Refactor DungeonEditor and introduce new components for enhanced dungeon editing
- Integrated new components: DungeonToolset, DungeonObjectInteraction, DungeonRenderer, DungeonRoomLoader, and DungeonUsageTracker to streamline dungeon editing functionalities. - Updated DungeonEditor to utilize the new components for room loading, object interaction, and rendering, improving code organization and maintainability. - Enhanced object selection and placement features, including drag-and-drop functionality and improved UI interactions. - Removed legacy methods and refactored existing code to delegate responsibilities to the new components, ensuring a cleaner architecture. - Added support for usage tracking of blocksets, spritesets, and palettes across dungeon rooms, providing insights for optimization.
This commit is contained in:
@@ -48,44 +48,17 @@ void DungeonEditor::Initialize() {
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absl::Status DungeonEditor::Load() {
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auto dungeon_man_pal_group = rom()->palette_group().dungeon_main;
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for (int i = 0; i < 0x100 + 40; i++) {
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rooms_[i] = zelda3::LoadRoomFromRom(rom_, i);
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auto room_size = zelda3::CalculateRoomSize(rom_, i);
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room_size_pointers_.push_back(room_size.room_size_pointer);
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room_sizes_.push_back(room_size.room_size);
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if (room_size.room_size_pointer != 0x0A8000) {
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room_size_addresses_[i] = room_size.room_size_pointer;
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}
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rooms_[i].LoadObjects();
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auto dungeon_palette_ptr = rom()->paletteset_ids[rooms_[i].palette][0];
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auto palette_id = rom()->ReadWord(0xDEC4B + dungeon_palette_ptr);
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if (palette_id.status() != absl::OkStatus()) {
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continue;
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}
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int p_id = palette_id.value() / 180;
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auto color = dungeon_man_pal_group[p_id][3];
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room_palette_[rooms_[i].palette] = color.rgb();
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}
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LoadDungeonRoomSize();
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// LoadRoomEntrances
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for (int i = 0; i < 0x07; ++i) {
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entrances_[i] = zelda3::RoomEntrance(rom(), i, true);
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}
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for (int i = 0; i < 0x85; ++i) {
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entrances_[i + 0x07] = zelda3::RoomEntrance(rom(), i, false);
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}
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// Use room loader component for loading rooms
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RETURN_IF_ERROR(room_loader_.LoadAllRooms(rooms_));
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RETURN_IF_ERROR(room_loader_.LoadRoomEntrances(entrances_));
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// Load the palette group and palette for the dungeon
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full_palette_ = dungeon_man_pal_group[current_palette_group_id_];
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ASSIGN_OR_RETURN(current_palette_group_,
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gfx::CreatePaletteGroupFromLargePalette(full_palette_));
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CalculateUsageStats();
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// Calculate usage statistics
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usage_tracker_.CalculateUsageStats(rooms_);
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// Initialize the new editor system
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if (dungeon_editor_system_) {
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@@ -120,9 +93,23 @@ absl::Status DungeonEditor::Load() {
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[this](const zelda3::RoomObject& object) {
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preview_object_ = object;
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object_loaded_ = true;
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placement_type_ =
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kObject; // Automatically switch to object placement mode
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toolset_.set_placement_type(DungeonToolset::kObject);
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object_interaction_.SetPreviewObject(object, true);
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});
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// Set up component callbacks
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object_interaction_.SetCurrentRoom(&rooms_, current_room_id_);
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object_interaction_.SetObjectPlacedCallback([this](const zelda3::RoomObject& object) {
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renderer_.ClearObjectCache();
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});
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object_interaction_.SetCacheInvalidationCallback([this]() {
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renderer_.ClearObjectCache();
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});
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// Set up toolset callbacks
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toolset_.SetUndoCallback([this]() { PRINT_IF_ERROR(Undo()); });
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toolset_.SetRedoCallback([this]() { PRINT_IF_ERROR(Redo()); });
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toolset_.SetPaletteToggleCallback([this]() { palette_showing_ = !palette_showing_; });
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is_loaded_ = true;
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return absl::OkStatus();
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@@ -179,49 +166,10 @@ absl::Status DungeonEditor::RefreshGraphics() {
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return absl::OkStatus();
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}
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void DungeonEditor::LoadDungeonRoomSize() {
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std::map<int, std::vector<int>> rooms_by_bank;
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for (const auto& room : room_size_addresses_) {
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int bank = room.second >> 16;
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rooms_by_bank[bank].push_back(room.second);
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}
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// Process and calculate room sizes within each bank
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for (auto& bank_rooms : rooms_by_bank) {
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// Sort the rooms within this bank
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std::ranges::sort(bank_rooms.second);
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for (size_t i = 0; i < bank_rooms.second.size(); ++i) {
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int room_ptr = bank_rooms.second[i];
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// Identify the room ID for the current room pointer
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int room_id =
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std::ranges::find_if(room_size_addresses_, [room_ptr](
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const auto& entry) {
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return entry.second == room_ptr;
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})->first;
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if (room_ptr != 0x0A8000) {
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if (i < bank_rooms.second.size() - 1) {
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// Calculate size as difference between current room and next room
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// in the same bank
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room_sizes_[room_id] = bank_rooms.second[i + 1] - room_ptr;
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} else {
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// Calculate size for the last room in this bank
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int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
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room_sizes_[room_id] = bank_end_address - room_ptr + 1;
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}
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total_room_size_ += room_sizes_[room_id];
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} else {
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// Room with address 0x0A8000
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room_sizes_[room_id] = 0x00;
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}
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}
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}
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}
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// LoadDungeonRoomSize moved to DungeonRoomLoader component
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absl::Status DungeonEditor::UpdateDungeonRoomView() {
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DrawToolset();
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toolset_.Draw();
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if (palette_showing_) {
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ImGui::Begin("Palette Editor", &palette_showing_, 0);
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@@ -285,150 +233,7 @@ void DungeonEditor::OnRoomSelected(int room_id) {
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room_selector_.set_active_rooms(active_rooms_);
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}
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void DungeonEditor::DrawToolset() {
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if (BeginTable("DWToolset", 16, ImGuiTableFlags_SizingFixedFit,
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ImVec2(0, 0))) {
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static std::array<const char*, 16> tool_names = {
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"Undo", "Redo", "Separator", "Any", "BG1", "BG2",
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"BG3", "Separator", "Object", "Sprite", "Item", "Entrance",
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"Door", "Chest", "Block", "Palette"};
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std::ranges::for_each(tool_names,
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[](const char* name) { TableSetupColumn(name); });
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TableNextColumn();
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if (Button(ICON_MD_UNDO)) {
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PRINT_IF_ERROR(Undo());
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}
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TableNextColumn();
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if (Button(ICON_MD_REDO)) {
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PRINT_IF_ERROR(Redo());
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}
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TableNextColumn();
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Text(ICON_MD_MORE_VERT);
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TableNextColumn();
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if (RadioButton("All", background_type_ == kBackgroundAny)) {
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background_type_ = kBackgroundAny;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Show all background layers");
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}
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TableNextColumn();
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if (RadioButton("BG1", background_type_ == kBackground1)) {
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background_type_ = kBackground1;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Show background layer 1 only");
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}
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TableNextColumn();
