255);
}
}
object_canvas_.DrawOverlay();
EndChild();
ImGui::EndTable();
}
if (object_loaded_) {
ImGui::Begin("Object Preview", &object_loaded_, 0);
ImGui::Text("Object ID: 0x%02X", preview_object_.id_);
ImGui::Text("Position: (%d, %d)", preview_object_.x_, preview_object_.y_);
ImGui::Text("Size: 0x%02X", preview_object_.size_);
ImGui::Text("Layer: %d", static_cast<int>(preview_object_.layer_));
ImGui::End();
}
}
void DungeonObjectSelector::DrawRoomGraphics() {
const auto height = 0x40;
room_gfx_canvas_.DrawBackground();
room_gfx_canvas_.DrawContextMenu();
room_gfx_canvas_.DrawTileSelector(32);
if (rom_ && rom_->is_loaded() && rooms_) {
int active_room_id = current_room_id_;
auto& room = (*rooms_)[active_room_id];
auto blocks = room.blocks();
// Load graphics for this room if not already loaded
if (blocks.empty()) {
room.LoadRoomGraphics(room.blockset);
blocks = room.blocks();
}
int current_block = 0;
const int max_blocks_per_row = 4; // Limit blocks per row to fit canvas
const int block_width = 0x100; // 256 pixels per block
const int block_height = 0x40; // 64 pixels per block
for (int block : blocks) {
if (current_block >= 16) break; // Only show first 16 blocks
// Ensure the graphics sheet is loaded and has a valid texture
if (block < gfx::Arena::Get().gfx_sheets().size()) {
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
// Calculate position in a grid layout instead of horizontal concatenation
int row = current_block / max_blocks_per_row;
int col = current_block % max_blocks_per_row;
int x = room_gfx_canvas_.zero_point().x + 2 + (col * block_width);
int y = room_gfx_canvas_.zero_point().y + 2 + (row * block_height);
// Ensure we don't exceed canvas bounds
if (x + block_width <= room_gfx_canvas_.zero_point().x + room_gfx_canvas_.width() &&
y + block_height <= room_gfx_canvas_.zero_point().y + room_gfx_canvas_.height()) {
// Only draw if the texture is valid
if (gfx_sheet.texture() != 0) {
room_gfx_canvas_.draw_list()->AddImage(
(ImTextureID)(intptr_t)gfx_sheet.texture(),
ImVec2(x, y),
ImVec2(x + block_width, y + block_height));
}
}
}
current_block += 1;
}
}
room_gfx_canvas_.DrawGrid(32.0f);
room_gfx_canvas_.DrawOverlay();
}
void DungeonObjectSelector::DrawIntegratedEditingPanels() {
if (!dungeon_editor_system_ || !object_editor_ || !*dungeon_editor_system_ || !*object_editor_) {
ImGui::Text("Editor systems not initialized");
return;
}
// Create a tabbed interface for different editing modes
if (ImGui::BeginTabBar("##EditingPanels")) {
// Object Editor Tab
if (ImGui::BeginTabItem("Objects")) {
DrawCompactObjectEditor();
ImGui::EndTabItem();
}
// Sprite Editor Tab
if (ImGui::BeginTabItem("Sprites")) {
DrawCompactSpriteEditor();
ImGui::EndTabItem();
}
// Item Editor Tab
if (ImGui::BeginTabItem("Items")) {
DrawCompactItemEditor();
ImGui::EndTabItem();
}
// Entrance Editor Tab
if (ImGui::BeginTabItem("Entrances")) {
DrawCompactEntranceEditor();
ImGui::EndTabItem();
}
// Door Editor Tab
if (ImGui::BeginTabItem("Doors")) {
DrawCompactDoorEditor();
ImGui::EndTabItem();
}
// Chest Editor Tab
if (ImGui::BeginTabItem("Chests")) {
DrawCompactChestEditor();
ImGui::EndTabItem();
}
// Properties Tab
if (ImGui::BeginTabItem("Properties")) {
DrawCompactPropertiesEditor();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void DungeonObjectSelector::DrawCompactObjectEditor() {
if (!object_editor_ || !*object_editor_) {
ImGui::Text("Object editor not initialized");
return;
}
auto& editor = **object_editor_;
ImGui::Text("Object Editor");
