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_room_selector.h"
#include "absl/strings/str_format.h"
#include "app/gui/input.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_entrance.h"
#include "imgui/imgui.h"
#include "util/hex.h"
namespace yaze::editor {
using ImGui::BeginChild;
using ImGui::EndChild;
using ImGui::Separator;
using ImGui::SameLine;
void DungeonRoomSelector::DrawRoomSelector() {
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
gui::InputHexWord("Room ID", &current_room_id_, 50.f, true);
if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)9);
BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
int i = 0;
for (const auto each_room_name : zelda3::kRoomNames) {
rom_->resource_label()->SelectableLabelWithNameEdit(
current_room_id_ == i, "Dungeon Room Names", util::HexByte(i),
each_room_name.data());
if (ImGui::IsItemClicked()) {
current_room_id_ = i;
if (!active_rooms_.contains(i)) {
active_rooms_.push_back(i);
}
}
i += 1;
}
}
EndChild();
}
void DungeonRoomSelector::DrawEntranceSelector() {
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
if (!entrances_) {
ImGui::Text("Entrances not loaded");
return;
}
auto current_entrance = (*entrances_)[current_entrance_id_];
gui::InputHexWord("Entrance ID", &current_entrance.entrance_id_);
gui::InputHexWord("Room ID", &current_entrance.room_);
SameLine();
gui::InputHexByte("Dungeon ID", &current_entrance.dungeon_id_, 50.f, true);
gui::InputHexByte("Blockset", &current_entrance.blockset_, 50.f, true);
SameLine();
gui::InputHexByte("Music", &current_entrance.music_, 50.f, true);
SameLine();
gui::InputHexByte("Floor", &current_entrance.floor_);
Separator();
gui::InputHexWord("Player X ", &current_entrance.x_position_);
SameLine();
gui::InputHexWord("Player Y ", &current_entrance.y_position_);
gui::InputHexWord("Camera X", &current_entrance.camera_trigger_x_);
SameLine();
gui::InputHexWord("Camera Y", &current_entrance.camera_trigger_y_);
gui::InputHexWord("Scroll X ", &current_entrance.camera_x_);
SameLine();
gui::InputHexWord("Scroll Y ", &current_entrance.camera_y_);
gui::InputHexWord("Exit", &current_entrance.exit_, 50.f, true);
Separator();
ImGui::Text("Camera Boundaries");
Separator();
ImGui::Text("\t\t\t\t\tNorth East South West");
gui::InputHexByte("Quadrant", &current_entrance.camera_boundary_qn_, 50.f,
true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qe_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qs_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qw_, 50.f, true);
gui::InputHexByte("Full room", &current_entrance.camera_boundary_fn_, 50.f,
true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fe_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fs_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fw_, 50.f, true);
if (BeginChild("EntranceSelector", ImVec2(0, 0), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
for (int i = 0; i < 0x85 + 7; i++) {
rom_->resource_label()->SelectableLabelWithNameEdit(
current_entrance_id_ == i, "Dungeon Entrance Names",
util::HexByte(i), zelda3::kEntranceNames[i].data());
if (ImGui::IsItemClicked()) {
current_entrance_id_ = i;
if (!active_rooms_.contains(i)) {
active_rooms_.push_back((*entrances_)[i].room_);
}
}
}
}
EndChild();
}
} // namespace yaze::editor