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if (RadioButton("BG2", background_type_ == kBackground2)) {
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background_type_ = kBackground2;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Show background layer 2 only");
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}
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TableNextColumn();
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if (RadioButton("BG3", background_type_ == kBackground3)) {
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background_type_ = kBackground3;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Show background layer 3 only");
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}
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TableNextColumn();
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Text(ICON_MD_MORE_VERT);
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TableNextColumn();
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if (RadioButton(ICON_MD_SQUARE, placement_type_ == kObject)) {
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placement_type_ = kObject;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Objects");
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}
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TableNextColumn();
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if (RadioButton(ICON_MD_PEST_CONTROL, placement_type_ == kSprite)) {
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placement_type_ = kSprite;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Sprites");
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}
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TableNextColumn();
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if (RadioButton(ICON_MD_GRASS, placement_type_ == kItem)) {
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placement_type_ = kItem;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Items");
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}
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TableNextColumn();
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if (RadioButton(ICON_MD_NAVIGATION, placement_type_ == kEntrance)) {
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placement_type_ = kEntrance;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Entrances");
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}
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TableNextColumn();
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if (RadioButton(ICON_MD_SENSOR_DOOR, placement_type_ == kDoor)) {
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placement_type_ = kDoor;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Doors");
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}
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TableNextColumn();
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if (RadioButton(ICON_MD_INVENTORY, placement_type_ == kChest)) {
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placement_type_ = kChest;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Chests");
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}
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TableNextColumn();
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if (RadioButton(ICON_MD_VIEW_MODULE, placement_type_ == kBlock)) {
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placement_type_ = kBlock;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Blocks");
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}
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TableNextColumn();
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if (Button(ICON_MD_PALETTE)) {
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palette_showing_ = !palette_showing_;
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}
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ImGui::EndTable();
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}
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ImGui::Separator();
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ImGui::Text(
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"Instructions: Click to place objects, Ctrl+Click to select, drag to "
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"move");
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ImGui::SameLine();
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// Usage statistics as a popup to save space
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if (ImGui::Button("Usage Statistics")) {
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ImGui::OpenPopup("UsageStatsPopup");
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}
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if (ImGui::BeginPopupModal("UsageStatsPopup", nullptr,
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ImGuiWindowFlags_AlwaysAutoResize)) {
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if (is_loaded_) {
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DrawUsageStats();
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}
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if (ImGui::Button("Close")) {
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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}
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// DrawToolset() method moved to DungeonToolset component
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void DungeonEditor::DrawCanvasAndPropertiesPanel() {
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if (ImGui::BeginTabBar("CanvasPropertiesTabBar")) {
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@@ -466,12 +271,12 @@ void DungeonEditor::DrawCanvasAndPropertiesPanel() {
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ImGui::Text("Chests: %zu", room.GetChests().size());
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// Selection info
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if (!selected_object_indices_.empty()) {
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const auto& selected_indices = object_interaction_.GetSelectedObjectIndices();
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if (!selected_indices.empty()) {
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ImGui::Separator();
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ImGui::Text("Selected Objects: %zu", selected_object_indices_.size());
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ImGui::Text("Selected Objects: %zu", selected_indices.size());
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if (ImGui::Button("Clear Selection")) {
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selected_object_indices_.clear();
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object_select_active_ = false;
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object_interaction_.ClearSelection();
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}
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}
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@@ -584,9 +389,9 @@ void DungeonEditor::DrawRoomPropertiesDebugPopup() {
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room.LoadObjects();
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}
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ImGui::SameLine();
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if (ImGui::Button("Clear Cache")) {
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object_render_cache_.clear();
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}
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if (ImGui::Button("Clear Cache")) {
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renderer_.ClearObjectCache();
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}
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ImGui::SameLine();
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if (ImGui::Button("Close")) {
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ImGui::CloseCurrentPopup();
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@@ -702,11 +507,11 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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ImGui::Checkbox("Show Layout Objects", &show_layout_objects);
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if (ImGui::Button("Clear Object Cache")) {
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object_render_cache_.clear();
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renderer_.ClearObjectCache();
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}
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ImGui::SameLine();
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ImGui::Text("Cache: %zu objects", object_render_cache_.size());
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ImGui::Text("Cache: %zu objects", renderer_.GetCacheSize());
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// Object statistics and metadata
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ImGui::Separator();
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@@ -721,7 +526,7 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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// Palette information
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ImGui::Text("Current Palette Group: %llu",
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static_cast<unsigned long long>(current_palette_group_id_));
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ImGui::Text("Palette Hash: %#016llx", last_palette_hash_);
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ImGui::Text("Cache Size: %zu objects", renderer_.GetCacheSize());
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// Object type breakdown
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ImGui::Separator();
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@@ -791,11 +596,11 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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canvas_.DrawBackground();
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canvas_.DrawContextMenu();
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// Handle object selection and placement
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CheckForObjectSelection();
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// Handle object selection and placement using component
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object_interaction_.CheckForObjectSelection();
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// Handle mouse input for drag and select functionality
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HandleCanvasMouseInput();
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// Handle mouse input for drag and select functionality
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object_interaction_.HandleCanvasMouseInput();
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// Update preview object position based on mouse cursor
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if (object_loaded_ && preview_object_.id_ >= 0 && canvas_.IsMouseHovering()) {
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@@ -805,8 +610,8 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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ImVec2 canvas_mouse_pos =
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ImVec2(mouse_pos.x - canvas_pos.x, mouse_pos.y - canvas_pos.y);
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auto [room_x, room_y] =
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CanvasToRoomCoordinates(static_cast<int>(canvas_mouse_pos.x),
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static_cast<int>(canvas_mouse_pos.y));
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object_interaction_.CanvasToRoomCoordinates(static_cast<int>(canvas_mouse_pos.x),
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static_cast<int>(canvas_mouse_pos.y));
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preview_object_.x_ = room_x;
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preview_object_.y_ = room_y;
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}
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@@ -823,621 +628,40 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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}
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// Render background layers with proper positioning
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RenderRoomBackgroundLayers(room_id);
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renderer_.RenderRoomBackgroundLayers(room_id);
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// Render room objects on top of background using the room's palette
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if (current_palette_id_ < current_palette_group_.size()) {
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auto room_palette = current_palette_group_[current_palette_id_];
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for (const auto& object : rooms_[room_id].GetTileObjects()) {
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RenderObjectInCanvas(object, room_palette);
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renderer_.RenderObjectInCanvas(object, room_palette);
