refactor: Enhance OverworldEditor with Dynamic Context Menu and Tile Selector Widget

- Replaced static context menu setup in OverworldEditor with dynamic configuration based on the current map state, improving usability and responsiveness.
- Introduced TileSelectorWidget for better tile selection management, allowing for a more intuitive user experience when selecting tiles.
- Updated canvas controls to include zoom in and zoom out functionalities, enhancing the editor's navigation capabilities.
- Cleaned up legacy context menu code and improved overall organization for better maintainability and clarity.
This commit is contained in:
scawful
2025-10-05 22:53:33 -04:00
parent 3200459c21
commit af2b698dbd
15 changed files with 1295 additions and 319 deletions

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#include "app/gui/canvas/canvas_automation_api.h"
#include <algorithm>
#include <cmath>
#include "app/gui/canvas.h"
namespace yaze {
namespace gui {
CanvasAutomationAPI::CanvasAutomationAPI(Canvas* canvas) : canvas_(canvas) {}
// ============================================================================
// Tile Operations
// ============================================================================
bool CanvasAutomationAPI::SetTileAt(int x, int y, int tile_id) {
if (!IsInBounds(x, y)) {
return false;
}
if (tile_paint_callback_) {
return tile_paint_callback_(x, y, tile_id);
}
// Default behavior: add to canvas points for drawing
// Note: Actual tile painting depends on the editor's canvas integration
ImVec2 canvas_pos = TileToCanvas(x, y);
canvas_->mutable_points()->push_back(canvas_pos);
return true;
}
int CanvasAutomationAPI::GetTileAt(int x, int y) const {
if (!IsInBounds(x, y)) {
return -1;
}
if (tile_query_callback_) {
return tile_query_callback_(x, y);
}
// Default: return -1 (requires callback for actual implementation)
return -1;
}
bool CanvasAutomationAPI::SetTiles(
const std::vector<std::tuple<int, int, int>>& tiles) {
bool all_success = true;
for (const auto& [x, y, tile_id] : tiles) {
if (!SetTileAt(x, y, tile_id)) {
all_success = false;
}
}
return all_success;
}
// ============================================================================
// Selection Operations
// ============================================================================
void CanvasAutomationAPI::SelectTile(int x, int y) {
if (!IsInBounds(x, y)) {
return;
}
ImVec2 canvas_pos = TileToCanvas(x, y);
canvas_->mutable_selected_points()->clear();
canvas_->mutable_selected_points()->push_back(canvas_pos);
canvas_->mutable_selected_points()->push_back(canvas_pos);
}
void CanvasAutomationAPI::SelectTileRect(int x1, int y1, int x2, int y2) {
// Ensure x1 <= x2 and y1 <= y2
if (x1 > x2) std::swap(x1, x2);
if (y1 > y2) std::swap(y1, y2);
if (!IsInBounds(x1, y1) || !IsInBounds(x2, y2)) {
return;
}
ImVec2 start = TileToCanvas(x1, y1);
ImVec2 end = TileToCanvas(x2, y2);
canvas_->mutable_selected_points()->clear();
canvas_->mutable_selected_points()->push_back(start);
canvas_->mutable_selected_points()->push_back(end);
}
CanvasAutomationAPI::SelectionState CanvasAutomationAPI::GetSelection() const {
SelectionState state;
const auto& selected_points = canvas_->selected_points();
if (selected_points.size() >= 2) {
state.has_selection = true;
state.selection_start = selected_points[0];
state.selection_end = selected_points[1];
// Convert canvas positions back to tile coordinates
ImVec2 tile_start = CanvasToTile(state.selection_start);
ImVec2 tile_end = CanvasToTile(state.selection_end);
// Ensure proper ordering
int min_x = std::min(static_cast<int>(tile_start.x),
static_cast<int>(tile_end.x));