Separator();
// Display current editing mode
auto mode = editor.GetMode();
const char *mode_names[] = {"Select", "Insert", "Delete", "Edit", "Layer", "Preview"};
ImGui::Text("Mode: %s", mode_names[static_cast<int>(mode)]);
// Compact mode selection
if (ImGui::Button("Select"))
editor.SetMode(zelda3::DungeonObjectEditor::Mode::kSelect);
ImGui::SameLine();
if (ImGui::Button("Insert"))
editor.SetMode(zelda3::DungeonObjectEditor::Mode::kInsert);
ImGui::SameLine();
if (ImGui::Button("Edit"))
editor.SetMode(zelda3::DungeonObjectEditor::Mode::kEdit);
// Layer and object type selection
int current_layer = editor.GetCurrentLayer();
if (ImGui::SliderInt("Layer", &current_layer, 0, 2)) {
editor.SetCurrentLayer(current_layer);
}
int current_object_type = editor.GetCurrentObjectType();
if (ImGui::InputInt("Object Type", &current_object_type, 1, 16)) {
if (current_object_type >= 0 && current_object_type <= 0x3FF) {
editor.SetCurrentObjectType(current_object_type);
}
}
// Quick configuration checkboxes
auto config = editor.GetConfig();
if (ImGui::Checkbox("Snap to Grid", &config.snap_to_grid)) {
editor.SetConfig(config);
}
ImGui::SameLine();
if (ImGui::Checkbox("Show Grid", &config.show_grid)) {
editor.SetConfig(config);
}
// Object count and selection info
Separator();
ImGui::Text("Objects: %zu", editor.GetObjectCount());
auto selection = editor.GetSelection();
if (!selection.selected_objects.empty()) {
ImGui::Text("Selected: %zu", selection.selected_objects.size());
}
// Undo/Redo buttons
Separator();
if (ImGui::Button("Undo") && editor.CanUndo()) {
editor.Undo();
}
ImGui::SameLine();
if (ImGui::Button("Redo") && editor.CanRedo()) {
editor.Redo();
}
}
void DungeonObjectSelector::DrawCompactSpriteEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Sprite Editor");
Separator();
// Display current room sprites
auto current_room = system.GetCurrentRoom();
auto sprites_result = system.GetSpritesByRoom(current_room);
if (sprites_result.ok()) {
auto sprites = sprites_result.value();
ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
// Show first few sprites in compact format
int display_count = std::min(3, static_cast<int>(sprites.size()));
for (int i = 0; i < display_count; ++i) {
const auto &sprite = sprites[i];
ImGui::Text("ID:%d Type:%d (%d,%d)", sprite.sprite_id,
static_cast<int>(sprite.type), sprite.x, sprite.y);
}
if (sprites.size() > 3) {
ImGui::Text("... and %zu more", sprites.size() - 3);
}
} else {
ImGui::Text("Error loading sprites");
}
// Quick sprite placement
Separator();
ImGui::Text("Quick Add Sprite");
static int new_sprite_id = 0;
static int new_sprite_x = 0;
static int new_sprite_y = 0;
ImGui::InputInt("ID", &new_sprite_id);
ImGui::InputInt("X", &new_sprite_x);
ImGui::InputInt("Y", &new_sprite_y);
if (ImGui::Button("Add Sprite")) {
zelda3::DungeonEditorSystem::SpriteData sprite_data;
sprite_data.sprite_id = new_sprite_id;
sprite_data.type = zelda3::DungeonEditorSystem::SpriteType::kEnemy;
sprite_data.x = new_sprite_x;
sprite_data.y = new_sprite_y;
sprite_data.layer = 0;
auto status = system.AddSprite(sprite_data);
if (!status.ok()) {
ImGui::Text("Error adding sprite");
}
}
}
void DungeonObjectSelector::DrawCompactItemEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Item Editor");
Separator();
// Display current room items
auto current_room = system.GetCurrentRoom();
auto items_result = system.GetItemsByRoom(current_room);
if (items_result.ok()) {
auto items = items_result.value();