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}
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}
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}
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// Draw selection box and drag preview
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DrawSelectBox();
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DrawDragPreview();
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// Draw selection box and drag preview using component
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object_interaction_.DrawSelectBox();
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object_interaction_.DrawDragPreview();
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canvas_.DrawGrid();
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canvas_.DrawOverlay();
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}
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void DungeonEditor::RenderObjectInCanvas(const zelda3::RoomObject& object,
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const gfx::SnesPalette& palette) {
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// Validate ROM is loaded
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if (!rom_ || !rom_->is_loaded()) {
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return;
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}
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// Create a mutable copy of the object to ensure tiles are loaded
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auto mutable_object = object;
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mutable_object.set_rom(rom_);
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mutable_object.EnsureTilesLoaded();
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// Check if tiles were loaded successfully
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if (mutable_object.tiles().empty()) {
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return; // Skip objects without tiles
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}
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// Calculate palette hash for caching
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uint64_t palette_hash = 0;
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for (size_t i = 0; i < palette.size() && i < 16; ++i) {
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palette_hash ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 +
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(palette_hash << 6) + (palette_hash >> 2);
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}
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// Convert room coordinates to canvas coordinates using helper function
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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// Check if object is within canvas bounds (accounting for scrolling)
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if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
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return; // Skip objects outside visible area
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}
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// Check cache first
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for (auto& cached : object_render_cache_) {
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if (cached.object_id == object.id_ && cached.object_x == object.x_ &&
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cached.object_y == object.y_ && cached.object_size == object.size_ &&
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cached.palette_hash == palette_hash && cached.is_valid) {
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// Use cached bitmap - canvas handles scrolling internally
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canvas_.DrawBitmap(cached.rendered_bitmap, canvas_x, canvas_y, 1.0f, 255);
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return;
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}
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}
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// Render the object to a bitmap
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auto render_result = object_renderer_.RenderObject(mutable_object, palette);
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if (!render_result.ok()) {
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return; // Skip if rendering failed
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}
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auto object_bitmap = std::move(render_result.value());
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// Set the palette for the bitmap
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object_bitmap.SetPalette(palette);
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// Render the bitmap to a texture so it can be drawn
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core::Renderer::Get().RenderBitmap(&object_bitmap);
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// Draw the object bitmap to the canvas
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// Canvas will handle scrolling and coordinate transformation
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canvas_.DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
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// Cache the rendered bitmap (create a copy for caching)
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ObjectRenderCache cache_entry;
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cache_entry.object_id = object.id_;
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cache_entry.object_x = object.x_;
|
||||
cache_entry.object_y = object.y_;
|
||||
cache_entry.object_size = object.size_;
|
||||
cache_entry.palette_hash = palette_hash;
|
||||
cache_entry.rendered_bitmap = object_bitmap; // Copy instead of move
|
||||
cache_entry.is_valid = true;
|
||||
|
||||
// Add to cache (limit cache size)
|
||||
if (object_render_cache_.size() >= 100) {
|
||||
object_render_cache_.erase(object_render_cache_.begin());
|
||||
}
|
||||
object_render_cache_.push_back(std::move(cache_entry));
|
||||
}
|
||||
|
||||
void DungeonEditor::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 DungeonEditor::RenderLayoutObjects(const zelda3::RoomLayout& layout,
|
||||
const gfx::SnesPalette& palette) {
|
||||
// Render layout objects (walls, floors, etc.) as simple colored rectangles
|
||||
// This provides a visual representation of the room's structure
|
||||
|
||||
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
|
||||
// This is a placeholder - in a real implementation, you'd render the actual
|
||||
// tile
|
||||
canvas_.DrawRect(canvas_x, canvas_y, 16, 16,
|
||||
gui::ConvertSnesColorToImVec4(color));
|
||||
}
|
||||
}
|
||||
|
||||
// Coordinate conversion helper functions
|
||||
std::pair<int, int> DungeonEditor::RoomToCanvasCoordinates(int room_x,
|
||||
int room_y) const {
|
||||
// Convert room coordinates (16x16 tile units) to canvas coordinates (pixels)
|
||||
// Note: The canvas applies global_scale_ and scrolling internally, so we
|
||||
// return the base coordinates and let the canvas handle the transformation
|
||||
return {room_x * 16, room_y * 16};
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonEditor::CanvasToRoomCoordinates(int canvas_x,
|
||||
int canvas_y) const {
|
||||
// Convert canvas coordinates (pixels) to room coordinates (16x16 tile units)
|
||||
// Note: This assumes the canvas coordinates are already adjusted for scaling
|
||||
// and scrolling
|
||||
return {canvas_x / 16, canvas_y / 16};
|
||||
}
|
||||
|
||||
bool DungeonEditor::IsWithinCanvasBounds(int canvas_x, int canvas_y,
|
||||
int margin) const {
|
||||
// Check if coordinates are within canvas bounds with optional margin
|
||||
// Get the actual canvas size (accounting for scaling)
|
||||
auto canvas_size = canvas_.canvas_size();
|
||||
auto global_scale = canvas_.global_scale();
|
||||
int scaled_width = static_cast<int>(canvas_size.x * global_scale);
|
||||
int scaled_height = static_cast<int>(canvas_size.y * global_scale);
|
||||
|
||||
return (canvas_x >= -margin && canvas_y >= -margin &&
|
||||
canvas_x <= scaled_width + margin &&
|
||||
canvas_y <= scaled_height + margin);
|
||||
}
|
||||
|
||||
// Room graphics management methods
|
||||
// Legacy method implementations that delegate to components
|
||||
absl::Status DungeonEditor::LoadAndRenderRoomGraphics(int room_id) {
|
||||
if (room_id < 0 || room_id >= rooms_.size()) {
|
||||
return absl::InvalidArgumentError("Invalid room ID");
|
||||
}
|
||||
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
auto& room = rooms_[room_id];
|
||||
|
||||
// Load room graphics with proper 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
|
||||
(void)room.RenderRoomGraphics();
|
||||
|
||||
return absl::OkStatus();
|
||||
return room_loader_.LoadAndRenderRoomGraphics(room_id, rooms_[room_id]);
|
||||
}
|
||||
|
||||
absl::Status DungeonEditor::ReloadAllRoomGraphics() {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
// Clear existing graphics cache
|
||||
object_render_cache_.clear();
|
||||
|
||||
// Reload graphics for all rooms
|
||||
for (int i = 0; i < rooms_.size(); i++) {
|
||||
auto status = LoadAndRenderRoomGraphics(i);
|
||||
if (!status.ok()) {
|
||||
// Log error but continue with other rooms
|
||||
continue;
|
||||
}
|
||||
}
|
||||
return room_loader_.ReloadAllRoomGraphics(rooms_);
|
||||
}
|
||||
|
||||
absl::Status DungeonEditor::UpdateRoomBackgroundLayers(int room_id) {
|
||||
// This method is deprecated - rendering is handled by DungeonRenderer component
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
void DungeonEditor::RenderRoomBackgroundLayers(int room_id) {
|
||||
if (room_id < 0 || room_id >= rooms_.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& room = rooms_[room_id];
|
||||
|
||||
// Get canvas dimensions
|
||||
int canvas_width = canvas_.width();
|
||||
int canvas_height = canvas_.height();
|
||||
|
||||
// BG1 (background layer 1) - 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
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::CalculateUsageStats() {
|
||||
for (const auto& room : rooms_) {
|
||||
if (blockset_usage_.find(room.blockset) == blockset_usage_.end()) {
|
||||
blockset_usage_[room.blockset] = 1;
|
||||
} else {
|
||||
blockset_usage_[room.blockset] += 1;
|
||||
}
|
||||
|
||||
if (spriteset_usage_.find(room.spriteset) == spriteset_usage_.end()) {
|
||||
spriteset_usage_[room.spriteset] = 1;
|
||||
} else {
|
||||
spriteset_usage_[room.spriteset] += 1;
|
||||
}
|
||||
|
||||
if (palette_usage_.find(room.palette) == palette_usage_.end()) {
|
||||
palette_usage_[room.palette] = 1;
|
||||
} else {
|
||||
palette_usage_[room.palette] += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawUsageStats() {
|
||||
if (ImGui::Button("Refresh")) {
|
||||
selected_blockset_ = 0xFFFF;
|
||||
selected_spriteset_ = 0xFFFF;
|
||||
selected_palette_ = 0xFFFF;
|
||||
spriteset_usage_.clear();
|
||||
blockset_usage_.clear();
|
||||
palette_usage_.clear();
|
||||
CalculateUsageStats();
|
||||
}
|
||||
|
||||
ImGui::Text("Usage Statistics");
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::Text("Blocksets: %zu used", blockset_usage_.size());
|
||||
ImGui::Text("Spritesets: %zu used", spriteset_usage_.size());
|
||||
ImGui::Text("Palettes: %zu used", palette_usage_.size());
|
||||
}
|
||||
|
||||
// Drag and select box functionality
|
||||
void DungeonEditor::HandleCanvasMouseInput() {
|
||||
const ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Check if mouse is over the canvas
|
||||
if (!canvas_.IsMouseHovering()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Get mouse position relative to canvas
|
||||
ImVec2 mouse_pos = io.MousePos;
|
||||
ImVec2 canvas_pos = canvas_.zero_point();
|
||||
ImVec2 canvas_size = canvas_.canvas_size();
|
||||
|
||||
// Convert to canvas coordinates
|
||||
ImVec2 canvas_mouse_pos =
|
||||
ImVec2(mouse_pos.x - canvas_pos.x, mouse_pos.y - canvas_pos.y);
|
||||
|
||||
// Handle mouse clicks
|
||||
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftCtrl) ||
|
||||
ImGui::IsKeyDown(ImGuiKey_RightCtrl)) {
|
||||
// Start selection box
|
||||
is_selecting_ = true;
|
||||
select_start_pos_ = canvas_mouse_pos;
|
||||
select_current_pos_ = canvas_mouse_pos;
|
||||
selected_objects_.clear();
|
||||
} else {
|
||||
// Start dragging or place object
|
||||
if (object_loaded_) {
|
||||
// Convert canvas coordinates to room coordinates
|
||||
auto [room_x, room_y] =
|
||||
CanvasToRoomCoordinates(static_cast<int>(canvas_mouse_pos.x),
|
||||
static_cast<int>(canvas_mouse_pos.y));
|
||||
PlaceObjectAtPosition(room_x, room_y);
|
||||
} else {
|
||||
// Start dragging existing objects
|
||||
is_dragging_ = true;
|
||||
drag_start_pos_ = canvas_mouse_pos;
|
||||
drag_current_pos_ = canvas_mouse_pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle mouse drag
|
||||
if (is_selecting_ && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
|
||||
select_current_pos_ = canvas_mouse_pos;
|
||||
UpdateSelectedObjects();
|
||||
}
|
||||
|
||||
if (is_dragging_ && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
|
||||
drag_current_pos_ = canvas_mouse_pos;
