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

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@@ -0,0 +1,415 @@
#include "dungeon_canvas_viewer.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 "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 DungeonCanvasViewer::DrawDungeonTabView() {
static int next_tab_id = 0;
if (ImGui::BeginTabBar("MyTabBar", ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_TabListPopupButton)) {
if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) {
if (std::find(active_rooms_.begin(), active_rooms_.end(), current_active_room_tab_) != active_rooms_.end()) {
next_tab_id++;
}
active_rooms_.push_back(next_tab_id++);
}
// Submit our regular tabs
for (int n = 0; n < active_rooms_.Size;) {
bool open = true;
if (active_rooms_[n] > sizeof(zelda3::kRoomNames) / 4) {
active_rooms_.erase(active_rooms_.Data + n);
continue;
}
if (ImGui::BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(), &open, ImGuiTabItemFlags_None)) {
current_active_room_tab_ = n;
DrawDungeonCanvas(active_rooms_[n]);
ImGui::EndTabItem();
}
if (!open)
active_rooms_.erase(active_rooms_.Data + n);
else
n++;
}
ImGui::EndTabBar();
}
Separator();
}
void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
// Validate room_id and ROM
if (room_id < 0 || room_id >= 128) {
ImGui::Text("Invalid room ID: %d", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
ImGui::BeginGroup();
if (rooms_) {
gui::InputHexByte("Layout", &(*rooms_)[room_id].layout);
ImGui::SameLine();
gui::InputHexByte("Blockset", &(*rooms_)[room_id].blockset);
ImGui::SameLine();
gui::InputHexByte("Spriteset", &(*rooms_)[room_id].spriteset);
ImGui::SameLine();
gui::InputHexByte("Palette", &(*rooms_)[room_id].palette);
gui::InputHexByte("Floor1", &(*rooms_)[room_id].floor1);
ImGui::SameLine();
gui::InputHexByte("Floor2", &(*rooms_)[room_id].floor2);
ImGui::SameLine();
gui::InputHexWord("Message ID", &(*rooms_)[room_id].message_id_);
ImGui::SameLine();
if (Button("Load Room Graphics")) {
(void)LoadAndRenderRoomGraphics(room_id);
}
}
ImGui::EndGroup();
canvas_.DrawBackground();
canvas_.DrawContextMenu();
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
// Automatically load room graphics if not already loaded
if (room.blocks().empty()) {
(void)LoadAndRenderRoomGraphics(room_id);
}
// Load room objects if not already loaded
if (room.GetTileObjects().empty()) {
room.LoadObjects();
}
// Render background layers with proper positioning
RenderRoomBackgroundLayers(room_id);
// Render room objects on top of background using the room's palette
if (current_palette_id_ < current_palette_group_.size()) {
auto room_palette = current_palette_group_[current_palette_id_];
for (const auto& object : room.GetTileObjects()) {
RenderObjectInCanvas(object, room_palette);
}
}
}
canvas_.DrawGrid();
canvas_.DrawOverlay();
}
void DungeonCanvasViewer::RenderObjectInCanvas(const zelda3::RoomObject &object,
const gfx::SnesPalette &palette) {
// Validate ROM is loaded
if (!rom_ || !rom_->is_loaded()) {
return;
}
// Create a mutable copy of the object to ensure tiles are loaded
auto mutable_object = object;
mutable_object.set_rom(rom_);
mutable_object.EnsureTilesLoaded();
// Check if tiles were loaded successfully
if (mutable_object.tiles().empty()) {
return; // Skip objects without tiles
}
// Convert room coordinates to canvas coordinates using helper function
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
// Check if object is within canvas bounds (accounting for scrolling)
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
return; // Skip objects outside visible area
}
// Render the object to a bitmap
auto render_result = object_renderer_.RenderObject(mutable_object, palette);
if (!render_result.ok()) {
return; // Skip if rendering failed
}
auto object_bitmap = std::move(render_result.value());
// Set the palette for the bitmap
object_bitmap.SetPalette(palette);
// Render the bitmap to a texture so it can be drawn
core::Renderer::Get().RenderBitmap(&object_bitmap);
// Draw the object bitmap to the canvas
canvas_.DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
}
void DungeonCanvasViewer::DisplayObjectInfo(const zelda3::RoomObject &object,
int canvas_x, int canvas_y) {
// Display object information as text overlay
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
object.x_, object.y_, object.size_);
// Draw text at the object position
canvas_.DrawText(info_text, canvas_x, canvas_y - 12);
}
void DungeonCanvasViewer::RenderLayoutObjects(const zelda3::RoomLayout &layout,
const gfx::SnesPalette &palette) {
// Render layout objects (walls, floors, etc.) as simple colored rectangles
for (const auto &layout_obj : layout.GetObjects()) {
// Convert room coordinates to canvas coordinates using helper function
auto [canvas_x, canvas_y] =
RoomToCanvasCoordinates(layout_obj.x(), layout_obj.y());
// Check if layout object is within canvas bounds
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
continue; // Skip objects outside visible area
}
// Choose color based on object type
gfx::SnesColor color;
switch (layout_obj.type()) {
case zelda3::RoomLayoutObject::Type::kWall:
color = gfx::SnesColor(0x7FFF); // Gray
break;
case zelda3::RoomLayoutObject::Type::kFloor:
color = gfx::SnesColor(0x4210); // Dark brown
break;
case zelda3::RoomLayoutObject::Type::kCeiling:
color = gfx::SnesColor(0x739C); // Light gray
break;
case zelda3::RoomLayoutObject::Type::kPit:
color = gfx::SnesColor(0x0000); // Black
break;
case zelda3::RoomLayoutObject::Type::kWater:
color = gfx::SnesColor(0x001F); // Blue
break;
case zelda3::RoomLayoutObject::Type::kStairs:
color = gfx::SnesColor(0x7E0F); // Yellow
break;
case zelda3::RoomLayoutObject::Type::kDoor:
color = gfx::SnesColor(0xF800); // Red
break;
default:
color = gfx::SnesColor(0x7C1F); // Magenta for unknown
break;
}
// Draw a simple rectangle for the layout object
canvas_.DrawRect(canvas_x, canvas_y, 16, 16,
gui::ConvertSnesColorToImVec4(color));
}
}
// Coordinate conversion helper functions
std::pair<int, int> DungeonCanvasViewer::RoomToCanvasCoordinates(int room_x,
int room_y) const {
// Convert room coordinates (16x16 tile units) to canvas coordinates (pixels)
return {room_x * 16, room_y * 16};
}
std::pair<int, int> DungeonCanvasViewer::CanvasToRoomCoordinates(int canvas_x,
int canvas_y) const {
// Convert canvas coordinates (pixels) to room coordinates (16x16 tile units)
return {canvas_x / 16, canvas_y / 16};
}
bool DungeonCanvasViewer::IsWithinCanvasBounds(int canvas_x, int canvas_y,
int margin) const {
// Check if coordinates are within canvas bounds with optional margin
auto canvas_width = canvas_.width();
auto canvas_height = canvas_.height();
return (canvas_x >= -margin && canvas_y >= -margin &&
canvas_x <= canvas_width + margin &&
canvas_y <= canvas_height + margin);
}
// Room graphics management methods
absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
if (room_id < 0 || room_id >= 128) {
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
if (!rooms_) {
return absl::FailedPreconditionError("Room data not available");
}
auto& room = (*rooms_)[room_id];
// Load room graphics with proper blockset
room.LoadRoomGraphics(room.blockset);
// Load the room's palette with bounds checking
if (room.palette < rom_->paletteset_ids.size() &&
!rom_->paletteset_ids[room.palette].empty()) {
auto dungeon_palette_ptr = rom_->paletteset_ids[room.palette][0];
auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
if (palette_id.ok()) {
current_palette_group_id_ = palette_id.value() / 180;
if (current_palette_group_id_ < rom_->palette_group().dungeon_main.size()) {
auto full_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette));
}
}
}
// Render the room graphics to the graphics arena
room.RenderRoomGraphics();
// Update the background layers with proper palette
RETURN_IF_ERROR(UpdateRoomBackgroundLayers(room_id));
return absl::OkStatus();
}
absl::Status DungeonCanvasViewer::UpdateRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128) {
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
if (!rooms_) {
return absl::FailedPreconditionError("Room data not available");
}
auto& room = (*rooms_)[room_id];
// Validate palette group access
if (current_palette_group_id_ >= rom_->palette_group().dungeon_main.size()) {
return absl::FailedPreconditionError("Invalid palette group ID");
}
// Get the current room's palette
auto current_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
// Update BG1 (background layer 1) with proper palette
if (room.blocks().size() >= 8) {
for (int i = 0; i < 8; i++) {
int block = room.blocks()[i];
if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
if (current_palette_id_ < current_palette_group_.size()) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
current_palette_group_[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
}
}
}
// Update BG2 (background layer 2) with sprite auxiliary palette
if (room.blocks().size() >= 16) {
auto sprites_aux1_pal_group = rom_->palette_group().sprites_aux1;
if (current_palette_id_ < sprites_aux1_pal_group.size()) {
for (int i = 8; i < 16; i++) {
int block = room.blocks()[i];
if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
sprites_aux1_pal_group[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
}
}
}
return absl::OkStatus();
}
void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128) {
return;
}
if (!rom_ || !rom_->is_loaded()) {
return;
}
if (!rooms_) {
return;
}
// Get canvas dimensions to limit rendering
int canvas_width = canvas_.width();
int canvas_height = canvas_.height();
// Validate canvas dimensions
if (canvas_width <= 0 || canvas_height <= 0) {
return;
}
// Render the room's background layers using the graphics arena
// BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
// Scale the background to fit the canvas
float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
}
// BG2 (background layer 2) - sprite graphics (overlay)
auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
// Scale the background to fit the canvas
float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200); // Semi-transparent overlay
}
}
} // namespace yaze::editor

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@@ -0,0 +1,91 @@
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_CANVAS_VIEWER_H
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_CANVAS_VIEWER_H
#include "app/gui/canvas.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "app/gfx/snes_palette.h"
#include "imgui/imgui.h"
namespace yaze {
namespace editor {
/**
* @brief Handles the main dungeon canvas rendering and interaction
*/
class DungeonCanvasViewer {
public:
explicit DungeonCanvasViewer(Rom* rom = nullptr) : rom_(rom), object_renderer_(rom) {}
void DrawDungeonTabView();
void DrawDungeonCanvas(int room_id);
void set_rom(Rom* rom) {
rom_ = rom;
object_renderer_.SetROM(rom);
}
Rom* rom() const { return rom_; }
// Room data access
void set_rooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
void set_active_rooms(const ImVector<int>& rooms) { active_rooms_ = rooms; }
void set_current_active_room_tab(int tab) { current_active_room_tab_ = tab; }
// Palette access
void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
void set_current_palette_id(uint64_t id) { current_palette_id_ = id; }
void set_current_palette_group(const gfx::PaletteGroup& group) { current_palette_group_ = group; }
// Canvas access
gui::Canvas& canvas() { return canvas_; }
const gui::Canvas& canvas() const { return canvas_; }
private:
void RenderObjectInCanvas(const zelda3::RoomObject &object,
const gfx::SnesPalette &palette);
void DisplayObjectInfo(const zelda3::RoomObject &object, int canvas_x,
int canvas_y);
void RenderLayoutObjects(const zelda3::RoomLayout &layout,
const gfx::SnesPalette &palette);
// Coordinate conversion helpers
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const;
bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
// Room graphics management
absl::Status LoadAndRenderRoomGraphics(int room_id);
absl::Status UpdateRoomBackgroundLayers(int room_id);
void RenderRoomBackgroundLayers(int room_id);
Rom* rom_ = nullptr;
gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
zelda3::ObjectRenderer object_renderer_;
// Room data
std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
ImVector<int> active_rooms_;
int current_active_room_tab_ = 0;
// Palette data
uint64_t current_palette_group_id_ = 0;
uint64_t current_palette_id_ = 0;
gfx::PaletteGroup current_palette_group_;
// Object rendering cache
struct ObjectRenderCache {
int object_id;
int object_x, object_y, object_size;
uint64_t palette_hash;
gfx::Bitmap rendered_bitmap;
bool is_valid;
};
std::vector<ObjectRenderCache> object_render_cache_;
uint64_t last_palette_hash_ = 0;
};
} // namespace editor
} // namespace yaze
#endif

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@@ -91,7 +91,7 @@ absl::Status DungeonEditor::Load() {
gfx::CreatePaletteGroupFromLargePalette(full_palette_)); gfx::CreatePaletteGroupFromLargePalette(full_palette_));
CalculateUsageStats(); CalculateUsageStats();
// Initialize the new editor system // Initialize the new editor system
if (dungeon_editor_system_) { if (dungeon_editor_system_) {
auto status = dungeon_editor_system_->Initialize(); auto status = dungeon_editor_system_->Initialize();
@@ -99,7 +99,7 @@ absl::Status DungeonEditor::Load() {
return status; return status;
} }
} }
is_loaded_ = true; is_loaded_ = true;
return absl::OkStatus(); return absl::OkStatus();
} }
@@ -115,7 +115,7 @@ absl::Status DungeonEditor::Update() {
status_ = UpdateDungeonRoomView(); status_ = UpdateDungeonRoomView();
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