int max_x = std::max(static_cast<int>(tile_start.x),
static_cast<int>(tile_end.x));
int min_y = std::min(static_cast<int>(tile_start.y),
static_cast<int>(tile_end.y));
int max_y = std::max(static_cast<int>(tile_start.y),
static_cast<int>(tile_end.y));
// Generate all tiles in selection rectangle
for (int y = min_y; y <= max_y; ++y) {
for (int x = min_x; x <= max_x; ++x) {
state.selected_tiles.push_back(ImVec2(static_cast<float>(x),
static_cast<float>(y)));
}
}
}
return state;
}
void CanvasAutomationAPI::ClearSelection() {
canvas_->mutable_selected_points()->clear();
}
// ============================================================================
// View Operations
// ============================================================================
void CanvasAutomationAPI::ScrollToTile(int x, int y, bool center) {
if (!IsInBounds(x, y)) {
return;
}
if (center) {
CenterOn(x, y);
return;
}
// Check if tile is already visible
if (IsTileVisible(x, y)) {
return;
}
// Scroll to make tile visible
ImVec2 tile_canvas_pos = TileToCanvas(x, y);
// Get current scroll and canvas size
ImVec2 current_scroll = canvas_->scrolling();
ImVec2 canvas_size = canvas_->canvas_size();
// Calculate new scroll to make tile visible at top-left
float new_scroll_x = -tile_canvas_pos.x;
float new_scroll_y = -tile_canvas_pos.y;
canvas_->set_scrolling(ImVec2(new_scroll_x, new_scroll_y));
}
void CanvasAutomationAPI::CenterOn(int x, int y) {
if (!IsInBounds(x, y)) {
return;
}
ImVec2 tile_canvas_pos = TileToCanvas(x, y);
ImVec2 canvas_size = canvas_->canvas_size();
// Center the tile in the canvas view
float new_scroll_x = -(tile_canvas_pos.x - canvas_size.x / 2.0f);
float new_scroll_y = -(tile_canvas_pos.y - canvas_size.y / 2.0f);
canvas_->set_scrolling(ImVec2(new_scroll_x, new_scroll_y));
}
void CanvasAutomationAPI::SetZoom(float zoom) {
// Clamp zoom to reasonable range
zoom = std::max(0.25f, std::min(zoom, 4.0f));
canvas_->set_global_scale(zoom);
}
float CanvasAutomationAPI::GetZoom() const {
return canvas_->global_scale();
}
// ============================================================================
// Query Operations
// ============================================================================
CanvasAutomationAPI::Dimensions CanvasAutomationAPI::GetDimensions() const {
Dimensions dims;
// Get canvas size in pixels
ImVec2 canvas_size = canvas_->canvas_size();
float scale = canvas_->global_scale();
// Determine tile size from canvas grid size
int tile_size = 16; // Default
switch (canvas_->grid_size()) {
case CanvasGridSize::k8x8:
tile_size = 8;
break;
case CanvasGridSize::k16x16:
tile_size = 16;
break;
case CanvasGridSize::k32x32:
tile_size = 32;
break;
case CanvasGridSize::k64x64:
tile_size = 64;
break;
}
dims.tile_size = tile_size;
dims.width_tiles = static_cast<int>(canvas_size.x / (tile_size * scale));
dims.height_tiles = static_cast<int>(canvas_size.y / (tile_size * scale));
return dims;
}
CanvasAutomationAPI::VisibleRegion CanvasAutomationAPI::GetVisibleRegion() const {
VisibleRegion region;
ImVec2 scroll = canvas_->scrolling();
ImVec2 canvas_size = canvas_->canvas_size();
float scale = canvas_->global_scale();
int tile_size = GetDimensions().tile_size;
// Top-left corner of visible region
ImVec2 top_left = CanvasToTile(ImVec2(-scroll.x, -scroll.y));
// Bottom-right corner of visible region
ImVec2 bottom_right = CanvasToTile(ImVec2(-scroll.x + canvas_size.x,
-scroll.y + canvas_size.y));
region.min_x = std::max(0, static_cast<int>(top_left.x));
region.min_y = std::max(0, static_cast<int>(top_left.y));
Dimensions dims = GetDimensions();
region.max_x = std::min(dims.width_tiles - 1, static_cast<int>(bottom_right.x));