|
||||
DrawDragPreview();
|
||||
}
|
||||
|
||||
// Handle mouse release
|
||||
if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
if (is_selecting_) {
|
||||
is_selecting_ = false;
|
||||
UpdateSelectedObjects();
|
||||
}
|
||||
if (is_dragging_) {
|
||||
is_dragging_ = false;
|
||||
// TODO: Apply drag transformation to selected objects
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawSelectBox() {
|
||||
if (!is_selecting_) return;
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImVec2 canvas_pos = canvas_.zero_point();
|
||||
|
||||
// Calculate select box bounds
|
||||
ImVec2 start = ImVec2(
|
||||
canvas_pos.x + std::min(select_start_pos_.x, select_current_pos_.x),
|
||||
canvas_pos.y + std::min(select_start_pos_.y, select_current_pos_.y));
|
||||
ImVec2 end = ImVec2(
|
||||
canvas_pos.x + std::max(select_start_pos_.x, select_current_pos_.x),
|
||||
canvas_pos.y + std::max(select_start_pos_.y, select_current_pos_.y));
|
||||
|
||||
// Draw selection box
|
||||
draw_list->AddRect(start, end, IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
|
||||
draw_list->AddRectFilled(start, end, IM_COL32(255, 255, 0, 32));
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawDragPreview() {
|
||||
if (!is_dragging_) return;
|
||||
|
||||
// Draw drag preview for selected objects
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImVec2 canvas_pos = canvas_.zero_point();
|
||||
ImVec2 drag_delta = ImVec2(drag_current_pos_.x - drag_start_pos_.x,
|
||||
drag_current_pos_.y - drag_start_pos_.y);
|
||||
|
||||
// Draw preview of where objects would be moved
|
||||
for (int obj_id : selected_objects_) {
|
||||
// TODO: Draw preview of object at new position
|
||||
// This would require getting the object's current position and drawing it
|
||||
// offset by drag_delta
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::UpdateSelectedObjects() {
|
||||
if (!is_selecting_) return;
|
||||
|
||||
selected_objects_.clear();
|
||||
|
||||
// Get current room
|
||||
int current_room = current_room_id_;
|
||||
if (!active_rooms_.empty() && current_active_room_tab_ < active_rooms_.Size) {
|
||||
current_room = active_rooms_[current_active_room_tab_];
|
||||
}
|
||||
|
||||
if (current_room < 0 || current_room >= rooms_.size()) return;
|
||||
|
||||
auto& room = rooms_[current_room];
|
||||
|
||||
// Check each object in the room
|
||||
for (const auto& object : room.GetTileObjects()) {
|
||||
if (IsObjectInSelectBox(object)) {
|
||||
selected_objects_.push_back(object.id_);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool DungeonEditor::IsObjectInSelectBox(
|
||||
const zelda3::RoomObject& object) const {
|
||||
if (!is_selecting_) return false;
|
||||
|
||||
// Convert object position to canvas coordinates
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
// Calculate select box bounds
|
||||
float min_x = std::min(select_start_pos_.x, select_current_pos_.x);
|
||||
float max_x = std::max(select_start_pos_.x, select_current_pos_.x);
|
||||
float min_y = std::min(select_start_pos_.y, select_current_pos_.y);
|
||||
float max_y = std::max(select_start_pos_.y, select_current_pos_.y);
|
||||
|
||||
// Check if object is within select box
|
||||
return (canvas_x >= min_x && canvas_x <= max_x && canvas_y >= min_y &&
|
||||
canvas_y <= max_y);
|
||||
}
|
||||
|
||||
void DungeonEditor::PlaceObjectAtPosition(int room_x, int room_y) {
|
||||
if (!object_loaded_ || preview_object_.id_ < 0) return;
|
||||
|
||||
// Get current room
|
||||
int current_room = current_room_id_;
|
||||
if (!active_rooms_.empty() && current_active_room_tab_ < active_rooms_.Size) {
|
||||
current_room = active_rooms_[current_active_room_tab_];
|
||||
}
|
||||
|
||||
if (current_room < 0 || current_room >= rooms_.size()) return;
|
||||
|
||||
// Create new object at the specified position
|
||||
auto new_object = preview_object_;
|
||||
new_object.x_ = room_x;
|
||||
new_object.y_ = room_y;
|
||||
new_object.set_rom(rom_);
|
||||
new_object.EnsureTilesLoaded();
|
||||
|
||||
// Add object to room
|
||||
auto& room = rooms_[current_room];
|
||||
room.AddTileObject(new_object);
|
||||
|
||||
// Clear the object render cache to force redraw
|
||||
object_render_cache_.clear();
|
||||
|
||||
// Update the object selector with the new object count
|
||||
object_selector_.set_current_room_id(current_room);
|
||||
}
|
||||
|
||||
void DungeonEditor::CheckForObjectSelection() {
|
||||
// Draw object selection rectangle similar to OverworldEditor
|
||||
DrawObjectSelectRect();
|
||||
|
||||
// Handle object selection when rectangle is active
|
||||
if (object_select_active_) {
|
||||
SelectObjectsInRect();
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::DrawObjectSelectRect() {
|
||||
if (!canvas_.IsMouseHovering()) return;
|
||||
|
||||
const ImGuiIO& io = ImGui::GetIO();
|
||||
const ImVec2 canvas_pos = canvas_.zero_point();
|
||||
const ImVec2 mouse_pos =
|
||||
ImVec2(io.MousePos.x - canvas_pos.x, io.MousePos.y - canvas_pos.y);
|
||||
|
||||
static bool dragging = false;
|
||||
static ImVec2 drag_start_pos;
|
||||
|
||||
// Right click to start object selection
|
||||
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right) && !object_loaded_) {
|
||||
drag_start_pos = mouse_pos;
|
||||
object_select_start_ = mouse_pos;
|
||||
selected_object_indices_.clear();
|
||||
object_select_active_ = false;
|
||||
dragging = false;
|
||||
}
|
||||
|
||||
// Right drag to create selection rectangle
|
||||
if (ImGui::IsMouseDragging(ImGuiMouseButton_Right) && !object_loaded_) {
|
||||
object_select_end_ = mouse_pos;
|
||||
dragging = true;
|
||||
|
||||
// Draw selection rectangle
|
||||
ImVec2 start =
|
||||
ImVec2(canvas_pos.x + std::min(drag_start_pos.x, mouse_pos.x),
|
||||
canvas_pos.y + std::min(drag_start_pos.y, mouse_pos.y));
|
||||
ImVec2 end = ImVec2(canvas_pos.x + std::max(drag_start_pos.x, mouse_pos.x),
|
||||
canvas_pos.y + std::max(drag_start_pos.y, mouse_pos.y));
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
draw_list->AddRect(start, end, IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
|
||||
draw_list->AddRectFilled(start, end, IM_COL32(255, 255, 0, 32));
|
||||
}
|
||||
|
||||
// Complete selection on mouse release
|
||||
if (dragging && !ImGui::IsMouseDown(ImGuiMouseButton_Right)) {
|
||||
dragging = false;
|
||||
object_select_active_ = true;
|
||||
SelectObjectsInRect();
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonEditor::SelectObjectsInRect() {
|
||||
int current_room = current_room_id_;
|
||||
if (!active_rooms_.empty() && current_active_room_tab_ < active_rooms_.Size) {
|
||||
current_room = active_rooms_[current_active_room_tab_];
|
||||
}
|
||||
|
||||
if (current_room < 0 || current_room >= rooms_.size()) return;
|
||||
|
||||
auto& room = rooms_[current_room];
|
||||
selected_object_indices_.clear();
|
||||
|
||||
// Calculate selection bounds in room coordinates
|
||||
auto [start_room_x, start_room_y] = CanvasToRoomCoordinates(
|
||||
static_cast<int>(std::min(object_select_start_.x, object_select_end_.x)),
|
||||
static_cast<int>(std::min(object_select_start_.y, object_select_end_.y)));
|
||||
auto [end_room_x, end_room_y] = CanvasToRoomCoordinates(
|
||||
static_cast<int>(std::max(object_select_start_.x, object_select_end_.x)),
|
||||
static_cast<int>(std::max(object_select_start_.y, object_select_end_.y)));
|
||||
|
||||
// Find objects within selection rectangle
|
||||
const auto& objects = room.GetTileObjects();
|
||||
for (size_t i = 0; i < objects.size(); ++i) {
|
||||
const auto& object = objects[i];
|
||||
if (object.x_ >= start_room_x && object.x_ <= end_room_x &&
|
||||
object.y_ >= start_room_y && object.y_ <= end_room_y) {
|
||||
selected_object_indices_.push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
// Highlight selected objects
|
||||
if (!selected_object_indices_.empty()) {
|
||||
for (size_t index : selected_object_indices_) {
|
||||
if (index < objects.size()) {
|
||||
const auto& object = objects[index];
|
||||
auto [canvas_x, canvas_y] =
|
||||
RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
// Draw selection highlight
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImVec2 canvas_pos = canvas_.zero_point();
|
||||
ImVec2 obj_start(canvas_pos.x + canvas_x - 2,
|
||||
canvas_pos.y + canvas_y - 2);
|
||||
ImVec2 obj_end(canvas_pos.x + canvas_x + 18,
|
||||
canvas_pos.y + canvas_y + 18);
|
||||
draw_list->AddRect(obj_start, obj_end, IM_COL32(0, 255, 255, 255), 0.0f,
|
||||
0, 2.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
|
||||
@@ -17,6 +17,11 @@
|
||||
#include "dungeon_room_selector.h"
|
||||
#include "dungeon_canvas_viewer.h"
|
||||
#include "dungeon_object_selector.h"
|
||||
#include "dungeon_toolset.h"
|
||||
#include "dungeon_object_interaction.h"
|
||||
#include "dungeon_renderer.h"
|
||||
#include "dungeon_room_loader.h"
|
||||
#include "dungeon_usage_tracker.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
@@ -46,7 +51,8 @@ class DungeonEditor : public Editor {
|
||||
public:
|
||||
explicit DungeonEditor(Rom* rom = nullptr)
|
||||
: rom_(rom), object_renderer_(rom), preview_object_(0, 0, 0, 0, 0),
|
||||
room_selector_(rom), canvas_viewer_(rom), object_selector_(rom) {
|
||||
room_selector_(rom), canvas_viewer_(rom), object_selector_(rom),
|
||||
object_interaction_(&canvas_), renderer_(&canvas_, rom), room_loader_(rom) {
|
||||
type_ = EditorType::kDungeon;
|
||||
// Initialize the new dungeon editor system
|
||||
if (rom) {
|
||||
@@ -84,8 +90,6 @@ class DungeonEditor : public Editor {
|
||||
|
||||
absl::Status UpdateDungeonRoomView();
|
||||
|
||||
void DrawToolset();
|
||||
|
||||
void DrawDungeonTabView();
|
||||
void DrawDungeonCanvas(int room_id);
|
||||
|
||||
@@ -100,113 +104,20 @@ class DungeonEditor : public Editor {
|
||||
void DrawTileSelector();
|
||||
void DrawObjectRenderer();
|
||||
|
||||
// Object rendering methods
|
||||
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);
|
||||
|
||||
// New editing mode interfaces
|
||||
void DrawObjectEditor();
|
||||
void DrawSpriteEditor();
|
||||
void DrawItemEditor();
|
||||
void DrawEntranceEditor();
|
||||
void DrawDoorEditor();
|
||||
void DrawChestEditor();
|
||||
void DrawPropertiesEditor();
|
||||
|
||||
// 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;
|
||||
|
||||
// Drag and select box functionality
|
||||
void HandleCanvasMouseInput();
|
||||
void DrawSelectBox();
|
||||
void DrawDragPreview();
|
||||
void UpdateSelectedObjects();
|
||||
bool IsObjectInSelectBox(const zelda3::RoomObject& object) const;
|
||||
void PlaceObjectAtPosition(int room_x, int room_y);
|
||||
|
||||
// Object selection rectangle (like OverworldEditor)
|
||||
void CheckForObjectSelection();
|
||||
void DrawObjectSelectRect();
|
||||
void SelectObjectsInRect();
|
||||
|
||||
// Room graphics management
|
||||
// Legacy methods (delegated to components)
|
||||
absl::Status LoadAndRenderRoomGraphics(int room_id);
|
||||
absl::Status ReloadAllRoomGraphics();
|
||||
absl::Status UpdateRoomBackgroundLayers(int room_id);
|
||||
void RenderRoomBackgroundLayers(int room_id);
|
||||
|
||||
// Object rendering cache to avoid re-rendering the same objects
|
||||
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;
|
||||
|
||||
// Object preview system
|
||||
zelda3::RoomObject preview_object_;
|
||||
gfx::SnesPalette preview_palette_;
|
||||
|
||||
void CalculateUsageStats();
|
||||
void DrawUsageStats();
|
||||
void DrawUsageGrid();
|
||||
void RenderSetUsage(const absl::flat_hash_map<uint16_t, int>& usage_map,
|
||||
uint16_t& selected_set, int spriteset_offset = 0x00);
|
||||
|
||||
enum BackgroundType {
|
||||
kNoBackground,
|
||||
kBackground1,
|
||||
kBackground2,
|
||||
kBackground3,
|
||||
kBackgroundAny,
|
||||
};
|
||||
|
||||
// Updated placement types to match new editor system
|
||||
enum PlacementType {
|
||||
kNoType,
|
||||
kObject, // Object editing mode
|
||||
kSprite, // Sprite editing mode
|
||||
kItem, // Item placement mode
|
||||
kEntrance, // Entrance/exit editing mode
|
||||
kDoor, // Door configuration mode
|
||||
kChest, // Chest management mode
|
||||
kBlock // Legacy block mode
|
||||
};
|
||||
|
||||
int background_type_ = kNoBackground;
|
||||
int placement_type_ = kNoType;
|
||||
|
||||
bool is_loaded_ = false;
|
||||
bool object_loaded_ = false;
|
||||
bool palette_showing_ = false;
|
||||
bool refresh_graphics_ = false;
|
||||
|
||||
// Drag and select box infrastructure
|
||||
bool is_dragging_ = false;
|
||||
bool is_selecting_ = false;
|
||||
ImVec2 drag_start_pos_;
|
||||
ImVec2 drag_current_pos_;
|
||||
ImVec2 select_start_pos_;
|
||||
ImVec2 select_current_pos_;
|
||||
std::vector<int> selected_objects_;
|
||||
int current_layer_ = 0; // 0 = BG1, 1 = BG2, 2 = Both
|
||||
|
||||
// Object selection rectangle (like OverworldEditor)
|
||||
bool object_select_active_ = false;
|
||||
ImVec2 object_select_start_;
|
||||
ImVec2 object_select_end_;
|
||||
std::vector<size_t> selected_object_indices_;
|
||||
|
||||
// New editor system integration
|
||||
std::unique_ptr<zelda3::DungeonEditorSystem> dungeon_editor_system_;
|
||||
std::shared_ptr<zelda3::DungeonObjectEditor> object_editor_;
|
||||
@@ -243,26 +154,17 @@ class DungeonEditor : public Editor {
|
||||
std::array<zelda3::RoomEntrance, 0x8C> entrances_ = {};
|
||||
zelda3::ObjectRenderer object_renderer_;
|
||||
