feat: Enhance Dungeon Rendering with Size Adjustments and Testing Initialization
- Added InitializeForTesting method in Rom class to facilitate testing setup. - Updated DungeonCanvasViewer to adjust object and sprite sizes from 16x16 to 8x8, improving rendering accuracy. - Modified rendering logic for various dungeon objects (chests, doors, walls, pots) to reflect new size calculations. - Adjusted object position calculations in ObjectRenderer to align with the new size metrics, ensuring consistent rendering across the application. - Updated integration tests to verify the new initialization method for ROM objects.
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@@ -204,9 +204,9 @@ void DungeonCanvasViewer::RenderObjectInCanvas(const zelda3::RoomObject &object,
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break;
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}
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// Calculate object size (16x16 is base, size affects width/height)
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int object_width = 16 + (object.size_ & 0x0F) * 8;
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int object_height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
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// Calculate object size (8x8 is base, size affects width/height)
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int object_width = 8 + (object.size_ & 0x0F) * 8;
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int object_height = 8 + ((object.size_ >> 4) & 0x0F) * 8;
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canvas_.DrawRect(canvas_x, canvas_y, object_width, object_height, object_color);
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canvas_.DrawRect(canvas_x, canvas_y, object_width, object_height,
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@@ -259,12 +259,12 @@ void DungeonCanvasViewer::RenderStairObjects(const zelda3::Room& room,
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}
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void DungeonCanvasViewer::RenderSprites(const zelda3::Room& room) {
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// Render sprites as simple 16x16 squares with sprite name/ID
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// Render sprites as simple 8x8 squares with sprite name/ID
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for (const auto& sprite : room.GetSprites()) {
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(sprite.x(), sprite.y());
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
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// Draw 16x16 square for sprite
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 8)) {
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// Draw 8x8 square for sprite
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ImVec4 sprite_color;
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// Color-code sprites based on layer
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@@ -274,10 +274,10 @@ void DungeonCanvasViewer::RenderSprites(const zelda3::Room& room) {
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sprite_color = ImVec4(0.2f, 0.2f, 0.8f, 0.8f); // Blue for layer 1
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}
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canvas_.DrawRect(canvas_x, canvas_y, 16, 16, sprite_color);
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canvas_.DrawRect(canvas_x, canvas_y, 8, 8, sprite_color);
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// Draw sprite border
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canvas_.DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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canvas_.DrawRect(canvas_x, canvas_y, 8, 8, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw sprite ID and name
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std::string sprite_text;
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@@ -319,21 +319,21 @@ void DungeonCanvasViewer::RenderChests(const zelda3::Room& room) {
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ImVec4(0.8f, 0.6f, 0.2f, 0.9f) : // Gold for big chest
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ImVec4(0.6f, 0.4f, 0.2f, 0.9f); // Brown for small chest
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int chest_size = is_big_chest ? 24 : 16; // Big chests are larger
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canvas_.DrawRect(canvas_x, canvas_y + 8, chest_size, 8, chest_color);
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int chest_size = is_big_chest ? 16 : 8; // Big chests are larger
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canvas_.DrawRect(canvas_x, canvas_y + 4, chest_size, 4, chest_color);
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// Draw chest lid (slightly lighter)
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ImVec4 lid_color = is_big_chest ?
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ImVec4(0.9f, 0.7f, 0.3f, 0.9f) :
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ImVec4(0.7f, 0.5f, 0.3f, 0.9f);
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canvas_.DrawRect(canvas_x, canvas_y + 4, chest_size, 6, lid_color);
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canvas_.DrawRect(canvas_x, canvas_y + 2, chest_size, 3, lid_color);
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// Draw chest borders
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canvas_.DrawRect(canvas_x, canvas_y + 4, chest_size, 12, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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canvas_.DrawRect(canvas_x, canvas_y + 2, chest_size, 6, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw text label
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std::string chest_text = is_big_chest ? "BIG\nCHEST" : "CHEST";
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canvas_.DrawText(chest_text, canvas_x + chest_size + 2, canvas_y + 6);
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canvas_.DrawText(chest_text, canvas_x + chest_size + 2, canvas_y + 3);
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}
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}
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}
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@@ -355,19 +355,19 @@ void DungeonCanvasViewer::RenderDoorObjects(const zelda3::Room& room) {
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if (is_door) {
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
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// Draw door frame
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canvas_.DrawRect(canvas_x, canvas_y, 32, 32, ImVec4(0.5f, 0.3f, 0.2f, 0.8f)); // Brown frame
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canvas_.DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.5f, 0.3f, 0.2f, 0.8f)); // Brown frame
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// Draw door opening (darker)
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canvas_.DrawRect(canvas_x + 4, canvas_y + 4, 24, 24, ImVec4(0.1f, 0.1f, 0.1f, 0.9f));
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canvas_.DrawRect(canvas_x + 2, canvas_y + 2, 12, 12, ImVec4(0.1f, 0.1f, 0.1f, 0.9f));
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// Draw door border
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canvas_.DrawRect(canvas_x, canvas_y, 32, 32, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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canvas_.DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw text label
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std::string door_text = absl::StrFormat("DOOR\n0x%X", object.id_);
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canvas_.DrawText(door_text, canvas_x + 34, canvas_y + 8);
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canvas_.DrawText(door_text, canvas_x + 18, canvas_y + 4);
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}
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}
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}
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@@ -405,27 +405,28 @@ void DungeonCanvasViewer::RenderWallObjects(const zelda3::Room& room) {
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// Calculate wall size with proper length handling