if (ImGui::BeginTabItem("Usage Statistics")) { if (ImGui::BeginTabItem("Usage Statistics")) {
if (is_loaded_) { if (is_loaded_) {
DrawUsageStats(); DrawUsageStats();
@@ -221,15 +221,16 @@ absl::Status DungeonEditor::UpdateDungeonRoomView() {
ImGui::End(); ImGui::End();
} }
if (BeginTable("#DungeonEditTable", 4, kDungeonTableFlags, ImVec2(0, 0))) { // Simplified 3-column layout: Room/Entrance Selector | Canvas | Object Selector/Editor
TableSetupColumn("Room Selector"); if (BeginTable("#DungeonEditTable", 3, kDungeonTableFlags, ImVec2(0, 0))) {
TableSetupColumn("Room/Entrance Selector", ImGuiTableColumnFlags_WidthFixed, 250);
TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch, TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
ImGui::GetContentRegionAvail().x); ImGui::GetContentRegionAvail().x);
TableSetupColumn("Editing Panels"); TableSetupColumn("Object Selector/Editor", ImGuiTableColumnFlags_WidthFixed, 300);
TableSetupColumn("Object Selector");
TableHeadersRow(); TableHeadersRow();
TableNextRow(); TableNextRow();
// Column 1: Room and Entrance Selector
TableNextColumn(); TableNextColumn();
if (ImGui::BeginTabBar("##DungeonRoomTabBar")) { if (ImGui::BeginTabBar("##DungeonRoomTabBar")) {
TAB_ITEM("Rooms"); TAB_ITEM("Rooms");
@@ -241,14 +242,22 @@ absl::Status DungeonEditor::UpdateDungeonRoomView() {
ImGui::EndTabBar(); ImGui::EndTabBar();
} }
// Column 2: Main Canvas
TableNextColumn(); TableNextColumn();
DrawDungeonTabView(); DrawDungeonTabView();
// Column 3: Object Selector and Editor
TableNextColumn(); TableNextColumn();
DrawIntegratedEditingPanels(); if (ImGui::BeginTabBar("##ObjectEditorTabBar")) {
TAB_ITEM("Graphics");
TableNextColumn(); DrawTileSelector();
DrawTileSelector(); END_TAB_ITEM();
TAB_ITEM("Editor");
DrawIntegratedEditingPanels();
END_TAB_ITEM();
ImGui::EndTabBar();
}
ImGui::EndTable(); ImGui::EndTable();
} }
return absl::OkStatus(); return absl::OkStatus();
@@ -489,6 +498,7 @@ void DungeonEditor::DrawDungeonTabView() {
if (BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(), &open, if (BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(), &open,
ImGuiTabItemFlags_None)) { ImGuiTabItemFlags_None)) {
current_active_room_tab_ = n; // Track which tab is currently active
DrawDungeonCanvas(active_rooms_[n]); DrawDungeonCanvas(active_rooms_[n]);
EndTabItem(); EndTabItem();
} }
@@ -505,6 +515,17 @@ void DungeonEditor::DrawDungeonTabView() {
} }
void DungeonEditor::DrawDungeonCanvas(int room_id) { void DungeonEditor::DrawDungeonCanvas(int room_id) {
// Validate room_id and ROM
if (room_id < 0 || room_id >= rooms_.size()) {
ImGui::Text("Invalid room ID: %d", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
ImGui::BeginGroup(); ImGui::BeginGroup();
gui::InputHexByte("Layout", &rooms_[room_id].layout); gui::InputHexByte("Layout", &rooms_[room_id].layout);
@@ -536,30 +557,38 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
(void)ReloadAllRoomGraphics(); (void)ReloadAllRoomGraphics();
} }
static bool show_objects = false; // Debug and control popup
ImGui::Checkbox("Show Object Outlines", &show_objects); static bool show_debug_popup = false;
if (ImGui::Button("Room Debug Info")) {
static bool render_objects = true; show_debug_popup = true;
ImGui::Checkbox("Render Objects", &render_objects);
static bool show_object_info = false;
ImGui::Checkbox("Show Object Info", &show_object_info);
static bool show_layout_objects = false;
ImGui::Checkbox("Show Layout Objects", &show_layout_objects);
static bool show_debug_info = false;
ImGui::Checkbox("Show Debug Info", &show_debug_info);
if (ImGui::Button("Clear Object Cache")) {
object_render_cache_.clear();
} }
ImGui::SameLine(); if (show_debug_popup) {
ImGui::Text("Cache: %zu objects", object_render_cache_.size()); ImGui::OpenPopup("Room Debug Info");
show_debug_popup = false;
}
// Object statistics and metadata if (ImGui::BeginPopupModal("Room Debug Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
if (show_debug_info) { static bool show_objects = false;
ImGui::Checkbox("Show Object Outlines", &show_objects);
static bool render_objects = true;
ImGui::Checkbox("Render Objects", &render_objects);
static bool show_object_info = false;
ImGui::Checkbox("Show Object Info", &show_object_info);
static bool show_layout_objects = false;
ImGui::Checkbox("Show Layout Objects", &show_layout_objects);
if (ImGui::Button("Clear Object Cache")) {
object_render_cache_.clear();
}
ImGui::SameLine();
ImGui::Text("Cache: %zu objects", object_render_cache_.size());
// Object statistics and metadata
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Room Statistics:"); ImGui::Text("Room Statistics:");
ImGui::Text("Objects: %zu", rooms_[room_id].GetTileObjects().size()); ImGui::Text("Objects: %zu", rooms_[room_id].GetTileObjects().size());
@@ -595,39 +624,44 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
ImGui::Text("Walls: %zu", walls.size()); ImGui::Text("Walls: %zu", walls.size());
ImGui::Text("Floors: %zu", floors.size()); ImGui::Text("Floors: %zu", floors.size());
ImGui::Text("Doors: %zu", doors.size()); ImGui::Text("Doors: %zu", doors.size());
}
// Object selection and editing // Object selection and editing
static int selected_object_id = -1; static int selected_object_id = -1;
if (ImGui::Button("Select Object")) { if (ImGui::Button("Select Object")) {
// This would open an object selection dialog // This would open an object selection dialog
// For now, just cycle through objects // For now, just cycle through objects
if (!rooms_[room_id].GetTileObjects().empty()) { if (!rooms_[room_id].GetTileObjects().empty()) {
selected_object_id = selected_object_id =
(selected_object_id + 1) % rooms_[room_id].GetTileObjects().size(); (selected_object_id + 1) % rooms_[room_id].GetTileObjects().size();
}
} }
}
if (selected_object_id >= 0 && if (selected_object_id >= 0 &&
selected_object_id < (int)rooms_[room_id].GetTileObjects().size()) { selected_object_id < (int)rooms_[room_id].GetTileObjects().size()) {
const auto &selected_obj = const auto &selected_obj =
rooms_[room_id].GetTileObjects()[selected_object_id]; rooms_[room_id].GetTileObjects()[selected_object_id];
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Selected Object:"); ImGui::Text("Selected Object:");
ImGui::Text("ID: 0x%02X", selected_obj.id_); ImGui::Text("ID: 0x%02X", selected_obj.id_);
ImGui::Text("Position: (%d, %d)", selected_obj.x_, selected_obj.y_); ImGui::Text("Position: (%d, %d)", selected_obj.x_, selected_obj.y_);
ImGui::Text("Size: 0x%02X", selected_obj.size_); ImGui::Text("Size: 0x%02X", selected_obj.size_);
ImGui::Text("Layer: %d", static_cast<int>(selected_obj.layer_)); ImGui::Text("Layer: %d", static_cast<int>(selected_obj.layer_));
ImGui::Text("Tile Count: %d", selected_obj.GetTileCount()); ImGui::Text("Tile Count: %d", selected_obj.GetTileCount());