|
||||
// New UI components
|
||||
// UI components
|
||||
DungeonRoomSelector room_selector_;
|
||||
DungeonCanvasViewer canvas_viewer_;
|
||||
DungeonObjectSelector object_selector_;
|
||||
|
||||
absl::flat_hash_map<uint16_t, int> spriteset_usage_;
|
||||
absl::flat_hash_map<uint16_t, int> blockset_usage_;
|
||||
absl::flat_hash_map<uint16_t, int> palette_usage_;
|
||||
|
||||
std::vector<int64_t> room_size_pointers_;
|
||||
std::vector<int64_t> room_sizes_;
|
||||
|
||||
uint16_t selected_blockset_ = 0xFFFF; // 0xFFFF indicates no selection
|
||||
uint16_t selected_spriteset_ = 0xFFFF;
|
||||
uint16_t selected_palette_ = 0xFFFF;
|
||||
|
||||
uint64_t total_room_size_ = 0;
|
||||
|
||||
std::unordered_map<int, int> room_size_addresses_;
|
||||
std::unordered_map<int, ImVec4> room_palette_;
|
||||
|
||||
// Refactored components
|
||||
DungeonToolset toolset_;
|
||||
DungeonObjectInteraction object_interaction_;
|
||||
DungeonRenderer renderer_;
|
||||
DungeonRoomLoader room_loader_;
|
||||
DungeonUsageTracker usage_tracker_;
|
||||
|
||||
absl::Status status_;
|
||||
|
||||
|
||||
308
src/app/editor/dungeon/dungeon_object_interaction.cc
Normal file
308
src/app/editor/dungeon/dungeon_object_interaction.cc
Normal file
@@ -0,0 +1,308 @@
|
||||
#include "dungeon_object_interaction.h"
|
||||
|
||||
#include "app/gui/color.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
namespace yaze::editor {
|
||||
|
||||
void DungeonObjectInteraction::HandleCanvasMouseInput() {
|
||||
const ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Check if mouse is over the canvas
|
||||
if (!canvas_->IsMouseHovering()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Get mouse position relative to canvas
|
||||
ImVec2 mouse_pos = io.MousePos;
|
||||
ImVec2 canvas_pos = canvas_->zero_point();
|
||||
ImVec2 canvas_size = canvas_->canvas_size();
|
||||
|
||||
// Convert to canvas coordinates
|
||||
ImVec2 canvas_mouse_pos =
|
||||
ImVec2(mouse_pos.x - canvas_pos.x, mouse_pos.y - canvas_pos.y);
|
||||
|
||||
// Handle mouse clicks
|
||||
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftCtrl) ||
|
||||
ImGui::IsKeyDown(ImGuiKey_RightCtrl)) {
|
||||
// Start selection box
|
||||
is_selecting_ = true;
|
||||
select_start_pos_ = canvas_mouse_pos;
|
||||
select_current_pos_ = canvas_mouse_pos;
|
||||
selected_objects_.clear();
|
||||
} else {
|
||||
// Start dragging or place object
|
||||
if (object_loaded_) {
|
||||
// Convert canvas coordinates to room coordinates
|
||||
auto [room_x, room_y] =
|
||||
CanvasToRoomCoordinates(static_cast<int>(canvas_mouse_pos.x),
|
||||
static_cast<int>(canvas_mouse_pos.y));
|
||||
PlaceObjectAtPosition(room_x, room_y);
|
||||
} else {
|
||||
// Start dragging existing objects
|
||||
is_dragging_ = true;
|
||||
drag_start_pos_ = canvas_mouse_pos;
|
||||
drag_current_pos_ = canvas_mouse_pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle mouse drag
|
||||
if (is_selecting_ && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
|
||||
select_current_pos_ = canvas_mouse_pos;
|
||||
UpdateSelectedObjects();
|
||||
}
|
||||
|
||||
if (is_dragging_ && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
|
||||
drag_current_pos_ = canvas_mouse_pos;
|
||||
DrawDragPreview();
|
||||
}
|
||||
|
||||
// Handle mouse release
|
||||
if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
|
||||
if (is_selecting_) {
|
||||
is_selecting_ = false;
|
||||
UpdateSelectedObjects();
|
||||
}
|
||||
if (is_dragging_) {
|
||||
is_dragging_ = false;
|
||||
// TODO: Apply drag transformation to selected objects
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::CheckForObjectSelection() {
|
||||
// Draw object selection rectangle similar to OverworldEditor
|
||||
DrawObjectSelectRect();
|
||||
|
||||
// Handle object selection when rectangle is active
|
||||
if (object_select_active_) {
|
||||
SelectObjectsInRect();
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::DrawObjectSelectRect() {
|
||||
if (!canvas_->IsMouseHovering()) return;
|
||||
|
||||
const ImGuiIO& io = ImGui::GetIO();
|
||||
const ImVec2 canvas_pos = canvas_->zero_point();
|
||||
const ImVec2 mouse_pos =
|
||||
ImVec2(io.MousePos.x - canvas_pos.x, io.MousePos.y - canvas_pos.y);
|
||||
|
||||
static bool dragging = false;
|
||||
static ImVec2 drag_start_pos;
|
||||
|
||||
// Right click to start object selection
|
||||
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right) && !object_loaded_) {
|
||||
drag_start_pos = mouse_pos;
|
||||
object_select_start_ = mouse_pos;
|
||||
selected_object_indices_.clear();
|
||||
object_select_active_ = false;
|
||||
dragging = false;
|
||||
}
|
||||
|
||||
// Right drag to create selection rectangle
|
||||
if (ImGui::IsMouseDragging(ImGuiMouseButton_Right) && !object_loaded_) {
|
||||
object_select_end_ = mouse_pos;
|
||||
dragging = true;
|
||||
|
||||
// Draw selection rectangle
|
||||
ImVec2 start =
|
||||
ImVec2(canvas_pos.x + std::min(drag_start_pos.x, mouse_pos.x),
|
||||
canvas_pos.y + std::min(drag_start_pos.y, mouse_pos.y));
|
||||
ImVec2 end = ImVec2(canvas_pos.x + std::max(drag_start_pos.x, mouse_pos.x),
|
||||
canvas_pos.y + std::max(drag_start_pos.y, mouse_pos.y));
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
draw_list->AddRect(start, end, IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
|
||||
draw_list->AddRectFilled(start, end, IM_COL32(255, 255, 0, 32));
|
||||
}
|
||||
|
||||
// Complete selection on mouse release
|
||||
if (dragging && !ImGui::IsMouseDown(ImGuiMouseButton_Right)) {
|
||||
dragging = false;
|
||||
object_select_active_ = true;
|
||||
SelectObjectsInRect();
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::SelectObjectsInRect() {
|
||||
if (!rooms_ || current_room_id_ < 0 || current_room_id_ >= 296) return;
|
||||
|
||||
auto& room = (*rooms_)[current_room_id_];
|
||||
selected_object_indices_.clear();
|
||||
|
||||
// Calculate selection bounds in room coordinates
|
||||
auto [start_room_x, start_room_y] = CanvasToRoomCoordinates(
|
||||
static_cast<int>(std::min(object_select_start_.x, object_select_end_.x)),
|
||||
static_cast<int>(std::min(object_select_start_.y, object_select_end_.y)));
|
||||
auto [end_room_x, end_room_y] = CanvasToRoomCoordinates(
|
||||
static_cast<int>(std::max(object_select_start_.x, object_select_end_.x)),
|
||||
static_cast<int>(std::max(object_select_start_.y, object_select_end_.y)));
|
||||
|
||||
// Find objects within selection rectangle
|
||||
const auto& objects = room.GetTileObjects();
|
||||
for (size_t i = 0; i < objects.size(); ++i) {
|
||||
const auto& object = objects[i];
|
||||
if (object.x_ >= start_room_x && object.x_ <= end_room_x &&
|
||||
object.y_ >= start_room_y && object.y_ <= end_room_y) {
|
||||
selected_object_indices_.push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
// Highlight selected objects
|
||||
if (!selected_object_indices_.empty()) {
|
||||
for (size_t index : selected_object_indices_) {
|
||||
if (index < objects.size()) {
|
||||
const auto& object = objects[index];
|
||||
auto [canvas_x, canvas_y] =
|
||||
RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
// Draw selection highlight
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImVec2 canvas_pos = canvas_->zero_point();
|
||||
ImVec2 obj_start(canvas_pos.x + canvas_x - 2,
|
||||
canvas_pos.y + canvas_y - 2);
|
||||
ImVec2 obj_end(canvas_pos.x + canvas_x + 18,
|
||||
canvas_pos.y + canvas_y + 18);
|
||||
draw_list->AddRect(obj_start, obj_end, IM_COL32(0, 255, 255, 255), 0.0f,
|
||||
0, 2.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::PlaceObjectAtPosition(int room_x, int room_y) {
|
||||
if (!object_loaded_ || preview_object_.id_ < 0 || !rooms_) return;
|
||||
|
||||
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
|
||||
|
||||
// Create new object at the specified position
|
||||
auto new_object = preview_object_;
|
||||
new_object.x_ = room_x;
|
||||
new_object.y_ = room_y;
|
||||
|
||||
// Add object to room
|
||||
auto& room = (*rooms_)[current_room_id_];
|
||||
room.AddTileObject(new_object);
|
||||
|
||||
// Notify callback if set
|
||||
if (object_placed_callback_) {
|
||||
object_placed_callback_(new_object);
|
||||
}
|
||||
|
||||
// Trigger cache invalidation
|
||||
if (cache_invalidation_callback_) {
|
||||
cache_invalidation_callback_();
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::DrawSelectBox() {
|
||||
if (!is_selecting_) return;
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImVec2 canvas_pos = canvas_->zero_point();
|
||||
|
||||
// Calculate select box bounds
|
||||
ImVec2 start = ImVec2(
|
||||
canvas_pos.x + std::min(select_start_pos_.x, select_current_pos_.x),
|
||||
canvas_pos.y + std::min(select_start_pos_.y, select_current_pos_.y));
|
||||
ImVec2 end = ImVec2(
|
||||
canvas_pos.x + std::max(select_start_pos_.x, select_current_pos_.x),
|
||||
canvas_pos.y + std::max(select_start_pos_.y, select_current_pos_.y));
|
||||
|
||||
// Draw selection box
|
||||
draw_list->AddRect(start, end, IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
|
||||
draw_list->AddRectFilled(start, end, IM_COL32(255, 255, 0, 32));
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::DrawDragPreview() {
|
||||
if (!is_dragging_) return;
|
||||
|
||||
// Draw drag preview for selected objects
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImVec2 canvas_pos = canvas_->zero_point();
|
||||
ImVec2 drag_delta = ImVec2(drag_current_pos_.x - drag_start_pos_.x,
|
||||
drag_current_pos_.y - drag_start_pos_.y);
|
||||
|
||||
// Draw preview of where objects would be moved
|
||||
for (int obj_id : selected_objects_) {
|
||||
// TODO: Draw preview of object at new position
|
||||
// This would require getting the object's current position and drawing it
|
||||
// offset by drag_delta
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::UpdateSelectedObjects() {
|
||||
if (!is_selecting_ || !rooms_) return;
|
||||
|
||||
selected_objects_.clear();
|
||||
|
||||
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
|
||||
|
||||
auto& room = (*rooms_)[current_room_id_];
|
||||
|
||||
// Check each object in the room
|
||||
for (const auto& object : room.GetTileObjects()) {
|
||||
if (IsObjectInSelectBox(object)) {
|
||||
selected_objects_.push_back(object.id_);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool DungeonObjectInteraction::IsObjectInSelectBox(
|
||||
const zelda3::RoomObject& object) const {
|
||||
if (!is_selecting_) return false;
|
||||
|
||||
// Convert object position to canvas coordinates
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
// Calculate select box bounds
|
||||
float min_x = std::min(select_start_pos_.x, select_current_pos_.x);
|
||||
float max_x = std::max(select_start_pos_.x, select_current_pos_.x);
|
||||
float min_y = std::min(select_start_pos_.y, select_current_pos_.y);
|
||||
float max_y = std::max(select_start_pos_.y, select_current_pos_.y);
|
||||
|
||||
// Check if object is within select box
|
||||
return (canvas_x >= min_x && canvas_x <= max_x && canvas_y >= min_y &&
|
||||
canvas_y <= max_y);
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonObjectInteraction::RoomToCanvasCoordinates(int room_x, int room_y) const {
|
||||
return {room_x * 16, room_y * 16};
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonObjectInteraction::CanvasToRoomCoordinates(int canvas_x, int canvas_y) const {
|
||||
return {canvas_x / 16, canvas_y / 16};
|
||||
}
|
||||
|
||||
bool DungeonObjectInteraction::IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin) const {
|
||||
auto canvas_size = canvas_->canvas_size();
|
||||
auto global_scale = canvas_->global_scale();
|
||||
int scaled_width = static_cast<int>(canvas_size.x * global_scale);
|
||||
int scaled_height = static_cast<int>(canvas_size.y * global_scale);
|
||||
|
||||
return (canvas_x >= -margin && canvas_y >= -margin &&
|
||||
canvas_x <= scaled_width + margin &&
|
||||
canvas_y <= scaled_height + margin);
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::SetCurrentRoom(std::array<zelda3::Room, 0x128>* rooms, int room_id) {
|
||||
rooms_ = rooms;
|
||||
current_room_id_ = room_id;
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::SetPreviewObject(const zelda3::RoomObject& object, bool loaded) {
|
||||
preview_object_ = object;
|
||||
object_loaded_ = loaded;
|
||||
}
|
||||
|
||||
void DungeonObjectInteraction::ClearSelection() {
|
||||
selected_object_indices_.clear();
|
||||
object_select_active_ = false;
|
||||
is_selecting_ = false;
|
||||
is_dragging_ = false;
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
94
src/app/editor/dungeon/dungeon_object_interaction.h
Normal file
94
src/app/editor/dungeon/dungeon_object_interaction.h
Normal file
@@ -0,0 +1,94 @@
|
||||
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_OBJECT_INTERACTION_H
|
||||
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_OBJECT_INTERACTION_H
|
||||
|
||||
#include <vector>
|
||||
#include <functional>
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
#include "app/gui/canvas.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
/**
|
||||
* @brief Handles object selection, placement, and interaction within the dungeon canvas
|
||||
*
|
||||
* This component manages mouse interactions for object selection (similar to OverworldEditor),
|
||||
* object placement, drag operations, and multi-object selection.
