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:
672
src/app/editor/dungeon/dungeon_object_selector.cc
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672
src/app/editor/dungeon/dungeon_object_selector.cc
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#include "dungeon_object_selector.h"
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#include "absl/strings/str_format.h"
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#include "app/core/window.h"
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#include "app/gfx/arena.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gui/canvas.h"
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#include "app/gui/color.h"
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#include "app/gui/icons.h"
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#include "app/gui/input.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/object_renderer.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/dungeon_editor_system.h"
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#include "app/zelda3/dungeon/dungeon_object_editor.h"
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#include "imgui/imgui.h"
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#include "util/hex.h"
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namespace yaze::editor {
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using core::Renderer;
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using ImGui::BeginChild;
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using ImGui::BeginTabBar;
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using ImGui::BeginTabItem;
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using ImGui::Button;
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using ImGui::EndChild;
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using ImGui::EndTabBar;
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using ImGui::EndTabItem;
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using ImGui::Separator;
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using ImGui::Text;
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void DungeonObjectSelector::DrawTileSelector() {
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if (ImGui::BeginTabBar("##TabBar", ImGuiTabBarFlags_FittingPolicyScroll)) {
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if (ImGui::BeginTabItem("Room Graphics")) {
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if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)3);
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BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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DrawRoomGraphics();
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}
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EndChild();
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EndTabItem();
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}
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if (ImGui::BeginTabItem("Object Renderer")) {
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DrawObjectRenderer();
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EndTabItem();
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}
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EndTabBar();
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}
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}
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void DungeonObjectSelector::DrawObjectRenderer() {
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if (ImGui::BeginTable("DungeonObjectEditorTable", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV, ImVec2(0, 0))) {
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ImGui::TableSetupColumn("Dungeon Objects", ImGuiTableColumnFlags_WidthStretch, ImGui::GetContentRegionAvail().x);
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ImGui::TableSetupColumn("Canvas");
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ImGui::TableNextColumn();
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BeginChild("DungeonObjectButtons", ImVec2(250, 0), true);
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static int selected_object = 0;
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int i = 0;
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for (const auto object_name : zelda3::Type1RoomObjectNames) {
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if (ImGui::Selectable(object_name.data(), selected_object == i)) {
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selected_object = i;
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// Create a test object and render it
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auto test_object = zelda3::RoomObject(i, 8, 8, 0x12, 0); // Center in canvas
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test_object.set_rom(rom_);
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test_object.EnsureTilesLoaded();
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// Get current palette
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if (rom_ && rom_->is_loaded()) {
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auto palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
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// Render object preview
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auto result = object_renderer_.GetObjectPreview(test_object, palette);
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if (result.ok()) {
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object_loaded_ = true;
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preview_object_ = test_object; // Store for rendering
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preview_palette_ = palette;
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}
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}
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}
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i += 1;
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}
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EndChild();
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// Right side of the table - Canvas
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ImGui::TableNextColumn();
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BeginChild("DungeonObjectCanvas", ImVec2(276, 0x10 * 0x40 + 1), true);
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object_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
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object_canvas_.DrawContextMenu();
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object_canvas_.DrawTileSelector(32);
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object_canvas_.DrawGrid(32.0f);
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// Render object preview if available
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if (object_loaded_ && preview_object_.id_ >= 0) {
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// Render preview object at center of canvas (object_canvas_ is 256x256)
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int preview_x = 128 - 16; // Center horizontally (256/2 - 16 for 32x32 object)
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int preview_y = 128 - 16; // Center vertically
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auto preview_result = object_renderer_.RenderObject(preview_object_, preview_palette_);
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if (preview_result.ok()) {
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auto preview_bitmap = std::move(preview_result.value());
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preview_bitmap.SetPalette(preview_palette_);
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core::Renderer::Get().RenderBitmap(&preview_bitmap);
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object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f, 255);
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}
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}
