Add GfxGroupEditor

This commit is contained in:
scawful
2023-11-11 19:00:58 -05:00
parent e80f69b6d1
commit b3a6eafe8b
3 changed files with 163 additions and 0 deletions

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@@ -18,6 +18,7 @@ set(
app/editor/screen_editor.cc
app/editor/sprite_editor.cc
app/editor/modules/tile16_editor.cc
app/editor/modules/gfx_group_editor.cc
)
set(

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@@ -0,0 +1,109 @@
#include "gfx_group_editor.h"
#include <imgui/imgui.h>
#include <cmath>
#include "absl/status/status.h"
#include "absl/status/statusor.h"
#include "app/core/editor.h"
#include "app/core/pipeline.h"
#include "app/editor/palette_editor.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_palette.h"
#include "app/gfx/snes_tile.h"
#include "app/gui/canvas.h"
#include "app/gui/icons.h"
#include "app/gui/input.h"
#include "app/gui/widgets.h"
#include "app/rom.h"
#include "app/zelda3/overworld.h"
namespace yaze {
namespace app {
namespace editor {
using ImGui::SameLine;
absl::Status GfxGroupEditor::Update() {
if (ImGui::BeginTabBar("GfxGroupEditor")) {
// Main tab
if (ImGui::BeginTabItem("Main")) {
gui::InputHexByte("Selected Blockset", &selected_blockset_);
ImGui::Text("Values");
if (ImGui::BeginTable("##BlocksetTable", 2, ImGuiTableFlags_Borders,
ImVec2(0, 0))) {
ImGui::TableSetupColumn("Inputs", ImGuiTableColumnFlags_WidthStretch,
ImGui::GetContentRegionAvail().x);
ImGui::TableSetupColumn("Sheets", ImGuiTableColumnFlags_WidthFixed,
256);
ImGui::TableHeadersRow();
ImGui::TableNextRow();
ImGui::TableNextColumn();
{
ImGui::BeginGroup();
for (int i = 0; i < 8; i++) {
ImGui::SetNextItemWidth(100.f);
gui::InputHexByte(("##blockset0" + std::to_string(i)).c_str(),
&rom()->main_blockset_ids[selected_blockset_][i]);
if (i != 3 && i != 7) {
SameLine();
}
}
ImGui::EndGroup();
}
ImGui::TableNextColumn();
{
ImGui::BeginGroup();
for (int i = 0; i < 8; i++) {
auto sheet_id = rom()->main_blockset_ids[selected_blockset_][i];
core::BitmapCanvasPipeline(blockset_canvas_,
graphics_bin_[sheet_id], 256,
0x10 * 0x04, 0x20, true, false, 0);
}
ImGui::EndGroup();
}
ImGui::EndTable();
}
ImGui::EndTabItem();
}
// Rooms tab
if (ImGui::BeginTabItem("Rooms")) {
ImGui::EndTabItem();
}
// Sprites tab
if (ImGui::BeginTabItem("Sprites")) {
ImGui::EndTabItem();
}
// Palettes tab
if (ImGui::BeginTabItem("Palettes")) {
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::Separator();
ImGui::Text("Palette: ");
ImGui::InputInt("##PreviewPaletteID", &preview_palette_id_);
return absl::OkStatus();
}
void GfxGroupEditor::InitBlockset(gfx::Bitmap tile16_blockset,
gfx::BitmapTable graphics_bin,
gfx::SNESPalette palette) {
tile16_blockset_bmp_ = tile16_blockset;
graphics_bin_ = graphics_bin;
palette_ = palette;
}
} // namespace editor
} // namespace app
} // namespace yaze

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@@ -0,0 +1,53 @@
#ifndef YAZE_APP_EDITOR_GFX_GROUP_EDITOR_H
#define YAZE_APP_EDITOR_GFX_GROUP_EDITOR_H
#include <imgui/imgui.h>
#include <cmath>
#include "absl/status/status.h"
#include "absl/status/statusor.h"
#include "app/core/editor.h"
#include "app/core/pipeline.h"
#include "app/editor/palette_editor.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_palette.h"
#include "app/gfx/snes_tile.h"
#include "app/gui/canvas.h"
#include "app/gui/icons.h"
#include "app/gui/widgets.h"
#include "app/rom.h"
#include "app/zelda3/overworld.h"
namespace yaze {
namespace app {
namespace editor {
class GfxGroupEditor : public SharedROM {
public:
absl::Status Update();
void InitBlockset(gfx::Bitmap tile16_blockset, gfx::BitmapTable graphics_bin,
gfx::SNESPalette palette);
private:
int preview_palette_id_;
uint8_t selected_blockset_ = 0;
gui::Canvas blockset_canvas_;
gfx::SNESPalette palette_;
gfx::Bitmap tile16_blockset_bmp_;
gfx::BitmapTable graphics_bin_;
std::vector<Bytes> tile16_individual_data_;
std::vector<gfx::Bitmap> tile16_individual_;
gui::widgets::BitmapViewer gfx_group_viewer_;
zelda3::Overworld overworld_;
};
} // namespace editor
} // namespace app
} // namespace yaze
#endif // YAZE_APP_EDITOR_GFX_GROUP_EDITOR_H