ImGui::Text("Items in room %d: %zu", current_room, items.size());
// Show first few items in compact format
int display_count = std::min(3, static_cast<int>(items.size()));
for (int i = 0; i < display_count; ++i) {
const auto &item = items[i];
ImGui::Text("ID:%d Type:%d (%d,%d)", item.item_id,
static_cast<int>(item.type), item.x, item.y);
}
if (items.size() > 3) {
ImGui::Text("... and %zu more", items.size() - 3);
}
} else {
ImGui::Text("Error loading items");
}
// Quick item placement
Separator();
ImGui::Text("Quick Add Item");
static int new_item_id = 0;
static int new_item_x = 0;
static int new_item_y = 0;
ImGui::InputInt("ID", &new_item_id);
ImGui::InputInt("X", &new_item_x);
ImGui::InputInt("Y", &new_item_y);
if (ImGui::Button("Add Item")) {
zelda3::DungeonEditorSystem::ItemData item_data;
item_data.item_id = new_item_id;
item_data.type = zelda3::DungeonEditorSystem::ItemType::kKey;
item_data.x = new_item_x;
item_data.y = new_item_y;
item_data.room_id = current_room;
item_data.is_hidden = false;
auto status = system.AddItem(item_data);
if (!status.ok()) {
ImGui::Text("Error adding item");
}
}
}
void DungeonObjectSelector::DrawCompactEntranceEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Entrance Editor");
Separator();
// Display current room entrances
auto current_room = system.GetCurrentRoom();
auto entrances_result = system.GetEntrancesByRoom(current_room);
if (entrances_result.ok()) {
auto entrances = entrances_result.value();
ImGui::Text("Entrances: %zu", entrances.size());
for (const auto &entrance : entrances) {
ImGui::Text("ID:%d -> Room:%d (%d,%d)", entrance.entrance_id,
entrance.target_room_id, entrance.target_x,
entrance.target_y);
}
} else {
ImGui::Text("Error loading entrances");
}
// Quick room connection
Separator();
ImGui::Text("Connect Rooms");
static int target_room_id = 0;
static int source_x = 0;
static int source_y = 0;
static int target_x = 0;
static int target_y = 0;
ImGui::InputInt("Target Room", &target_room_id);
ImGui::InputInt("Source X", &source_x);
ImGui::InputInt("Source Y", &source_y);
ImGui::InputInt("Target X", &target_x);
ImGui::InputInt("Target Y", &target_y);
if (ImGui::Button("Connect")) {
auto status = system.ConnectRooms(current_room, target_room_id, source_x, source_y, target_x, target_y);
if (!status.ok()) {
ImGui::Text("Error connecting rooms");
}
}
}
void DungeonObjectSelector::DrawCompactDoorEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Door Editor");
Separator();
// Display current room doors
auto current_room = system.GetCurrentRoom();
auto doors_result = system.GetDoorsByRoom(current_room);
if (doors_result.ok()) {
auto doors = doors_result.value();
ImGui::Text("Doors: %zu", doors.size());
for (const auto &door : doors) {
ImGui::Text("ID:%d (%d,%d) -> Room:%d", door.door_id, door.x, door.y,
door.target_room_id);
}
} else {
ImGui::Text("Error loading doors");
}
// Quick door creation
Separator();
ImGui::Text("Add Door");
static int door_x = 0;
static int door_y = 0;
static int door_direction = 0;
static int door_target_room = 0;
ImGui::InputInt("X", &door_x);
ImGui::InputInt("Y", &door_y);
ImGui::SliderInt("Dir", &door_direction, 0, 3);
ImGui::InputInt("Target", &door_target_room);
if (ImGui::Button("Add Door")) {
zelda3::DungeonEditorSystem::DoorData door_data;
door_data.room_id = current_room;
door_data.x = door_x;
door_data.y = door_y;
door_data.direction = door_direction;
door_data.target_room_id = door_target_room;
door_data.target_x = door_x;
door_data.target_y = door_y;