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object_canvas_.DrawOverlay();
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EndChild();
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ImGui::EndTable();
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}
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if (object_loaded_) {
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ImGui::Begin("Object Preview", &object_loaded_, 0);
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ImGui::Text("Object ID: 0x%02X", preview_object_.id_);
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ImGui::Text("Position: (%d, %d)", preview_object_.x_, preview_object_.y_);
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ImGui::Text("Size: 0x%02X", preview_object_.size_);
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ImGui::Text("Layer: %d", static_cast<int>(preview_object_.layer_));
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ImGui::End();
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}
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}
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void DungeonObjectSelector::DrawRoomGraphics() {
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const auto height = 0x40;
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room_gfx_canvas_.DrawBackground();
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room_gfx_canvas_.DrawContextMenu();
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room_gfx_canvas_.DrawTileSelector(32);
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if (rom_ && rom_->is_loaded() && rooms_) {
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int active_room_id = current_room_id_;
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auto& room = (*rooms_)[active_room_id];
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auto blocks = room.blocks();
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// Load graphics for this room if not already loaded
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if (blocks.empty()) {
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room.LoadRoomGraphics(room.blockset);
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blocks = room.blocks();
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}
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int current_block = 0;
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const int max_blocks_per_row = 4; // Limit blocks per row to fit canvas
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const int block_width = 0x100; // 256 pixels per block
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const int block_height = 0x40; // 64 pixels per block
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for (int block : blocks) {
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if (current_block >= 16) break; // Only show first 16 blocks
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// Ensure the graphics sheet is loaded and has a valid texture
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if (block < gfx::Arena::Get().gfx_sheets().size()) {
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auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
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// Calculate position in a grid layout instead of horizontal concatenation
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int row = current_block / max_blocks_per_row;
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int col = current_block % max_blocks_per_row;
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int x = room_gfx_canvas_.zero_point().x + 2 + (col * block_width);
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int y = room_gfx_canvas_.zero_point().y + 2 + (row * block_height);
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// Ensure we don't exceed canvas bounds
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if (x + block_width <= room_gfx_canvas_.zero_point().x + room_gfx_canvas_.width() &&
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y + block_height <= room_gfx_canvas_.zero_point().y + room_gfx_canvas_.height()) {
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// Only draw if the texture is valid
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if (gfx_sheet.texture() != 0) {
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room_gfx_canvas_.draw_list()->AddImage(
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(ImTextureID)(intptr_t)gfx_sheet.texture(),
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ImVec2(x, y),
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ImVec2(x + block_width, y + block_height));
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}
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}
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}
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current_block += 1;
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}
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}
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room_gfx_canvas_.DrawGrid(32.0f);
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room_gfx_canvas_.DrawOverlay();
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}
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void DungeonObjectSelector::DrawIntegratedEditingPanels() {
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if (!dungeon_editor_system_ || !object_editor_ || !*dungeon_editor_system_ || !*object_editor_) {
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ImGui::Text("Editor systems not initialized");
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return;
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}
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// Create a tabbed interface for different editing modes
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if (ImGui::BeginTabBar("##EditingPanels")) {
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// Object Editor Tab
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if (ImGui::BeginTabItem("Objects")) {
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DrawCompactObjectEditor();
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ImGui::EndTabItem();
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}
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// Sprite Editor Tab
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if (ImGui::BeginTabItem("Sprites")) {
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DrawCompactSpriteEditor();
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ImGui::EndTabItem();
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}
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// Item Editor Tab
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if (ImGui::BeginTabItem("Items")) {
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DrawCompactItemEditor();
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ImGui::EndTabItem();
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}
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// Entrance Editor Tab
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if (ImGui::BeginTabItem("Entrances")) {
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DrawCompactEntranceEditor();
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ImGui::EndTabItem();
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}
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// Door Editor Tab
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if (ImGui::BeginTabItem("Doors")) {
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DrawCompactDoorEditor();
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ImGui::EndTabItem();
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}
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// Chest Editor Tab
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if (ImGui::BeginTabItem("Chests")) {
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DrawCompactChestEditor();
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ImGui::EndTabItem();