region.max_y = std::min(dims.height_tiles - 1, static_cast<int>(bottom_right.y));
return region;
}
bool CanvasAutomationAPI::IsTileVisible(int x, int y) const {
if (!IsInBounds(x, y)) {
return false;
}
VisibleRegion region = GetVisibleRegion();
return x >= region.min_x && x <= region.max_x &&
y >= region.min_y && y <= region.max_y;
}
bool CanvasAutomationAPI::IsInBounds(int x, int y) const {
if (x < 0 || y < 0) {
return false;
}
Dimensions dims = GetDimensions();
return x < dims.width_tiles && y < dims.height_tiles;
}
// ============================================================================
// Coordinate Conversion
// ============================================================================
ImVec2 CanvasAutomationAPI::TileToCanvas(int x, int y) const {
int tile_size = GetDimensions().tile_size;
float scale = canvas_->global_scale();
float canvas_x = x * tile_size * scale;
float canvas_y = y * tile_size * scale;
return ImVec2(canvas_x, canvas_y);
}
ImVec2 CanvasAutomationAPI::CanvasToTile(ImVec2 canvas_pos) const {
int tile_size = GetDimensions().tile_size;
float scale = canvas_->global_scale();
float tile_x = canvas_pos.x / (tile_size * scale);
float tile_y = canvas_pos.y / (tile_size * scale);
return ImVec2(std::floor(tile_x), std::floor(tile_y));
}
// ============================================================================
// Callback Registration
// ============================================================================
void CanvasAutomationAPI::SetTilePaintCallback(TilePaintCallback callback) {
tile_paint_callback_ = std::move(callback);
}
void CanvasAutomationAPI::SetTileQueryCallback(TileQueryCallback callback) {
tile_query_callback_ = std::move(callback);
}
} // namespace gui
} // namespace yaze

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#ifndef YAZE_APP_GUI_CANVAS_CANVAS_AUTOMATION_API_H
#define YAZE_APP_GUI_CANVAS_CANVAS_AUTOMATION_API_H
#include <functional>
#include <tuple>
#include <vector>
#include "imgui/imgui.h"
namespace yaze {
namespace gui {
// Forward declaration
class Canvas;
/**
* @brief Programmatic interface for controlling canvas operations.
*
* Enables z3ed CLI, AI agents, GUI automation, and remote control via gRPC.
* All operations work with logical tile coordinates, independent of zoom/scroll.
*/
class CanvasAutomationAPI {
public:
/**
* @brief Selection state returned by GetSelection().
*/
struct SelectionState {
bool has_selection = false;
std::vector<ImVec2> selected_tiles;
ImVec2 selection_start = {0, 0};
ImVec2 selection_end = {0, 0};
};
/**
* @brief Canvas dimensions in logical tile units.
*/
struct Dimensions {
int width_tiles = 0;
int height_tiles = 0;
int tile_size = 16;
};
/**
* @brief Visible region in logical tile coordinates.
*/
struct VisibleRegion {
int min_x = 0;
int min_y = 0;
int max_x = 0;
int max_y = 0;
};
explicit CanvasAutomationAPI(Canvas* canvas);
// ============================================================================
// Tile Operations
// ============================================================================
/**
* @brief Paint a single tile at logical coordinates.
* @param x Logical X coordinate (tile units)
* @param y Logical Y coordinate (tile units)
* @param tile_id Tile ID to paint
* @return true if successful, false if out of bounds
*/
bool SetTileAt(int x, int y, int tile_id);
/**
* @brief Query tile ID at logical coordinates.
* @param x Logical X coordinate
* @param y Logical Y coordinate
* @return Tile ID at position, or -1 if out of bounds
*/
int GetTileAt(int x, int y) const;
/**
* @brief Paint multiple tiles in a batch operation.