|
||||
*/
|
||||
class DungeonObjectInteraction {
|
||||
public:
|
||||
explicit DungeonObjectInteraction(gui::Canvas* canvas) : canvas_(canvas) {}
|
||||
|
||||
// Main interaction handling
|
||||
void HandleCanvasMouseInput();
|
||||
void CheckForObjectSelection();
|
||||
void PlaceObjectAtPosition(int room_x, int room_y);
|
||||
|
||||
// Selection rectangle (like OverworldEditor)
|
||||
void DrawObjectSelectRect();
|
||||
void SelectObjectsInRect();
|
||||
|
||||
// Drag and select box functionality
|
||||
void DrawSelectBox();
|
||||
void DrawDragPreview();
|
||||
void UpdateSelectedObjects();
|
||||
bool IsObjectInSelectBox(const zelda3::RoomObject& object) const;
|
||||
|
||||
// Coordinate conversion
|
||||
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;
|
||||
|
||||
// State management
|
||||
void SetCurrentRoom(std::array<zelda3::Room, 0x128>* rooms, int room_id);
|
||||
void SetPreviewObject(const zelda3::RoomObject& object, bool loaded);
|
||||
|
||||
// Selection state
|
||||
const std::vector<size_t>& GetSelectedObjectIndices() const { return selected_object_indices_; }
|
||||
bool IsObjectSelectActive() const { return object_select_active_; }
|
||||
void ClearSelection();
|
||||
|
||||
// Callbacks
|
||||
void SetObjectPlacedCallback(std::function<void(const zelda3::RoomObject&)> callback) {
|
||||
object_placed_callback_ = callback;
|
||||
}
|
||||
void SetCacheInvalidationCallback(std::function<void()> callback) {
|
||||
cache_invalidation_callback_ = callback;
|
||||
}
|
||||
|
||||
private:
|
||||
gui::Canvas* canvas_;
|
||||
std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
|
||||
int current_room_id_ = 0;
|
||||
|
||||
// Preview object state
|
||||
zelda3::RoomObject preview_object_{0, 0, 0, 0, 0};
|
||||
bool object_loaded_ = false;
|
||||
|
||||
// Drag and select infrastructure
|
||||
bool is_dragging_ = false;
|
||||
bool is_selecting_ = false;
|
||||
ImVec2 drag_start_pos_;
|
||||
ImVec2 drag_current_pos_;
|
||||
ImVec2 select_start_pos_;
|
||||
ImVec2 select_current_pos_;
|
||||
std::vector<int> selected_objects_;
|
||||
|
||||
// Object selection rectangle (like OverworldEditor)
|
||||
bool object_select_active_ = false;
|
||||
ImVec2 object_select_start_;
|
||||
ImVec2 object_select_end_;
|
||||
std::vector<size_t> selected_object_indices_;
|
||||
|
||||
// Callbacks
|
||||
std::function<void(const zelda3::RoomObject&)> object_placed_callback_;
|
||||
std::function<void()> cache_invalidation_callback_;
|
||||
};
|
||||
|
||||
} // namespace editor
|
||||
} // namespace yaze
|
||||
|
||||
#endif // YAZE_APP_EDITOR_DUNGEON_DUNGEON_OBJECT_INTERACTION_H
|
||||
206
src/app/editor/dungeon/dungeon_renderer.cc
Normal file
206
src/app/editor/dungeon/dungeon_renderer.cc
Normal file
@@ -0,0 +1,206 @@
|
||||
#include "dungeon_renderer.h"
|
||||
|
||||
#include "absl/strings/str_format.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/arena.h"
|
||||
#include "app/gui/color.h"
|
||||
|
||||
namespace yaze::editor {
|
||||
|
||||
using core::Renderer;
|
||||
|
||||
void DungeonRenderer::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
|
||||
}
|
||||
|
||||
// Calculate palette hash for caching
|
||||
uint64_t palette_hash = 0;
|
||||
for (size_t i = 0; i < palette.size() && i < 16; ++i) {
|
||||
palette_hash ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 +
|
||||
(palette_hash << 6) + (palette_hash >> 2);
|
||||
}
|
||||
|
||||
// Convert room coordinates to canvas coordinates
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
// Check if object is within canvas bounds
|
||||
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
|
||||
return; // Skip objects outside visible area
|
||||
}
|
||||
|
||||
// Check cache first
|
||||
for (auto& cached : object_render_cache_) {
|
||||
if (cached.object_id == object.id_ && cached.object_x == object.x_ &&
|
||||
cached.object_y == object.y_ && cached.object_size == object.size_ &&
|
||||
cached.palette_hash == palette_hash && cached.is_valid) {
|
||||
canvas_->DrawBitmap(cached.rendered_bitmap, canvas_x, canvas_y, 1.0f, 255);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 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());
|
||||
object_bitmap.SetPalette(palette);
|
||||
core::Renderer::Get().RenderBitmap(&object_bitmap);
|
||||
|
||||
// Draw the object bitmap to the canvas
|
||||
canvas_->DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
|
||||
|
||||
// Cache the rendered bitmap
|
||||
ObjectRenderCache cache_entry;
|
||||
cache_entry.object_id = object.id_;
|
||||
cache_entry.object_x = object.x_;
|
||||
cache_entry.object_y = object.y_;
|
||||
cache_entry.object_size = object.size_;
|
||||
cache_entry.palette_hash = palette_hash;
|
||||
cache_entry.rendered_bitmap = object_bitmap;
|
||||
cache_entry.is_valid = true;
|
||||
|
||||
// Add to cache (limit cache size)
|
||||
if (object_render_cache_.size() >= 100) {
|
||||
object_render_cache_.erase(object_render_cache_.begin());
|
||||
}
|
||||
object_render_cache_.push_back(std::move(cache_entry));
|
||||
}
|
||||
|
||||
void DungeonRenderer::DisplayObjectInfo(const zelda3::RoomObject& object,
|
||||
int canvas_x, int canvas_y) {
|
||||
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
|
||||
object.x_, object.y_, object.size_);
|
||||
canvas_->DrawText(info_text, canvas_x, canvas_y - 12);
|
||||
}
|
||||
|
||||
void DungeonRenderer::RenderLayoutObjects(const zelda3::RoomLayout& layout,
|
||||
const gfx::SnesPalette& palette) {
|
||||
for (const auto& layout_obj : layout.GetObjects()) {
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(layout_obj.x(), layout_obj.y());
|
||||
|
||||
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
canvas_->DrawRect(canvas_x, canvas_y, 16, 16,
|
||||
gui::ConvertSnesColorToImVec4(color));
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonRenderer::RenderRoomBackgroundLayers(int room_id) {
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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) {
|
||||
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) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
absl::Status DungeonRenderer::RefreshGraphics(int room_id, uint64_t palette_id,
|
||||
const gfx::PaletteGroup& palette_group) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
// This would need access to room data - will be called from main editor
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonRenderer::RoomToCanvasCoordinates(int room_x, int room_y) const {
|
||||
return {room_x * 16, room_y * 16};
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonRenderer::CanvasToRoomCoordinates(int canvas_x, int canvas_y) const {
|
||||
return {canvas_x / 16, canvas_y / 16};
|
||||
}
|
||||
|
||||
bool DungeonRenderer::IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin) const {
|
||||
auto canvas_size = canvas_->canvas_size();
|
||||
auto global_scale = canvas_->global_scale();
|
||||
int scaled_width = static_cast<int>(canvas_size.x * global_scale);
|
||||
int scaled_height = static_cast<int>(canvas_size.y * global_scale);
|
||||
|
||||
return (canvas_x >= -margin && canvas_y >= -margin &&
|
||||
canvas_x <= scaled_width + margin &&
|
||||
canvas_y <= scaled_height + margin);
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
76
src/app/editor/dungeon/dungeon_renderer.h
Normal file
76
src/app/editor/dungeon/dungeon_renderer.h
Normal file
@@ -0,0 +1,76 @@
|
||||
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
||||
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "absl/status/status.h"
|
||||
#include "app/gfx/snes_palette.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/zelda3/dungeon/room_layout.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
/**
|
||||
* @brief Handles rendering of dungeon objects, layouts, and backgrounds
|
||||
*
|
||||
* This component manages all rendering operations for the dungeon editor,
|
||||
* including object caching, background layers, and layout visualization.