// Object editing controls // Object editing controls
if (ImGui::Button("Edit Object")) { if (ImGui::Button("Edit Object")) {
// This would open an object editing dialog // This would open an object editing dialog
}
ImGui::SameLine();
if (ImGui::Button("Delete Object")) {
// This would remove the object from the room
}
} }
ImGui::SameLine();
if (ImGui::Button("Delete Object")) { if (ImGui::Button("Close")) {
// This would remove the object from the room ImGui::CloseCurrentPopup();
} }
ImGui::EndPopup();
} }
ImGui::EndGroup(); ImGui::EndGroup();
@@ -640,77 +674,19 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
(void)LoadAndRenderRoomGraphics(room_id); (void)LoadAndRenderRoomGraphics(room_id);
} }
// Load room objects if not already loaded
if (rooms_[room_id].GetTileObjects().empty()) {
rooms_[room_id].LoadObjects();
}
// Render background layers with proper positioning // Render background layers with proper positioning
RenderRoomBackgroundLayers(room_id); RenderRoomBackgroundLayers(room_id);
// Render room objects on top of background // Render room objects on top of background using the room's palette
for (const auto& object : rooms_[room_id].GetTileObjects()) { if (current_palette_id_ < current_palette_group_.size()) {
RenderObjectInCanvas(object, current_palette_group_[current_palette_id_]); auto room_palette = current_palette_group_[current_palette_id_];
} for (const auto& object : rooms_[room_id].GetTileObjects()) {
RenderObjectInCanvas(object, room_palette);
if (show_objects || render_objects) {
// Get the current room's palette for object rendering
auto current_palette =
rom()->palette_group().dungeon_main[current_palette_group_id_];
// Clear cache if palette changed
uint64_t current_palette_hash = 0;
for (size_t i = 0; i < current_palette.size() && i < 16; ++i) {
current_palette_hash ^=
std::hash<uint16_t>{}(current_palette[i].snes()) + 0x9e3779b9 +
(current_palette_hash << 6) + (current_palette_hash >> 2);
}
if (current_palette_hash != last_palette_hash_) {
object_render_cache_.clear();
last_palette_hash_ = current_palette_hash;
}
// Render layout objects (walls, floors, etc.) first
if (show_layout_objects) {
RenderLayoutObjects(rooms_[room_id].GetLayout(), current_palette);
}
if (rooms_[room_id].GetTileObjects().empty()) {
// Load the objects for the room
rooms_[room_id].LoadObjects();
}
// Render regular room objects
for (const auto &object : rooms_[room_id].GetTileObjects()) {
// Convert room coordinates to canvas coordinates using helper function
auto [canvas_x, canvas_y] =
RoomToCanvasCoordinates(object.x_, object.y_);
if (show_objects) {
// Draw object outline - use size_ to determine dimensions
int outline_width = 16; // Default 16x16
int outline_height = 16;
// Calculate dimensions based on object size
if (object.size_ > 0) {
// Size encoding: bits 0-1 = width, bits 2-3 = height
int width_bits = object.size_ & 0x03;
int height_bits = (object.size_ >> 2) & 0x03;
outline_width = (width_bits + 1) * 16;
outline_height = (height_bits + 1) * 16;
}
// Use canvas coordinates for outline
canvas_.DrawOutline(canvas_x, canvas_y, outline_width,
outline_height);
}
if (render_objects) {
// Render the actual object using ObjectRenderer
RenderObjectInCanvas(object, current_palette);
}
if (show_object_info) {
// Display object information
DisplayObjectInfo(object, canvas_x, canvas_y);
}
} }
} }
} }
@@ -720,6 +696,11 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
void DungeonEditor::RenderObjectInCanvas(const zelda3::RoomObject &object, void DungeonEditor::RenderObjectInCanvas(const zelda3::RoomObject &object,
const gfx::SnesPalette &palette) { const gfx::SnesPalette &palette) {
// Validate ROM is loaded
if (!rom_ || !rom_->is_loaded()) {
return;
}
// Create a mutable copy of the object to ensure tiles are loaded // Create a mutable copy of the object to ensure tiles are loaded
auto mutable_object = object; auto mutable_object = object;
mutable_object.set_rom(rom_); mutable_object.set_rom(rom_);
@@ -859,21 +840,52 @@ void DungeonEditor::DrawRoomGraphics() {
room_gfx_canvas_.DrawContextMenu(); room_gfx_canvas_.DrawContextMenu();
room_gfx_canvas_.DrawTileSelector(32); room_gfx_canvas_.DrawTileSelector(32);
if (is_loaded_) { if (is_loaded_) {
auto blocks = rooms_[current_room_id_].blocks(); // Use the currently active room tab
int active_room_id = 0;
if (!active_rooms_.empty() && current_active_room_tab_ < active_rooms_.Size) {
active_room_id = active_rooms_[current_active_room_tab_];
}
auto blocks = rooms_[active_room_id].blocks();
// Load graphics for this room if not already loaded
if (blocks.empty()) {
(void)LoadAndRenderRoomGraphics(active_room_id);
blocks = rooms_[active_room_id].blocks();
}
int current_block = 0; 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) { for (int block : blocks) {
int offset = height * (current_block + 1); if (current_block >= 16) break; // Only show first 16 blocks
int top_left_y = room_gfx_canvas_.zero_point().y + 2;
if (current_block >= 1) { // Ensure the graphics sheet is loaded and has a valid texture
top_left_y = room_gfx_canvas_.zero_point().y + height * current_block; 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));
}
}
} }
room_gfx_canvas_.draw_list()->AddImage(
(ImTextureID)(intptr_t)gfx::Arena::Get()
.gfx_sheets()[block]
.texture(),
ImVec2(room_gfx_canvas_.zero_point().x + 2, top_left_y),
ImVec2(room_gfx_canvas_.zero_point().x + 0x100,
room_gfx_canvas_.zero_point().y + offset));
current_block += 1; current_block += 1;
} }
} }
@@ -951,9 +963,9 @@ void DungeonEditor::DrawObjectRenderer() {
// Render object preview if available // Render object preview if available
if (object_loaded_ && preview_object_.id_ >= 0) { if (object_loaded_ && preview_object_.id_ >= 0) {
// Render preview object at center of canvas // Render preview object at center of canvas (object_canvas_ is 256x256)
int preview_x = 8 * 16; // Center horizontally (8 tiles * 16 pixels) int preview_x = 128 - 16; // Center horizontally (256/2 - 16 for 32x32 object)
int preview_y = 8 * 16; // Center vertically int preview_y = 128 - 16; // Center vertically
auto preview_result = auto preview_result =
object_renderer_.RenderObject(preview_object_, preview_palette_); object_renderer_.RenderObject(preview_object_, preview_palette_);
@@ -1283,7 +1295,7 @@ void DungeonEditor::DrawObjectEditor() {
// Object count and selection info // Object count and selection info
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Objects: %zu", object_editor_->GetObjectCount()); ImGui::Text("Objects: %zu", object_editor_->GetObjectCount());
auto selection = object_editor_->GetSelection(); auto selection = object_editor_->GetSelection();
if (!selection.selected_objects.empty()) { if (!selection.selected_objects.empty()) {
