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.
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src/app/editor/dungeon/dungeon_room_selector.h
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src/app/editor/dungeon/dungeon_room_selector.h
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#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_SELECTOR_H
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#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_SELECTOR_H
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#include "imgui/imgui.h"
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#include "app/rom.h"
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#include "app/gui/input.h"
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#include "app/zelda3/dungeon/room_entrance.h"
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#include "zelda3/dungeon/room.h"
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namespace yaze {
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namespace editor {
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/**
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* @brief Handles room and entrance selection UI
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*/
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class DungeonRoomSelector {
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public:
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explicit DungeonRoomSelector(Rom* rom = nullptr) : rom_(rom) {}
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void DrawRoomSelector();
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void DrawEntranceSelector();
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void set_rom(Rom* rom) { rom_ = rom; }
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Rom* rom() const { return rom_; }
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// Room selection
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void set_current_room_id(uint16_t room_id) { current_room_id_ = room_id; }
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int current_room_id() const { return current_room_id_; }
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void set_active_rooms(const ImVector<int>& rooms) { active_rooms_ = rooms; }
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const ImVector<int>& active_rooms() const { return active_rooms_; }
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ImVector<int>& mutable_active_rooms() { return active_rooms_; }
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// Entrance selection
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void set_current_entrance_id(int entrance_id) { current_entrance_id_ = entrance_id; }
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int current_entrance_id() const { return current_entrance_id_; }
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// Room data access
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void set_rooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
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void set_entrances(std::array<zelda3::RoomEntrance, 0x8C>* entrances) { entrances_ = entrances; }
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private:
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Rom* rom_ = nullptr;
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uint16_t current_room_id_ = 0;
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int current_entrance_id_ = 0;
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ImVector<int> active_rooms_;
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std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
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std::array<zelda3::RoomEntrance, 0x8C>* entrances_ = nullptr;
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};
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} // namespace editor
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} // namespace yaze
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#endif
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