door_data.is_locked = false;
door_data.requires_key = false;
door_data.key_type = 0;
auto status = system.AddDoor(door_data);
if (!status.ok()) {
ImGui::Text("Error adding door");
}
}
}
void DungeonObjectSelector::DrawCompactChestEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Chest Editor");
Separator();
// Display current room chests
auto current_room = system.GetCurrentRoom();
auto chests_result = system.GetChestsByRoom(current_room);
if (chests_result.ok()) {
auto chests = chests_result.value();
ImGui::Text("Chests: %zu", chests.size());
for (const auto &chest : chests) {
ImGui::Text("ID:%d (%d,%d) Item:%d", chest.chest_id, chest.x, chest.y,
chest.item_id);
}
} else {
ImGui::Text("Error loading chests");
}
// Quick chest creation
Separator();
ImGui::Text("Add Chest");
static int chest_x = 0;
static int chest_y = 0;
static int chest_item_id = 0;
static bool chest_big = false;
ImGui::InputInt("X", &chest_x);
ImGui::InputInt("Y", &chest_y);
ImGui::InputInt("Item ID", &chest_item_id);
ImGui::Checkbox("Big", &chest_big);
if (ImGui::Button("Add Chest")) {
zelda3::DungeonEditorSystem::ChestData chest_data;
chest_data.room_id = current_room;
chest_data.x = chest_x;
chest_data.y = chest_y;
chest_data.is_big_chest = chest_big;
chest_data.item_id = chest_item_id;
chest_data.item_quantity = 1;
auto status = system.AddChest(chest_data);
if (!status.ok()) {
ImGui::Text("Error adding chest");
}
}
}
void DungeonObjectSelector::DrawCompactPropertiesEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Room Properties");
Separator();
auto current_room = system.GetCurrentRoom();
auto properties_result = system.GetRoomProperties(current_room);
if (properties_result.ok()) {
auto properties = properties_result.value();
static char room_name[128] = {0};
static int dungeon_id = 0;
static int floor_level = 0;
static bool is_boss_room = false;
static bool is_save_room = false;
static int music_id = 0;
// Copy current values
strncpy(room_name, properties.name.c_str(), sizeof(room_name) - 1);
dungeon_id = properties.dungeon_id;
floor_level = properties.floor_level;
is_boss_room = properties.is_boss_room;
is_save_room = properties.is_save_room;
music_id = properties.music_id;
ImGui::InputText("Name", room_name, sizeof(room_name));
ImGui::InputInt("Dungeon ID", &dungeon_id);
ImGui::InputInt("Floor", &floor_level);
ImGui::InputInt("Music", &music_id);
ImGui::Checkbox("Boss Room", &is_boss_room);
ImGui::Checkbox("Save Room", &is_save_room);
if (ImGui::Button("Save Properties")) {
zelda3::DungeonEditorSystem::RoomProperties new_properties;
new_properties.room_id = current_room;
new_properties.name = room_name;
new_properties.dungeon_id = dungeon_id;
new_properties.floor_level = floor_level;
new_properties.is_boss_room = is_boss_room;
new_properties.is_save_room = is_save_room;
new_properties.music_id = music_id;
auto status = system.SetRoomProperties(current_room, new_properties);
if (!status.ok()) {
ImGui::Text("Error saving properties");
}
}
} else {
ImGui::Text("Error loading properties");
}
// Dungeon settings summary
Separator();
ImGui::Text("Dungeon Settings");
auto dungeon_settings_result = system.GetDungeonSettings();
if (dungeon_settings_result.ok()) {
auto settings = dungeon_settings_result.value();
ImGui::Text("Dungeon: %s", settings.name.c_str());
ImGui::Text("Rooms: %d", settings.total_rooms);
ImGui::Text("Start: %d", settings.starting_room_id);
ImGui::Text("Boss: %d", settings.boss_room_id);
}
}
} // namespace yaze::editor