ImGui::Text("Selected: %zu objects", selection.selected_objects.size()); ImGui::Text("Selected: %zu objects", selection.selected_objects.size());
@@ -1309,11 +1321,11 @@ void DungeonEditor::DrawSpriteEditor() {
// Display current room sprites // Display current room sprites
auto current_room = dungeon_editor_system_->GetCurrentRoom(); auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto sprites_result = dungeon_editor_system_->GetSpritesByRoom(current_room); auto sprites_result = dungeon_editor_system_->GetSpritesByRoom(current_room);
if (sprites_result.ok()) { if (sprites_result.ok()) {
auto sprites = sprites_result.value(); auto sprites = sprites_result.value();
ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size()); ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
for (const auto &sprite : sprites) { for (const auto &sprite : sprites) {
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d)", sprite.sprite_id, ImGui::Text("ID: %d, Type: %d, Position: (%d, %d)", sprite.sprite_id,
static_cast<int>(sprite.type), sprite.x, sprite.y); static_cast<int>(sprite.type), sprite.x, sprite.y);
@@ -1343,7 +1355,7 @@ void DungeonEditor::DrawSpriteEditor() {
sprite_data.x = new_sprite_x; sprite_data.x = new_sprite_x;
sprite_data.y = new_sprite_y; sprite_data.y = new_sprite_y;
sprite_data.layer = new_sprite_layer; sprite_data.layer = new_sprite_layer;
auto status = dungeon_editor_system_->AddSprite(sprite_data); auto status = dungeon_editor_system_->AddSprite(sprite_data);
if (!status.ok()) { if (!status.ok()) {
ImGui::Text("Error adding sprite: %s", status.message().data()); ImGui::Text("Error adding sprite: %s", status.message().data());
@@ -1363,13 +1375,13 @@ void DungeonEditor::DrawItemEditor() {
// Display current room items // Display current room items
auto current_room = dungeon_editor_system_->GetCurrentRoom(); auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto items_result = dungeon_editor_system_->GetItemsByRoom(current_room); auto items_result = dungeon_editor_system_->GetItemsByRoom(current_room);
if (items_result.ok()) { if (items_result.ok()) {
auto items = items_result.value(); auto items = items_result.value();
ImGui::Text("Items in room %d: %zu", current_room, items.size()); ImGui::Text("Items in room %d: %zu", current_room, items.size());
for (const auto &item : items) { for (const auto &item : items) {
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d), Hidden: %s", ImGui::Text("ID: %d, Type: %d, Position: (%d, %d), Hidden: %s",
item.item_id, static_cast<int>(item.type), item.x, item.y, item.item_id, static_cast<int>(item.type), item.x, item.y,
item.is_hidden ? "Yes" : "No"); item.is_hidden ? "Yes" : "No");
} }
@@ -1399,7 +1411,7 @@ void DungeonEditor::DrawItemEditor() {
item_data.y = new_item_y; item_data.y = new_item_y;
item_data.room_id = current_room; item_data.room_id = current_room;
item_data.is_hidden = new_item_hidden; item_data.is_hidden = new_item_hidden;
auto status = dungeon_editor_system_->AddItem(item_data); auto status = dungeon_editor_system_->AddItem(item_data);
if (!status.ok()) { if (!status.ok()) {
ImGui::Text("Error adding item: %s", status.message().data()); ImGui::Text("Error adding item: %s", status.message().data());
@@ -1420,16 +1432,16 @@ void DungeonEditor::DrawEntranceEditor() {
auto current_room = dungeon_editor_system_->GetCurrentRoom(); auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto entrances_result = auto entrances_result =
dungeon_editor_system_->GetEntrancesByRoom(current_room); dungeon_editor_system_->GetEntrancesByRoom(current_room);
if (entrances_result.ok()) { if (entrances_result.ok()) {
auto entrances = entrances_result.value(); auto entrances = entrances_result.value();
ImGui::Text("Entrances in room %d: %zu", current_room, entrances.size()); ImGui::Text("Entrances in room %d: %zu", current_room, entrances.size());
for (const auto &entrance : entrances) { for (const auto &entrance : entrances) {
ImGui::Text( ImGui::Text(
"ID: %d, Type: %d, Target Room: %d, Target Position: (%d, %d)", "ID: %d, Type: %d, Target Room: %d, Target Position: (%d, %d)",
entrance.entrance_id, static_cast<int>(entrance.type), entrance.entrance_id, static_cast<int>(entrance.type),
entrance.target_room_id, entrance.target_x, entrance.target_y); entrance.target_room_id, entrance.target_x, entrance.target_y);
} }
} else { } else {
ImGui::Text("Error loading entrances: %s", ImGui::Text("Error loading entrances: %s",
@@ -1472,13 +1484,13 @@ void DungeonEditor::DrawDoorEditor() {
// Display current room doors // Display current room doors
auto current_room = dungeon_editor_system_->GetCurrentRoom(); auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto doors_result = dungeon_editor_system_->GetDoorsByRoom(current_room); auto doors_result = dungeon_editor_system_->GetDoorsByRoom(current_room);
if (doors_result.ok()) { if (doors_result.ok()) {
auto doors = doors_result.value(); auto doors = doors_result.value();
ImGui::Text("Doors in room %d: %zu", current_room, doors.size()); ImGui::Text("Doors in room %d: %zu", current_room, doors.size());
for (const auto &door : doors) { for (const auto &door : doors) {
ImGui::Text("ID: %d, Position: (%d, %d), Direction: %d, Target Room: %d", ImGui::Text("ID: %d, Position: (%d, %d), Direction: %d, Target Room: %d",
door.door_id, door.x, door.y, door.direction, door.door_id, door.x, door.y, door.direction,
door.target_room_id); door.target_room_id);
} }
@@ -1522,7 +1534,7 @@ void DungeonEditor::DrawDoorEditor() {
door_data.is_locked = door_locked; door_data.is_locked = door_locked;
door_data.requires_key = door_requires_key; door_data.requires_key = door_requires_key;
door_data.key_type = door_key_type; door_data.key_type = door_key_type;
auto status = dungeon_editor_system_->AddDoor(door_data); auto status = dungeon_editor_system_->AddDoor(door_data);
if (!status.ok()) { if (!status.ok()) {
ImGui::Text("Error adding door: %s", status.message().data()); ImGui::Text("Error adding door: %s", status.message().data());
@@ -1542,14 +1554,14 @@ void DungeonEditor::DrawChestEditor() {
// Display current room chests // Display current room chests
auto current_room = dungeon_editor_system_->GetCurrentRoom(); auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto chests_result = dungeon_editor_system_->GetChestsByRoom(current_room); auto chests_result = dungeon_editor_system_->GetChestsByRoom(current_room);
if (chests_result.ok()) { if (chests_result.ok()) {
auto chests = chests_result.value(); auto chests = chests_result.value();
ImGui::Text("Chests in room %d: %zu", current_room, chests.size()); ImGui::Text("Chests in room %d: %zu", current_room, chests.size());
for (const auto &chest : chests) { for (const auto &chest : chests) {
ImGui::Text("ID: %d, Position: (%d, %d), Big: %s, Item: %d, Quantity: %d", ImGui::Text("ID: %d, Position: (%d, %d), Big: %s, Item: %d, Quantity: %d",