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int wall_width, wall_height;
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// For walls, use the size field to determine length
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// For walls, use the size field to determine length and orientation
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if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
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uint8_t size_x = object.size_ & 0x0F;
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uint8_t size_y = (object.size_ >> 4) & 0x0F;
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if (size_x > size_y) {
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// Horizontal wall
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wall_width = 16 + size_x * 16;
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wall_height = 16;
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wall_width = 8 + size_x * 8;
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wall_height = 8;
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} else if (size_y > size_x) {
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// Vertical wall
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wall_width = 16;
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wall_height = 16 + size_y * 16;
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wall_width = 8;
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wall_height = 8 + size_y * 8;
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} else {
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// Square wall or corner
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wall_width = 16 + size_x * 8;
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wall_height = 16 + size_y * 8;
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wall_width = 8 + size_x * 4;
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wall_height = 8 + size_y * 4;
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}
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} else {
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wall_width = 16 + (object.size_ & 0x0F) * 8;
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wall_height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
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// For other objects, use standard size calculation
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wall_width = 8 + (object.size_ & 0x0F) * 4;
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wall_height = 8 + ((object.size_ >> 4) & 0x0F) * 4;
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}
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wall_width = std::min(wall_width, 256);
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wall_height = std::min(wall_height, 256);
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@@ -455,22 +456,22 @@ void DungeonCanvasViewer::RenderPotObjects(const zelda3::Room& room) {
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if (object.id_ == 0x2F || object.id_ == 0x2B) { // Pot objects from assembly
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 8)) {
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// Draw pot base (wider at bottom)
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canvas_.DrawRect(canvas_x + 2, canvas_y + 10, 12, 6, ImVec4(0.7f, 0.5f, 0.3f, 0.8f)); // Brown base
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canvas_.DrawRect(canvas_x + 1, canvas_y + 5, 6, 3, ImVec4(0.7f, 0.5f, 0.3f, 0.8f)); // Brown base
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// Draw pot middle
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canvas_.DrawRect(canvas_x + 3, canvas_y + 6, 10, 6, ImVec4(0.8f, 0.6f, 0.4f, 0.8f)); // Lighter middle
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canvas_.DrawRect(canvas_x + 2, canvas_y + 3, 4, 3, ImVec4(0.8f, 0.6f, 0.4f, 0.8f)); // Lighter middle
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// Draw pot rim
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canvas_.DrawRect(canvas_x + 4, canvas_y + 4, 8, 4, ImVec4(0.9f, 0.7f, 0.5f, 0.8f)); // Lightest top
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canvas_.DrawRect(canvas_x + 2, canvas_y + 2, 4, 2, ImVec4(0.9f, 0.7f, 0.5f, 0.8f)); // Lightest top
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// Draw pot outline
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canvas_.DrawRect(canvas_x + 2, canvas_y + 4, 12, 12, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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canvas_.DrawRect(canvas_x + 1, canvas_y + 2, 6, 6, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw text label
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std::string pot_text = absl::StrFormat("POT\n0x%X", object.id_);
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canvas_.DrawText(pot_text, canvas_x + 18, canvas_y + 6);
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canvas_.DrawText(pot_text, canvas_x + 9, canvas_y + 3);
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}
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}
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}
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@@ -517,8 +518,8 @@ bool DungeonCanvasViewer::IsWithinCanvasBounds(int canvas_x, int canvas_y,
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void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height) {
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// Default base size
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width = 16;
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height = 16;
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width = 8;
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height = 8;
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// For walls, use the size field to determine length and orientation
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if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
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@@ -529,21 +530,21 @@ void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& obje
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// Walls can be horizontal or vertical based on size parameters
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if (size_x > size_y) {
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// Horizontal wall
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width = 16 + size_x * 16; // Each unit adds 16 pixels
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height = 16;
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width = 8 + size_x * 8; // Each unit adds 8 pixels
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height = 8;
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} else if (size_y > size_x) {
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// Vertical wall
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width = 16;
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height = 16 + size_y * 16;
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width = 8;
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height = 8 + size_y * 8;
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} else {
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// Square wall or corner
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width = 16 + size_x * 8;
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height = 16 + size_y * 8;
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width = 8 + size_x * 4;
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height = 8 + size_y * 4;
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}
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} else {
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// For other objects, use standard size calculation
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width = 16 + (object.size_ & 0x0F) * 8;
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height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
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width = 8 + (object.size_ & 0x0F) * 4;
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height = 8 + ((object.size_ >> 4) & 0x0F) * 4;
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}
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// Clamp to reasonable limits
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