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}
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// Properties Tab
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if (ImGui::BeginTabItem("Properties")) {
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DrawCompactPropertiesEditor();
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ImGui::EndTabItem();
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}
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ImGui::EndTabBar();
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}
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}
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void DungeonObjectSelector::DrawCompactObjectEditor() {
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if (!object_editor_ || !*object_editor_) {
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ImGui::Text("Object editor not initialized");
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return;
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}
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auto& editor = **object_editor_;
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ImGui::Text("Object Editor");
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Separator();
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// Display current editing mode
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auto mode = editor.GetMode();
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const char *mode_names[] = {"Select", "Insert", "Delete", "Edit", "Layer", "Preview"};
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ImGui::Text("Mode: %s", mode_names[static_cast<int>(mode)]);
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// Compact mode selection
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if (ImGui::Button("Select"))
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editor.SetMode(zelda3::DungeonObjectEditor::Mode::kSelect);
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ImGui::SameLine();
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if (ImGui::Button("Insert"))
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editor.SetMode(zelda3::DungeonObjectEditor::Mode::kInsert);
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ImGui::SameLine();
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if (ImGui::Button("Edit"))
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editor.SetMode(zelda3::DungeonObjectEditor::Mode::kEdit);
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// Layer and object type selection
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int current_layer = editor.GetCurrentLayer();
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if (ImGui::SliderInt("Layer", ¤t_layer, 0, 2)) {
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editor.SetCurrentLayer(current_layer);
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}
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int current_object_type = editor.GetCurrentObjectType();
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if (ImGui::InputInt("Object Type", ¤t_object_type, 1, 16)) {
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if (current_object_type >= 0 && current_object_type <= 0x3FF) {
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editor.SetCurrentObjectType(current_object_type);
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}
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}
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// Quick configuration checkboxes
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auto config = editor.GetConfig();
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if (ImGui::Checkbox("Snap to Grid", &config.snap_to_grid)) {
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editor.SetConfig(config);
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}
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ImGui::SameLine();
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if (ImGui::Checkbox("Show Grid", &config.show_grid)) {
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editor.SetConfig(config);
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}
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// Object count and selection info
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Separator();
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ImGui::Text("Objects: %zu", editor.GetObjectCount());
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auto selection = editor.GetSelection();
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if (!selection.selected_objects.empty()) {
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ImGui::Text("Selected: %zu", selection.selected_objects.size());
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}
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// Undo/Redo buttons
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Separator();
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if (ImGui::Button("Undo") && editor.CanUndo()) {
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editor.Undo();
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}
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ImGui::SameLine();
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if (ImGui::Button("Redo") && editor.CanRedo()) {
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editor.Redo();
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}
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}
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void DungeonObjectSelector::DrawCompactSpriteEditor() {
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if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
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ImGui::Text("Dungeon editor system not initialized");
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return;
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}
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auto& system = **dungeon_editor_system_;
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ImGui::Text("Sprite Editor");
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Separator();
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// Display current room sprites
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auto current_room = system.GetCurrentRoom();
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auto sprites_result = system.GetSpritesByRoom(current_room);
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if (sprites_result.ok()) {
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auto sprites = sprites_result.value();
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ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
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// Show first few sprites in compact format
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int display_count = std::min(3, static_cast<int>(sprites.size()));
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for (int i = 0; i < display_count; ++i) {
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const auto &sprite = sprites[i];
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ImGui::Text("ID:%d Type:%d (%d,%d)", sprite.sprite_id,
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static_cast<int>(sprite.type), sprite.x, sprite.y);
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}
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if (sprites.size() > 3) {
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ImGui::Text("... and %zu more", sprites.size() - 3);
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}
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} else {
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ImGui::Text("Error loading sprites");
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}
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// Quick sprite placement
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Separator();
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ImGui::Text("Quick Add Sprite");
