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

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#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