|
||||
*/
|
||||
class DungeonRenderer {
|
||||
public:
|
||||
explicit DungeonRenderer(gui::Canvas* canvas, Rom* rom)
|
||||
: canvas_(canvas), rom_(rom), object_renderer_(rom) {}
|
||||
|
||||
// Object rendering
|
||||
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);
|
||||
|
||||
// Background rendering
|
||||
void RenderRoomBackgroundLayers(int room_id);
|
||||
absl::Status RefreshGraphics(int room_id, uint64_t palette_id,
|
||||
const gfx::PaletteGroup& palette_group);
|
||||
|
||||
// Graphics management
|
||||
absl::Status LoadAndRenderRoomGraphics(int room_id,
|
||||
std::array<zelda3::Room, 0x128>& rooms);
|
||||
absl::Status ReloadAllRoomGraphics(std::array<zelda3::Room, 0x128>& rooms);
|
||||
|
||||
// Cache management
|
||||
void ClearObjectCache() { object_render_cache_.clear(); }
|
||||
size_t GetCacheSize() const { return object_render_cache_.size(); }
|
||||
|
||||
// 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;
|
||||
|
||||
private:
|
||||
gui::Canvas* canvas_;
|
||||
Rom* rom_;
|
||||
zelda3::ObjectRenderer object_renderer_;
|
||||
|
||||
// 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 // YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
||||
127
src/app/editor/dungeon/dungeon_room_loader.cc
Normal file
127
src/app/editor/dungeon/dungeon_room_loader.cc
Normal file
@@ -0,0 +1,127 @@
|
||||
#include "dungeon_room_loader.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <map>
|
||||
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
|
||||
namespace yaze::editor {
|
||||
|
||||
absl::Status DungeonRoomLoader::LoadAllRooms(std::array<zelda3::Room, 0x128>& rooms) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
auto dungeon_man_pal_group = rom_->palette_group().dungeon_main;
|
||||
|
||||
for (int i = 0; i < 0x100 + 40; i++) {
|
||||
rooms[i] = zelda3::LoadRoomFromRom(rom_, i);
|
||||
|
||||
auto room_size = zelda3::CalculateRoomSize(rom_, i);
|
||||
room_size_pointers_.push_back(room_size.room_size_pointer);
|
||||
room_sizes_.push_back(room_size.room_size);
|
||||
if (room_size.room_size_pointer != 0x0A8000) {
|
||||
room_size_addresses_[i] = room_size.room_size_pointer;
|
||||
}
|
||||
|
||||
rooms[i].LoadObjects();
|
||||
|
||||
auto dungeon_palette_ptr = rom_->paletteset_ids[rooms[i].palette][0];
|
||||
auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
|
||||
if (palette_id.status() != absl::OkStatus()) {
|
||||
continue;
|
||||
}
|
||||
int p_id = palette_id.value() / 180;
|
||||
auto color = dungeon_man_pal_group[p_id][3];
|
||||
room_palette_[rooms[i].palette] = color.rgb();
|
||||
}
|
||||
|
||||
LoadDungeonRoomSize();
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
absl::Status DungeonRoomLoader::LoadRoomEntrances(std::array<zelda3::RoomEntrance, 0x8C>& entrances) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
// Load entrances
|
||||
for (int i = 0; i < 0x07; ++i) {
|
||||
entrances[i] = zelda3::RoomEntrance(rom_, i, true);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 0x85; ++i) {
|
||||
entrances[i + 0x07] = zelda3::RoomEntrance(rom_, i, false);
|
||||
}
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
void DungeonRoomLoader::LoadDungeonRoomSize() {
|
||||
std::map<int, std::vector<int>> rooms_by_bank;
|
||||
for (const auto& room : room_size_addresses_) {
|
||||
int bank = room.second >> 16;
|
||||
rooms_by_bank[bank].push_back(room.second);
|
||||
}
|
||||
|
||||
// Process and calculate room sizes within each bank
|
||||
for (auto& bank_rooms : rooms_by_bank) {
|
||||
std::ranges::sort(bank_rooms.second);
|
||||
|
||||
for (size_t i = 0; i < bank_rooms.second.size(); ++i) {
|
||||
int room_ptr = bank_rooms.second[i];
|
||||
|
||||
// Identify the room ID for the current room pointer
|
||||
int room_id =
|
||||
std::ranges::find_if(room_size_addresses_, [room_ptr](
|
||||
const auto& entry) {
|
||||
return entry.second == room_ptr;
|
||||
})->first;
|
||||
|
||||
if (room_ptr != 0x0A8000) {
|
||||
if (i < bank_rooms.second.size() - 1) {
|
||||
room_sizes_[room_id] = bank_rooms.second[i + 1] - room_ptr;
|
||||
} else {
|
||||
int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
|
||||
room_sizes_[room_id] = bank_end_address - room_ptr + 1;
|
||||
}
|
||||
total_room_size_ += room_sizes_[room_id];
|
||||
} else {
|
||||
room_sizes_[room_id] = 0x00;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
absl::Status DungeonRoomLoader::LoadAndRenderRoomGraphics(int room_id, zelda3::Room& room) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
// Load room graphics with proper blockset
|
||||
room.LoadRoomGraphics(room.blockset);
|
||||
|
||||
// Render the room graphics to the graphics arena
|
||||
room.RenderRoomGraphics();
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
absl::Status DungeonRoomLoader::ReloadAllRoomGraphics(std::array<zelda3::Room, 0x128>& rooms) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
// Reload graphics for all rooms
|
||||
for (size_t i = 0; i < rooms.size(); ++i) {
|
||||
auto status = LoadAndRenderRoomGraphics(static_cast<int>(i), rooms[i]);
|
||||
if (!status.ok()) {
|
||||
continue; // Log error but continue with other rooms
|
||||
}
|
||||
}
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
56
src/app/editor/dungeon/dungeon_room_loader.h
Normal file
56
src/app/editor/dungeon/dungeon_room_loader.h
Normal file
@@ -0,0 +1,56 @@
|
||||
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
|
||||
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
|
||||
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "absl/status/status.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_entrance.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
/**
|
||||
* @brief Manages loading and saving of dungeon room data
|
||||
*
|
||||
* This component handles all ROM-related operations for loading room data,
|
||||
* calculating room sizes, and managing room graphics.
|
||||
*/
|
||||
class DungeonRoomLoader {
|
||||
public:
|
||||
explicit DungeonRoomLoader(Rom* rom) : rom_(rom) {}
|
||||
|
||||
// Room loading
|
||||
absl::Status LoadAllRooms(std::array<zelda3::Room, 0x128>& rooms);
|
||||
absl::Status LoadRoomEntrances(std::array<zelda3::RoomEntrance, 0x8C>& entrances);
|
||||
|
||||
// Room size management
|
||||
void LoadDungeonRoomSize();
|
||||
uint64_t GetTotalRoomSize() const { return total_room_size_; }
|
||||
|
||||
// Room graphics
|
||||
absl::Status LoadAndRenderRoomGraphics(int room_id, zelda3::Room& room);
|
||||
absl::Status ReloadAllRoomGraphics(std::array<zelda3::Room, 0x128>& rooms);
|
||||
|
||||
// Data access
|
||||
const std::vector<int64_t>& GetRoomSizePointers() const { return room_size_pointers_; }
|
||||
const std::vector<int64_t>& GetRoomSizes() const { return room_sizes_; }
|
||||
const std::unordered_map<int, int>& GetRoomSizeAddresses() const { return room_size_addresses_; }
|
||||
const std::unordered_map<int, ImVec4>& GetRoomPalette() const { return room_palette_; }
|
||||
|
||||
private:
|
||||
Rom* rom_;
|
||||
|
||||
std::vector<int64_t> room_size_pointers_;
|
||||
std::vector<int64_t> room_sizes_;
|
||||
std::unordered_map<int, int> room_size_addresses_;
|
||||
std::unordered_map<int, ImVec4> room_palette_;
|
||||
uint64_t total_room_size_ = 0;
|
||||
};
|
||||
|
||||
} // namespace editor
|
||||
} // namespace yaze
|
||||
|
||||
#endif // YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
|
||||
151
src/app/editor/dungeon/dungeon_toolset.cc
Normal file
151
src/app/editor/dungeon/dungeon_toolset.cc
Normal file
@@ -0,0 +1,151 @@
|
||||
#include "dungeon_toolset.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
|
||||
#include "app/gui/icons.h"
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
namespace yaze::editor {
|
||||
|
||||
using ImGui::BeginTable;
|
||||
using ImGui::Button;
|
||||
using ImGui::EndTable;
|
||||
using ImGui::RadioButton;
|
||||
using ImGui::TableNextColumn;
|
||||
using ImGui::TableSetupColumn;
|
||||
using ImGui::Text;
|
||||
|
||||
void DungeonToolset::Draw() {
|
||||
if (BeginTable("DWToolset", 16, ImGuiTableFlags_SizingFixedFit, ImVec2(0, 0))) {
|
||||
static std::array<const char*, 16> tool_names = {
|
||||
"Undo", "Redo", "Separator", "All", "BG1", "BG2",
|
||||
"BG3", "Separator", "Object", "Sprite", "Item", "Entrance",
|
||||
"Door", "Chest", "Block", "Palette"};
|
||||
std::ranges::for_each(tool_names,
|
||||
[](const char* name) { TableSetupColumn(name); });
|
||||
|
||||
// Undo button
|
||||
TableNextColumn();
|
||||
if (Button(ICON_MD_UNDO)) {
|
||||
if (undo_callback_) undo_callback_();
|
||||
}
|
||||
|
||||
// Redo button
|
||||
TableNextColumn();
|
||||
if (Button(ICON_MD_REDO)) {
|
||||
if (redo_callback_) redo_callback_();
|
||||
}
|
||||
|
||||
// Separator
|
||||
TableNextColumn();
|
||||
Text(ICON_MD_MORE_VERT);
|
||||
|
||||
// Background layer selection
|
||||
TableNextColumn();
|
||||
if (RadioButton("All", background_type_ == kBackgroundAny)) {
|
||||
background_type_ = kBackgroundAny;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Show all background layers");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton("BG1", background_type_ == kBackground1)) {
|
||||
background_type_ = kBackground1;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Show background layer 1 only");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton("BG2", background_type_ == kBackground2)) {
|
||||
background_type_ = kBackground2;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Show background layer 2 only");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton("BG3", background_type_ == kBackground3)) {
|
||||
background_type_ = kBackground3;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Show background layer 3 only");
|
||||
}
|
||||
|
||||
// Separator
|
||||
TableNextColumn();
|
||||
Text(ICON_MD_MORE_VERT);
|
||||
|
||||
// Placement mode selection
|
||||
TableNextColumn();
|
||||
if (RadioButton(ICON_MD_SQUARE, placement_type_ == kObject)) {
|
||||
placement_type_ = kObject;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Objects");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton(ICON_MD_PEST_CONTROL, placement_type_ == kSprite)) {
|
||||
placement_type_ = kSprite;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Sprites");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton(ICON_MD_GRASS, placement_type_ == kItem)) {
|
||||
placement_type_ = kItem;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Items");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton(ICON_MD_NAVIGATION, placement_type_ == kEntrance)) {
|
||||
placement_type_ = kEntrance;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Entrances");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton(ICON_MD_SENSOR_DOOR, placement_type_ == kDoor)) {
|
||||
placement_type_ = kDoor;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Doors");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton(ICON_MD_INVENTORY, placement_type_ == kChest)) {
|
||||
placement_type_ = kChest;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Chests");
|
||||
}
|
||||
|
||||
TableNextColumn();
|
||||
if (RadioButton(ICON_MD_VIEW_MODULE, placement_type_ == kBlock)) {
|
||||
placement_type_ = kBlock;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Blocks");
|
||||
}
|
||||
|
||||
// Palette button
|
||||
TableNextColumn();
|
||||
if (Button(ICON_MD_PALETTE)) {
|
||||
if (palette_toggle_callback_) palette_toggle_callback_();
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Instructions: Click to place objects, Ctrl+Click to select, drag to move");
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
69
src/app/editor/dungeon/dungeon_toolset.h
Normal file
69
src/app/editor/dungeon/dungeon_toolset.h
Normal file
@@ -0,0 +1,69 @@
|
||||
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_TOOLSET_H
|
||||
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_TOOLSET_H
|
||||
|
||||
#include <functional>
|
||||
#include <array>
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
/**
|
||||
* @brief Handles the dungeon editor toolset UI
|
||||
*
|
||||
* This component manages the toolbar with placement modes, background layer
|
||||
* selection, and other editing tools.