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static int new_sprite_id = 0;
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static int new_sprite_x = 0;
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static int new_sprite_y = 0;
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ImGui::InputInt("ID", &new_sprite_id);
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ImGui::InputInt("X", &new_sprite_x);
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ImGui::InputInt("Y", &new_sprite_y);
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if (ImGui::Button("Add Sprite")) {
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zelda3::DungeonEditorSystem::SpriteData sprite_data;
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sprite_data.sprite_id = new_sprite_id;
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sprite_data.type = zelda3::DungeonEditorSystem::SpriteType::kEnemy;
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sprite_data.x = new_sprite_x;
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sprite_data.y = new_sprite_y;
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sprite_data.layer = 0;
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auto status = system.AddSprite(sprite_data);
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if (!status.ok()) {
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ImGui::Text("Error adding sprite");
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}
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}
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}
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void DungeonObjectSelector::DrawCompactItemEditor() {
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if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
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ImGui::Text("Dungeon editor system not initialized");
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return;
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}
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auto& system = **dungeon_editor_system_;
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ImGui::Text("Item Editor");
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Separator();
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// Display current room items
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auto current_room = system.GetCurrentRoom();
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auto items_result = system.GetItemsByRoom(current_room);
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if (items_result.ok()) {
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auto items = items_result.value();
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ImGui::Text("Items in room %d: %zu", current_room, items.size());
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// Show first few items in compact format
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int display_count = std::min(3, static_cast<int>(items.size()));
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for (int i = 0; i < display_count; ++i) {
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const auto &item = items[i];
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ImGui::Text("ID:%d Type:%d (%d,%d)", item.item_id,
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static_cast<int>(item.type), item.x, item.y);
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}
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if (items.size() > 3) {
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ImGui::Text("... and %zu more", items.size() - 3);
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}
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} else {
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ImGui::Text("Error loading items");
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}
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// Quick item placement
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Separator();
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ImGui::Text("Quick Add Item");
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static int new_item_id = 0;
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static int new_item_x = 0;
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static int new_item_y = 0;
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ImGui::InputInt("ID", &new_item_id);
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ImGui::InputInt("X", &new_item_x);
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ImGui::InputInt("Y", &new_item_y);
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if (ImGui::Button("Add Item")) {
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zelda3::DungeonEditorSystem::ItemData item_data;
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item_data.item_id = new_item_id;
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item_data.type = zelda3::DungeonEditorSystem::ItemType::kKey;
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item_data.x = new_item_x;
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item_data.y = new_item_y;
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item_data.room_id = current_room;
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item_data.is_hidden = false;
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auto status = system.AddItem(item_data);
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if (!status.ok()) {
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ImGui::Text("Error adding item");
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}
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}
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}
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void DungeonObjectSelector::DrawCompactEntranceEditor() {
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if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
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ImGui::Text("Dungeon editor system not initialized");
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return;
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}
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auto& system = **dungeon_editor_system_;
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ImGui::Text("Entrance Editor");
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Separator();
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// Display current room entrances
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auto current_room = system.GetCurrentRoom();
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auto entrances_result = system.GetEntrancesByRoom(current_room);
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if (entrances_result.ok()) {
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auto entrances = entrances_result.value();
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ImGui::Text("Entrances: %zu", entrances.size());
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for (const auto &entrance : entrances) {
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ImGui::Text("ID:%d -> Room:%d (%d,%d)", entrance.entrance_id,
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entrance.target_room_id, entrance.target_x,
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entrance.target_y);
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}
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} else {
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ImGui::Text("Error loading entrances");
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}
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// Quick room connection
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Separator();
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ImGui::Text("Connect Rooms");
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static int target_room_id = 0;
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||||
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
|
||||
Reference in New Issue
Block a user