chest.chest_id, chest.x, chest.y, chest.chest_id, chest.x, chest.y,
chest.is_big_chest ? "Yes" : "No", chest.item_id, chest.is_big_chest ? "Yes" : "No", chest.item_id,
chest.item_quantity); chest.item_quantity);
} }
@@ -1581,7 +1593,7 @@ void DungeonEditor::DrawChestEditor() {
chest_data.is_big_chest = chest_big; chest_data.is_big_chest = chest_big;
chest_data.item_id = chest_item_id; chest_data.item_id = chest_item_id;
chest_data.item_quantity = chest_item_quantity; chest_data.item_quantity = chest_item_quantity;
auto status = dungeon_editor_system_->AddChest(chest_data); auto status = dungeon_editor_system_->AddChest(chest_data);
if (!status.ok()) { if (!status.ok()) {
ImGui::Text("Error adding chest: %s", status.message().data()); ImGui::Text("Error adding chest: %s", status.message().data());
@@ -1971,10 +1983,10 @@ void DungeonEditor::DrawCompactPropertiesEditor() {
auto current_room = dungeon_editor_system_->GetCurrentRoom(); auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto properties_result = auto properties_result =
dungeon_editor_system_->GetRoomProperties(current_room); dungeon_editor_system_->GetRoomProperties(current_room);
if (properties_result.ok()) { if (properties_result.ok()) {
auto properties = properties_result.value(); auto properties = properties_result.value();
static char room_name[128] = {0}; static char room_name[128] = {0};
static int dungeon_id = 0; static int dungeon_id = 0;
static int floor_level = 0; static int floor_level = 0;
@@ -2006,7 +2018,7 @@ void DungeonEditor::DrawCompactPropertiesEditor() {
new_properties.is_boss_room = is_boss_room; new_properties.is_boss_room = is_boss_room;
new_properties.is_save_room = is_save_room; new_properties.is_save_room = is_save_room;
new_properties.music_id = music_id; new_properties.music_id = music_id;
auto status = dungeon_editor_system_->SetRoomProperties(current_room, auto status = dungeon_editor_system_->SetRoomProperties(current_room,
new_properties); new_properties);
if (!status.ok()) { if (!status.ok()) {
@@ -2020,7 +2032,7 @@ void DungeonEditor::DrawCompactPropertiesEditor() {
// Dungeon settings summary // Dungeon settings summary
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Dungeon Settings"); ImGui::Text("Dungeon Settings");
auto dungeon_settings_result = dungeon_editor_system_->GetDungeonSettings(); auto dungeon_settings_result = dungeon_editor_system_->GetDungeonSettings();
if (dungeon_settings_result.ok()) { if (dungeon_settings_result.ok()) {
auto settings = dungeon_settings_result.value(); auto settings = dungeon_settings_result.value();
@@ -2060,11 +2072,30 @@ absl::Status DungeonEditor::LoadAndRenderRoomGraphics(int room_id) {
return absl::InvalidArgumentError("Invalid room ID"); return absl::InvalidArgumentError("Invalid room ID");
} }
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
auto& room = rooms_[room_id]; auto& room = rooms_[room_id];
// Load room graphics with proper blockset // Load room graphics with proper blockset
(void)room.LoadRoomGraphics(room.blockset); (void)room.LoadRoomGraphics(room.blockset);
// Load the room's palette with bounds checking
if (room.palette < rom()->paletteset_ids.size() &&
!rom()->paletteset_ids[room.palette].empty()) {
auto dungeon_palette_ptr = rom()->paletteset_ids[room.palette][0];
auto palette_id = rom()->ReadWord(0xDEC4B + dungeon_palette_ptr);
if (palette_id.ok()) {
current_palette_group_id_ = palette_id.value() / 180;
if (current_palette_group_id_ < rom()->palette_group().dungeon_main.size()) {
full_palette_ = rom()->palette_group().dungeon_main[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette_));
}
}
}
// Render the room graphics to the graphics arena // Render the room graphics to the graphics arena
(void)room.RenderRoomGraphics(); (void)room.RenderRoomGraphics();
@@ -2091,8 +2122,17 @@ absl::Status DungeonEditor::UpdateRoomBackgroundLayers(int room_id) {
return absl::InvalidArgumentError("Invalid room ID"); return absl::InvalidArgumentError("Invalid room ID");
} }
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
auto& room = rooms_[room_id]; auto& room = rooms_[room_id];
// Validate palette group access
if (current_palette_group_id_ >= rom()->palette_group().dungeon_main.size()) {
return absl::FailedPreconditionError("Invalid palette group ID");
}
// Get the current room's palette // Get the current room's palette
auto current_palette = rom()->palette_group().dungeon_main[current_palette_group_id_]; auto current_palette = rom()->palette_group().dungeon_main[current_palette_group_id_];
@@ -2100,10 +2140,12 @@ absl::Status DungeonEditor::UpdateRoomBackgroundLayers(int room_id) {
if (room.blocks().size() >= 8) { if (room.blocks().size() >= 8) {
for (int i = 0; i < 8; i++) { for (int i = 0; i < 8; i++) {
int block = room.blocks()[i]; int block = room.blocks()[i];
if (block < gfx::Arena::Get().gfx_sheets().size()) { if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent( if (current_palette_id_ < current_palette_group_.size()) {
current_palette_group_[current_palette_id_], 0); gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]); current_palette_group_[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
} }
} }
} }
@@ -2111,12 +2153,14 @@ absl::Status DungeonEditor::UpdateRoomBackgroundLayers(int room_id) {
// Update BG2 (background layer 2) with sprite auxiliary palette // Update BG2 (background layer 2) with sprite auxiliary palette
if (room.blocks().size() >= 16) { if (room.blocks().size() >= 16) {
auto sprites_aux1_pal_group = rom()->palette_group().sprites_aux1; auto sprites_aux1_pal_group = rom()->palette_group().sprites_aux1;
for (int i = 8; i < 16; i++) { if (current_palette_id_ < sprites_aux1_pal_group.size()) {
int block = room.blocks()[i]; for (int i = 8; i < 16; i++) {
if (block < gfx::Arena::Get().gfx_sheets().size()) { int block = room.blocks()[i];
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent( if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
sprites_aux1_pal_group[current_palette_id_], 0); gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]); sprites_aux1_pal_group[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
} }
} }
} }
@@ -2129,60 +2173,52 @@ void DungeonEditor::RenderRoomBackgroundLayers(int room_id) {
return; return;
} }
auto& room = rooms_[room_id]; if (!rom_ || !rom_->is_loaded()) {
return;
// Render BG1 (background layer 1) - main room graphics
if (room.blocks().size() >= 8) {
// Calculate the total size of all BG1 blocks
int bg1_width = 0;
int bg1_height = 0;
for (int i = 0; i < 8; i++) {
int block = room.blocks()[i];
if (block < gfx::Arena::Get().gfx_sheets().size()) {
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
bg1_width += gfx_sheet.width();
bg1_height = std::max(bg1_height, gfx_sheet.height());
}
}
// Render BG1 blocks in sequence
