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:
scawful
2025-09-25 19:56:39 -04:00
parent 8389989ab3
commit bfcf54e271
13 changed files with 1303 additions and 941 deletions

View File

@@ -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_;