docs: Add comprehensive Dungeon Editor technical guide
- Introduced a new DUNGEON_EDITOR_COMPLETE_GUIDE.md that details the features, architecture, and usage of the Dungeon Editor. - Documented critical bug fixes, including segfaults and loading order issues, along with their resolutions. - Enhanced the guide with a structured overview, quick start instructions, and troubleshooting tips for users. - Updated the architecture section to reflect the new card-based system and self-contained room management. - Included detailed testing commands and expected outputs to assist developers in verifying functionality.
This commit is contained in:
@@ -14,42 +14,7 @@ namespace yaze::editor {
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using ImGui::Separator;
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void DungeonCanvasViewer::DrawDungeonTabView() {
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static int next_tab_id = 0;
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if (ImGui::BeginTabBar("MyTabBar", ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_TabListPopupButton)) {
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if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) {
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if (std::find(active_rooms_.begin(), active_rooms_.end(), current_active_room_tab_) != active_rooms_.end()) {
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next_tab_id++;
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}
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active_rooms_.push_back(next_tab_id++);
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}
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// Submit our regular tabs
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for (int n = 0; n < active_rooms_.Size;) {
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bool open = true;
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if (active_rooms_[n] > sizeof(zelda3::kRoomNames) / 4) {
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active_rooms_.erase(active_rooms_.Data + n);
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continue;
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}
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if (ImGui::BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(), &open, ImGuiTabItemFlags_None)) {
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current_active_room_tab_ = n;
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DrawDungeonCanvas(active_rooms_[n]);
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ImGui::EndTabItem();
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}
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if (!open)
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active_rooms_.erase(active_rooms_.Data + n);
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else
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n++;
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}
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ImGui::EndTabBar();
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}
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Separator();
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}
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// DrawDungeonTabView() removed - DungeonEditorV2 uses EditorCard system for flexible docking
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void DungeonCanvasViewer::Draw(int room_id) {
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DrawDungeonCanvas(room_id);
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@@ -86,9 +51,24 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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ImGui::SameLine();
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gui::InputHexByte("Palette", &room.palette);
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gui::InputHexByte("Floor1", &room.floor1);
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// Floor graphics - use temp variables and setters (floor1/floor2 are now accessors)
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uint8_t floor1_val = room.floor1();
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uint8_t floor2_val = room.floor2();
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if (gui::InputHexByte("Floor1", &floor1_val) && ImGui::IsItemDeactivatedAfterEdit()) {
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room.set_floor1(floor1_val);
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// Trigger re-render since floor graphics changed
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if (room.rom() && room.rom()->is_loaded()) {
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room.RenderRoomGraphics();
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}
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}
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ImGui::SameLine();
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gui::InputHexByte("Floor2", &room.floor2);
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if (gui::InputHexByte("Floor2", &floor2_val) && ImGui::IsItemDeactivatedAfterEdit()) {
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room.set_floor2(floor2_val);
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// Trigger re-render since floor graphics changed
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if (room.rom() && room.rom()->is_loaded()) {
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room.RenderRoomGraphics();
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}
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}
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ImGui::SameLine();
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gui::InputHexWord("Message ID", &room.message_id_);
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@@ -118,11 +98,9 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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// Only reload if ROM is properly loaded
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if (room.rom() && room.rom()->is_loaded()) {
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// Force reload of room graphics
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// Room buffers are now self-contained - no need for separate palette operations
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room.LoadRoomGraphics(room.blockset);
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room.RenderRoomGraphics();
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// Render palettes to graphics sheets
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RenderGraphicsSheetPalettes(room_id);
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room.RenderRoomGraphics(); // Applies palettes internally
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}
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prev_blockset = room.blockset;
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@@ -220,6 +198,10 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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// This already includes objects rendered by ObjectDrawer in Room::RenderObjectsToBackground()
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DrawRoomBackgroundLayers(room_id);
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// VISUALIZATION: Draw object position rectangles (for debugging)
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// This shows where objects are placed regardless of whether graphics render
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DrawObjectPositionOutlines(room);
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// Render sprites as simple 16x16 squares with labels
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// (Sprites are not part of the background buffers)
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RenderSprites(room);
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@@ -389,6 +371,58 @@ void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& obje
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height = std::min(height, 256);
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}