int current_x = 0;
for (int i = 0; i < 8; i++) {
int block = room.blocks()[i];
if (block < gfx::Arena::Get().gfx_sheets().size()) {
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
canvas_.DrawBitmap(gfx_sheet, current_x, 0, 1.0f, 255);
current_x += gfx_sheet.width();
}
}
} }
// Render BG2 (background layer 2) - sprite graphics auto& room = rooms_[room_id];
if (room.blocks().size() >= 16) {
// Calculate the total size of all BG2 blocks // Get canvas dimensions to limit rendering
int bg2_width = 0; int canvas_width = canvas_.width();
int bg2_height = 0; int canvas_height = canvas_.height();
// Validate canvas dimensions
if (canvas_width <= 0 || canvas_height <= 0) {
return;
}
// Render the room's background layers using the graphics arena
// BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
// Scale the background to fit the canvas
float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
float scale = std::min(scale_x, scale_y);
for (int i = 8; i < 16; i++) { int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
int block = room.blocks()[i]; int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
if (block < gfx::Arena::Get().gfx_sheets().size()) { int offset_x = (canvas_width - scaled_width) / 2;
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block]; int offset_y = (canvas_height - scaled_height) / 2;
bg2_width += gfx_sheet.width();
bg2_height = std::max(bg2_height, gfx_sheet.height());
}
}
// Render BG2 blocks in sequence (overlay on BG1) canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
int current_x = 0; }
for (int i = 8; i < 16; i++) {
int block = room.blocks()[i]; // BG2 (background layer 2) - sprite graphics (overlay)
if (block < gfx::Arena::Get().gfx_sheets().size()) { auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block]; if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
canvas_.DrawBitmap(gfx_sheet, current_x, 0, 1.0f, 200); // Semi-transparent // Scale the background to fit the canvas
current_x += gfx_sheet.width(); float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
} float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
} float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200); // Semi-transparent overlay
} }
} }

View File

@@ -14,6 +14,9 @@
#include "zelda3/dungeon/room.h" #include "zelda3/dungeon/room.h"
#include "zelda3/dungeon/room_entrance.h" #include "zelda3/dungeon/room_entrance.h"
#include "zelda3/dungeon/room_object.h" #include "zelda3/dungeon/room_object.h"
#include "dungeon_room_selector.h"
#include "dungeon_canvas_viewer.h"
#include "dungeon_object_selector.h"
namespace yaze { namespace yaze {
namespace editor { namespace editor {
@@ -190,6 +193,7 @@ class DungeonEditor : public Editor {
uint64_t current_palette_group_id_ = 0; uint64_t current_palette_group_id_ = 0;
ImVector<int> active_rooms_; ImVector<int> active_rooms_;
int current_active_room_tab_ = 0; // Track which room tab is currently active
GfxGroupEditor gfx_group_editor_; GfxGroupEditor gfx_group_editor_;
PaletteEditor palette_editor_; PaletteEditor palette_editor_;

View File

@@ -0,0 +1,672 @@
#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

View File

@@ -0,0 +1,82 @@
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_OBJECT_SELECTOR_H
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_OBJECT_SELECTOR_H
#include "app/gui/canvas.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/dungeon_object_editor.h"
#include "app/zelda3/dungeon/dungeon_editor_system.h"
#include "app/gfx/snes_palette.h"
#include "imgui/imgui.h"
namespace yaze {
namespace editor {
/**
* @brief Handles object selection, preview, and editing UI
*/
class DungeonObjectSelector {
public:
explicit DungeonObjectSelector(Rom* rom = nullptr) : rom_(rom), object_renderer_(rom) {}
void DrawTileSelector();
void DrawObjectRenderer();
void DrawIntegratedEditingPanels();
void set_rom(Rom* rom) {
rom_ = rom;
object_renderer_.SetROM(rom);
}
Rom* rom() const { return rom_; }
// Editor system access
void set_dungeon_editor_system(std::unique_ptr<zelda3::DungeonEditorSystem>* system) {
dungeon_editor_system_ = system;
}
void set_object_editor(std::shared_ptr<zelda3::DungeonObjectEditor>* editor) {
object_editor_ = editor;
}
// Room data access
void set_rooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
void set_current_room_id(int room_id) { current_room_id_ = room_id; }
// Palette access
void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
private:
void DrawRoomGraphics();
void DrawCompactObjectEditor();
void DrawCompactSpriteEditor();
void DrawCompactItemEditor();
void DrawCompactEntranceEditor();
void DrawCompactDoorEditor();
void DrawCompactChestEditor();
void DrawCompactPropertiesEditor();
Rom* rom_ = nullptr;
gui::Canvas room_gfx_canvas_{"##RoomGfxCanvas", ImVec2(0x100 + 1, 0x10 * 0x40 + 1)};
gui::Canvas object_canvas_;
zelda3::ObjectRenderer object_renderer_;
// Editor systems
std::unique_ptr<zelda3::DungeonEditorSystem>* dungeon_editor_system_ = nullptr;
std::shared_ptr<zelda3::DungeonObjectEditor>* object_editor_ = nullptr;
// Room data
std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
int current_room_id_ = 0;
// Palette data
uint64_t current_palette_group_id_ = 0;
// Object preview system
zelda3::RoomObject preview_object_{0, 0, 0, 0, 0};
gfx::SnesPalette preview_palette_;
bool object_loaded_ = false;
};
} // namespace editor
} // namespace yaze
#endif

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@@ -0,0 +1,124 @@
#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

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@@ -0,0 +1,55 @@
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_SELECTOR_H
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_SELECTOR_H
#include "imgui/imgui.h"
#include "app/rom.h"
#include "app/gui/input.h"
#include "app/zelda3/dungeon/room_entrance.h"
#include "zelda3/dungeon/room.h"
namespace yaze {
namespace editor {
/**
* @brief Handles room and entrance selection UI
*/
class DungeonRoomSelector {
public:
explicit DungeonRoomSelector(Rom* rom = nullptr) : rom_(rom) {}
void DrawRoomSelector();
void DrawEntranceSelector();
void set_rom(Rom* rom) { rom_ = rom; }
Rom* rom() const { return rom_; }
// Room selection
void set_current_room_id(uint16_t room_id) { current_room_id_ = room_id; }
int current_room_id() const { return current_room_id_; }
void set_active_rooms(const ImVector<int>& rooms) { active_rooms_ = rooms; }
const ImVector<int>& active_rooms() const { return active_rooms_; }
ImVector<int>& mutable_active_rooms() { return active_rooms_; }
// Entrance selection
void set_current_entrance_id(int entrance_id) { current_entrance_id_ = entrance_id; }
int current_entrance_id() const { return current_entrance_id_; }
// Room data access
void set_rooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