* @param tiles Vector of (x, y, tile_id) tuples
* @return true if all tiles painted successfully
*/
bool SetTiles(const std::vector<std::tuple<int, int, int>>& tiles);
// ============================================================================
// Selection Operations
// ============================================================================
/**
* @brief Select a single tile.
* @param x Logical X coordinate
* @param y Logical Y coordinate
*/
void SelectTile(int x, int y);
/**
* @brief Select a rectangular region of tiles.
* @param x1 Top-left X coordinate (logical)
* @param y1 Top-left Y coordinate (logical)
* @param x2 Bottom-right X coordinate (logical)
* @param y2 Bottom-right Y coordinate (logical)
*/
void SelectTileRect(int x1, int y1, int x2, int y2);
/**
* @brief Query current selection state.
* @return Selection state with all selected tiles
*/
SelectionState GetSelection() const;
/**
* @brief Clear current selection.
*/
void ClearSelection();
// ============================================================================
// View Operations
// ============================================================================
/**
* @brief Scroll canvas to make tile visible.
* @param x Logical X coordinate
* @param y Logical Y coordinate
* @param center If true, center the tile; otherwise just ensure visibility
*/
void ScrollToTile(int x, int y, bool center = false);
/**
* @brief Center canvas view on a specific tile.
* @param x Logical X coordinate
* @param y Logical Y coordinate
*/
void CenterOn(int x, int y);
/**
* @brief Set canvas zoom level.
* @param zoom Zoom factor (0.25 to 4.0, default 1.0)
*/
void SetZoom(float zoom);
/**
* @brief Get current zoom level.
* @return Current zoom factor
*/
float GetZoom() const;
// ============================================================================
// Query Operations
// ============================================================================
/**
* @brief Get canvas dimensions in logical tile units.
* @return Canvas dimensions
*/
Dimensions GetDimensions() const;
/**
* @brief Get currently visible tile region.
* @return Visible region bounds in logical coordinates
*/
VisibleRegion GetVisibleRegion() const;
/**
* @brief Check if a tile is currently visible.
* @param x Logical X coordinate
* @param y Logical Y coordinate
* @return true if tile is visible on canvas
*/
bool IsTileVisible(int x, int y) const;
/**
* @brief Check if coordinates are within canvas bounds.
* @param x Logical X coordinate
* @param y Logical Y coordinate
* @return true if coordinates are valid
*/
bool IsInBounds(int x, int y) const;
// ============================================================================
// Coordinate Conversion
// ============================================================================
/**
* @brief Convert logical tile coordinates to canvas pixel coordinates.
* @param x Logical X coordinate
* @param y Logical Y coordinate
* @return Canvas pixel position
*/
ImVec2 TileToCanvas(int x, int y) const;
/**
* @brief Convert canvas pixel coordinates to logical tile coordinates.
* @param canvas_pos Canvas pixel position
* @return Logical tile position
*/
ImVec2 CanvasToTile(ImVec2 canvas_pos) const;
// ============================================================================
// Callback Registration (for external integrations)
// ============================================================================
/**
* @brief Set callback for tile painting operations.
* Allows external systems (CLI, AI agents) to implement custom tile logic.
*/
using TilePaintCallback = std::function<bool(int x, int y, int tile_id)>;
void SetTilePaintCallback(TilePaintCallback callback);
/**
* @brief Set callback for tile querying operations.
* Allows external systems to provide tile data.
*/
using TileQueryCallback = std::function<int(int x, int y)>;
void SetTileQueryCallback(TileQueryCallback callback);
private:
Canvas* canvas_;
TilePaintCallback tile_paint_callback_;
TileQueryCallback tile_query_callback_;
};
} // namespace gui
} // namespace yaze
#endif // YAZE_APP_GUI_CANVAS_CANVAS_AUTOMATION_API_H