|
||||
*/
|
||||
class DungeonToolset {
|
||||
public:
|
||||
enum BackgroundType {
|
||||
kNoBackground,
|
||||
kBackground1,
|
||||
kBackground2,
|
||||
kBackground3,
|
||||
kBackgroundAny,
|
||||
};
|
||||
|
||||
enum PlacementType {
|
||||
kNoType,
|
||||
kObject, // Object editing mode
|
||||
kSprite, // Sprite editing mode
|
||||
kItem, // Item placement mode
|
||||
kEntrance, // Entrance/exit editing mode
|
||||
kDoor, // Door configuration mode
|
||||
kChest, // Chest management mode
|
||||
kBlock // Legacy block mode
|
||||
};
|
||||
|
||||
DungeonToolset() = default;
|
||||
|
||||
void Draw();
|
||||
|
||||
// Getters
|
||||
BackgroundType background_type() const { return background_type_; }
|
||||
PlacementType placement_type() const { return placement_type_; }
|
||||
|
||||
// Setters
|
||||
void set_background_type(BackgroundType type) { background_type_ = type; }
|
||||
void set_placement_type(PlacementType type) { placement_type_ = type; }
|
||||
|
||||
// Callbacks
|
||||
void SetUndoCallback(std::function<void()> callback) { undo_callback_ = callback; }
|
||||
void SetRedoCallback(std::function<void()> callback) { redo_callback_ = callback; }
|
||||
void SetPaletteToggleCallback(std::function<void()> callback) { palette_toggle_callback_ = callback; }
|
||||
|
||||
private:
|
||||
BackgroundType background_type_ = kBackgroundAny;
|
||||
PlacementType placement_type_ = kNoType;
|
||||
|
||||
// Callbacks for editor actions
|
||||
std::function<void()> undo_callback_;
|
||||
std::function<void()> redo_callback_;
|
||||
std::function<void()> palette_toggle_callback_;
|
||||
};
|
||||
|
||||
} // namespace editor
|
||||
} // namespace yaze
|
||||
|
||||
#endif // YAZE_APP_EDITOR_DUNGEON_DUNGEON_TOOLSET_H
|
||||
87
src/app/editor/dungeon/dungeon_usage_tracker.cc
Normal file
87
src/app/editor/dungeon/dungeon_usage_tracker.cc
Normal file
@@ -0,0 +1,87 @@
|
||||
#include "dungeon_usage_tracker.h"
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
namespace yaze::editor {
|
||||
|
||||
void DungeonUsageTracker::CalculateUsageStats(const std::array<zelda3::Room, 0x128>& rooms) {
|
||||
blockset_usage_.clear();
|
||||
spriteset_usage_.clear();
|
||||
palette_usage_.clear();
|
||||
|
||||
for (const auto& room : rooms) {
|
||||
if (blockset_usage_.find(room.blockset) == blockset_usage_.end()) {
|
||||
blockset_usage_[room.blockset] = 1;
|
||||
} else {
|
||||
blockset_usage_[room.blockset] += 1;
|
||||
}
|
||||
|
||||
if (spriteset_usage_.find(room.spriteset) == spriteset_usage_.end()) {
|
||||
spriteset_usage_[room.spriteset] = 1;
|
||||
} else {
|
||||
spriteset_usage_[room.spriteset] += 1;
|
||||
}
|
||||
|
||||
if (palette_usage_.find(room.palette) == palette_usage_.end()) {
|
||||
palette_usage_[room.palette] = 1;
|
||||
} else {
|
||||
palette_usage_[room.palette] += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonUsageTracker::DrawUsageStats() {
|
||||
if (ImGui::Button("Refresh")) {
|
||||
ClearUsageStats();
|
||||
}
|
||||
|
||||
ImGui::Text("Usage Statistics");
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::Text("Blocksets: %zu used", blockset_usage_.size());
|
||||
ImGui::Text("Spritesets: %zu used", spriteset_usage_.size());
|
||||
ImGui::Text("Palettes: %zu used", palette_usage_.size());
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
// Detailed usage breakdown
|
||||
if (ImGui::CollapsingHeader("Blockset Usage")) {
|
||||
for (const auto& [blockset, count] : blockset_usage_) {
|
||||
ImGui::Text("Blockset 0x%02X: %d rooms", blockset, count);
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui::CollapsingHeader("Spriteset Usage")) {
|
||||
for (const auto& [spriteset, count] : spriteset_usage_) {
|
||||
ImGui::Text("Spriteset 0x%02X: %d rooms", spriteset, count);
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui::CollapsingHeader("Palette Usage")) {
|
||||
for (const auto& [palette, count] : palette_usage_) {
|
||||
ImGui::Text("Palette 0x%02X: %d rooms", palette, count);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonUsageTracker::DrawUsageGrid() {
|
||||
// TODO: Implement usage grid visualization
|
||||
ImGui::Text("Usage grid visualization not yet implemented");
|
||||
}
|
||||
|
||||
void DungeonUsageTracker::RenderSetUsage(const absl::flat_hash_map<uint16_t, int>& usage_map,
|
||||
uint16_t& selected_set, int spriteset_offset) {
|
||||
// TODO: Implement set usage rendering
|
||||
ImGui::Text("Set usage rendering not yet implemented");
|
||||
}
|
||||
|
||||
void DungeonUsageTracker::ClearUsageStats() {
|
||||
selected_blockset_ = 0xFFFF;
|
||||
selected_spriteset_ = 0xFFFF;
|
||||
selected_palette_ = 0xFFFF;
|
||||
spriteset_usage_.clear();
|
||||
blockset_usage_.clear();
|
||||
palette_usage_.clear();
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
57
src/app/editor/dungeon/dungeon_usage_tracker.h
Normal file
57
src/app/editor/dungeon/dungeon_usage_tracker.h
Normal file
@@ -0,0 +1,57 @@
|
||||
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_USAGE_TRACKER_H
|
||||
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_USAGE_TRACKER_H
|
||||
|
||||
#include "absl/container/flat_hash_map.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
/**
|
||||
* @brief Tracks and analyzes usage statistics for dungeon resources
|
||||
*
|
||||
* This component manages blockset, spriteset, and palette usage statistics
|
||||
* across all dungeon rooms, providing insights for optimization.
|
||||
*/
|
||||
class DungeonUsageTracker {
|
||||
public:
|
||||
DungeonUsageTracker() = default;
|
||||
|
||||
// Statistics calculation
|
||||
void CalculateUsageStats(const std::array<zelda3::Room, 0x128>& rooms);
|
||||
void DrawUsageStats();
|
||||
void DrawUsageGrid();
|
||||
void RenderSetUsage(const absl::flat_hash_map<uint16_t, int>& usage_map,
|
||||
uint16_t& selected_set, int spriteset_offset = 0x00);
|
||||
|
||||
// Data access
|
||||
const absl::flat_hash_map<uint16_t, int>& GetBlocksetUsage() const { return blockset_usage_; }
|
||||
const absl::flat_hash_map<uint16_t, int>& GetSpritesetUsage() const { return spriteset_usage_; }
|
||||
const absl::flat_hash_map<uint16_t, int>& GetPaletteUsage() const { return palette_usage_; }
|
||||
|
||||
// Selection state
|
||||
uint16_t GetSelectedBlockset() const { return selected_blockset_; }
|
||||
uint16_t GetSelectedSpriteset() const { return selected_spriteset_; }
|
||||
uint16_t GetSelectedPalette() const { return selected_palette_; }
|
||||
|
||||
void SetSelectedBlockset(uint16_t blockset) { selected_blockset_ = blockset; }
|
||||
void SetSelectedSpriteset(uint16_t spriteset) { selected_spriteset_ = spriteset; }
|
||||
void SetSelectedPalette(uint16_t palette) { selected_palette_ = palette; }
|
||||
|
||||
// Clear data
|
||||
void ClearUsageStats();
|
||||
|
||||
private:
|
||||
absl::flat_hash_map<uint16_t, int> spriteset_usage_;
|
||||
absl::flat_hash_map<uint16_t, int> blockset_usage_;
|
||||
absl::flat_hash_map<uint16_t, int> palette_usage_;
|
||||
|
||||
uint16_t selected_blockset_ = 0xFFFF; // 0xFFFF indicates no selection
|
||||
uint16_t selected_spriteset_ = 0xFFFF;
|
||||
uint16_t selected_palette_ = 0xFFFF;
|
||||
};
|
||||
|
||||
} // namespace editor
|
||||
} // namespace yaze
|
||||
|
||||
#endif // YAZE_APP_EDITOR_DUNGEON_DUNGEON_USAGE_TRACKER_H
|
||||
@@ -5,6 +5,11 @@ set(
|
||||
app/editor/dungeon/dungeon_room_selector.cc
|
||||
app/editor/dungeon/dungeon_canvas_viewer.cc
|
||||
app/editor/dungeon/dungeon_object_selector.cc
|
||||
app/editor/dungeon/dungeon_toolset.cc
|
||||
app/editor/dungeon/dungeon_object_interaction.cc
|
||||
app/editor/dungeon/dungeon_renderer.cc
|
||||
app/editor/dungeon/dungeon_room_loader.cc
|
||||
app/editor/dungeon/dungeon_usage_tracker.cc
|
||||
app/editor/overworld/overworld_editor.cc
|
||||
app/editor/sprite/sprite_editor.cc
|
||||
app/editor/music/music_editor.cc
|
||||
|
||||
Reference in New Issue
Block a user