void set_entrances(std::array<zelda3::RoomEntrance, 0x8C>* entrances) { entrances_ = entrances; }
private:
Rom* rom_ = nullptr;
uint16_t current_room_id_ = 0;
int current_entrance_id_ = 0;
ImVector<int> active_rooms_;
std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
std::array<zelda3::RoomEntrance, 0x8C>* entrances_ = nullptr;
};
} // namespace editor
} // namespace yaze
#endif

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@@ -2,6 +2,9 @@ set(
YAZE_APP_EDITOR_SRC YAZE_APP_EDITOR_SRC
app/editor/editor_manager.cc app/editor/editor_manager.cc
app/editor/dungeon/dungeon_editor.cc app/editor/dungeon/dungeon_editor.cc
app/editor/dungeon/dungeon_room_selector.cc
app/editor/dungeon/dungeon_canvas_viewer.cc
app/editor/dungeon/dungeon_object_selector.cc
app/editor/overworld/overworld_editor.cc app/editor/overworld/overworld_editor.cc
app/editor/sprite/sprite_editor.cc app/editor/sprite/sprite_editor.cc
app/editor/music/music_editor.cc app/editor/music/music_editor.cc

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@@ -233,20 +233,47 @@ constexpr int kGfxBufferRoomSpriteStride = 2048;
constexpr int kGfxBufferRoomSpriteLastLineOffset = 0x88; constexpr int kGfxBufferRoomSpriteLastLineOffset = 0x88;
void Room::CopyRoomGraphicsToBuffer() { void Room::CopyRoomGraphicsToBuffer() {
if (!rom_ || !rom_->is_loaded()) {
return;
}
auto gfx_buffer_data = rom()->mutable_graphics_buffer(); auto gfx_buffer_data = rom()->mutable_graphics_buffer();
if (!gfx_buffer_data || gfx_buffer_data->empty()) {
return;
}
// Copy room graphics to buffer // Copy room graphics to buffer
int sheet_pos = 0; int sheet_pos = 0;
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
// Validate block index
if (blocks_[i] < 0 || blocks_[i] > 255) {
sheet_pos += kGfxBufferRoomOffset;
continue;
}
int data = 0; int data = 0;
int block_offset = blocks_[i] * kGfxBufferRoomOffset; int block_offset = blocks_[i] * kGfxBufferRoomOffset;
// Validate block_offset bounds
if (block_offset < 0 || block_offset >= static_cast<int>(gfx_buffer_data->size())) {
sheet_pos += kGfxBufferRoomOffset;
continue;
}
while (data < kGfxBufferRoomOffset) { while (data < kGfxBufferRoomOffset) {
uint8_t map_byte = (*gfx_buffer_data)[data + block_offset]; int buffer_index = data + block_offset;
if (i < 4) { if (buffer_index >= 0 && buffer_index < static_cast<int>(gfx_buffer_data->size())) {
map_byte += kGfxBufferRoomSpriteLastLineOffset; uint8_t map_byte = (*gfx_buffer_data)[buffer_index];
} if (i < 4) {
map_byte += kGfxBufferRoomSpriteLastLineOffset;
}
current_gfx16_[data + sheet_pos] = map_byte; // Validate current_gfx16_ access
int gfx_index = data + sheet_pos;
if (gfx_index >= 0 && gfx_index < static_cast<int>(sizeof(current_gfx16_))) {
current_gfx16_[gfx_index] = map_byte;
}
}
data++; data++;
} }
@@ -285,21 +312,62 @@ void Room::RenderRoomGraphics() {
} }
void Room::LoadAnimatedGraphics() { void Room::LoadAnimatedGraphics() {
int gfx_ptr = SnesToPc(rom()->version_constants().kGfxAnimatedPointer); if (!rom_ || !rom_->is_loaded()) {
return;
}
auto gfx_buffer_data = rom()->mutable_graphics_buffer(); auto gfx_buffer_data = rom()->mutable_graphics_buffer();
if (!gfx_buffer_data || gfx_buffer_data->empty()) {
return;
}
auto rom_data = rom()->vector(); auto rom_data = rom()->vector();
if (rom_data.empty()) {
return;
}
// Validate animated_frame_ bounds
if (animated_frame_ < 0 || animated_frame_ > 10) {
return;
}
// Validate background_tileset_ bounds
if (background_tileset_ < 0 || background_tileset_ > 255) {
return;
}
int gfx_ptr = SnesToPc(rom()->version_constants().kGfxAnimatedPointer);
if (gfx_ptr < 0 || gfx_ptr >= static_cast<int>(rom_data.size())) {
return;
}
int data = 0; int data = 0;
while (data < 512) { while (data < 512) {
uint8_t map_byte = // Validate buffer access for first operation
(*gfx_buffer_data)[data + (92 * 2048) + (512 * animated_frame_)]; int first_offset = data + (92 * 2048) + (512 * animated_frame_);
current_gfx16_[data + (7 * 2048)] = map_byte; if (first_offset >= 0 && first_offset < static_cast<int>(gfx_buffer_data->size())) {
uint8_t map_byte = (*gfx_buffer_data)[first_offset];
map_byte =
(*gfx_buffer_data)[data + // Validate current_gfx16_ access
(rom_data[gfx_ptr + background_tileset_] * 2048) + int gfx_offset = data + (7 * 2048);
(512 * animated_frame_)]; if (gfx_offset >= 0 && gfx_offset < static_cast<int>(sizeof(current_gfx16_))) {
current_gfx16_[data + (7 * 2048) - 512] = map_byte; current_gfx16_[gfx_offset] = map_byte;
}
}
// Validate buffer access for second operation
int tileset_index = rom_data[gfx_ptr + background_tileset_];
int second_offset = data + (tileset_index * 2048) + (512 * animated_frame_);
if (second_offset >= 0 && second_offset < static_cast<int>(gfx_buffer_data->size())) {
uint8_t map_byte = (*gfx_buffer_data)[second_offset];
// Validate current_gfx16_ access
int gfx_offset = data + (7 * 2048) - 512;
if (gfx_offset >= 0 && gfx_offset < static_cast<int>(sizeof(current_gfx16_))) {
current_gfx16_[gfx_offset] = map_byte;
}
}
data++; data++;
} }
} }

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@@ -873,9 +873,24 @@ void Sprite::DrawSpriteTile(int x, int y, int srcx, int srcy, int pal,
return; return;
} }
// Validate input parameters
if (sizex <= 0 || sizey <= 0) {
return;
}
if (srcx < 0 || srcy < 0 || pal < 0) {
return;
}
x += 16; x += 16;
y += 16; y += 16;
int drawid_ = (srcx + (srcy * 16)) + 512; int drawid_ = (srcx + (srcy * 16)) + 512;
// Validate drawid_ is within reasonable bounds
if (drawid_ < 0 || drawid_ > 4096) {
return;
}
for (auto yl = 0; yl < sizey * 8; yl++) { for (auto yl = 0; yl < sizey * 8; yl++) {
for (auto xl = 0; xl < (sizex * 8) / 2; xl++) { for (auto xl = 0; xl < (sizex * 8) / 2; xl++) {
int mx = xl; int mx = xl;
@@ -893,12 +908,21 @@ void Sprite::DrawSpriteTile(int x, int y, int srcx, int srcy, int pal,
int tx = ((drawid_ / 0x10) * 0x400) + int tx = ((drawid_ / 0x10) * 0x400) +
((drawid_ - ((drawid_ / 0x10) * 0x10)) * 8); ((drawid_ - ((drawid_ / 0x10) * 0x10)) * 8);
auto pixel = current_gfx_[tx + (yl * 0x80) + xl];
// Validate graphics buffer access
int gfx_index = tx + (yl * 0x80) + xl;
if (gfx_index < 0 || gfx_index >= static_cast<int>(current_gfx_.size())) {
continue; // Skip this pixel if out of bounds
}
auto pixel = current_gfx_[gfx_index];
// nx,ny = object position, xx,yy = tile position, xl,yl = pixel // nx,ny = object position, xx,yy = tile position, xl,yl = pixel
// position // position
int index = (x) + (y * 64) + (mx + (my * 0x80)); int index = (x) + (y * 64) + (mx + (my * 0x80));
if (index >= 0 && index <= 4096) { // Validate preview buffer access
if (index >= 0 && index < static_cast<int>(preview_gfx_.size()) &&
index <= 4096) {
preview_gfx_[index] = (uint8_t)((pixel & 0x0F) + 112 + (pal * 8)); preview_gfx_[index] = (uint8_t)((pixel & 0x0F) + 112 + (pal * 8));
} }
} }