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// Object visualization methods
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void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
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// Draw colored rectangles showing object positions
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// This helps visualize object placement even if graphics don't render correctly
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const auto& objects = room.GetTileObjects();
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for (const auto& obj : objects) {
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// Convert object position (tile coordinates) to canvas pixel coordinates
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(obj.x(), obj.y());
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// Calculate object dimensions based on type and size
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int width = 8; // Default 8x8 pixels
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int height = 8;
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// Use ZScream pattern: size field determines dimensions
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// Lower nibble = horizontal size, upper nibble = vertical size
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int size_h = (obj.size() & 0x0F);
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int size_v = (obj.size() >> 4) & 0x0F;
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// Objects are typically (size+1) tiles wide/tall
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width = (size_h + 1) * 8;
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height = (size_v + 1) * 8;
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// Clamp to reasonable sizes
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width = std::min(width, 512);
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height = std::min(height, 512);
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// Color-code by layer
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ImVec4 outline_color;
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if (obj.GetLayerValue() == 0) {
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outline_color = ImVec4(1.0f, 0.0f, 0.0f, 0.7f); // Red for layer 0
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} else if (obj.GetLayerValue() == 1) {
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outline_color = ImVec4(0.0f, 1.0f, 0.0f, 0.7f); // Green for layer 1
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} else {
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outline_color = ImVec4(0.0f, 0.0f, 1.0f, 0.7f); // Blue for layer 2
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}
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// Draw outline rectangle
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canvas_.DrawRect(canvas_x, canvas_y, width, height, outline_color);
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// Draw object ID label
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std::string label = absl::StrFormat("0x%02X", obj.id_);
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canvas_.DrawText(label, canvas_x + 2, canvas_y + 2);
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}
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// Log object count
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if (!objects.empty()) {
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LOG_DEBUG("[DrawObjectPositionOutlines]", "Drew %zu object outlines", objects.size());
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}
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}
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// Room graphics management methods
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absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
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LOG_DEBUG("[LoadAndRender]", "START room_id=%d", room_id);
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@@ -432,81 +466,15 @@ absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
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}
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}
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// Render the room graphics to the graphics arena
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// Render the room graphics (self-contained - handles all palette application)
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LOG_DEBUG("[LoadAndRender]", "Calling room.RenderRoomGraphics()...");
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room.RenderRoomGraphics();
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LOG_DEBUG("[LoadAndRender]", "RenderRoomGraphics() complete");
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// Update the background layers with proper palette
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LOG_DEBUG("[LoadAndRender]", "Rendering palettes to graphics sheets...");
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RETURN_IF_ERROR(RenderGraphicsSheetPalettes(room_id));
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LOG_DEBUG("[LoadAndRender]", "RenderGraphicsSheetPalettes() complete");
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LOG_DEBUG("[LoadAndRender]", "RenderRoomGraphics() complete - room buffers self-contained");
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LOG_DEBUG("[LoadAndRender]", "SUCCESS");
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return absl::OkStatus();
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}
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absl::Status DungeonCanvasViewer::RenderGraphicsSheetPalettes(int room_id) {
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if (room_id < 0 || room_id >= 128) {
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return absl::InvalidArgumentError("Invalid room ID");
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}
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if (!rom_ || !rom_->is_loaded()) {
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return absl::FailedPreconditionError("ROM not loaded");
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}
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if (!rooms_) {
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return absl::FailedPreconditionError("Room data not available");
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}
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auto& room = (*rooms_)[room_id];
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// Validate palette group access
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if (current_palette_group_id_ >= rom_->palette_group().dungeon_main.size()) {
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return absl::FailedPreconditionError("Invalid palette group ID");
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}
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// Get the current room's palette
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auto current_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
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// Update BG1 (background layer 1) with proper palette
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if (room.blocks().size() >= 8) {
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for (int i = 0; i < 8; i++) {
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int block = room.blocks()[i];
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if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
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if (current_palette_id_ < current_palette_group_.size()) {
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gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
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current_palette_group_[current_palette_id_], 0);
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// Queue texture update via Arena's deferred system
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gfx::Arena::Get().QueueTextureCommand(
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gfx::Arena::TextureCommandType::UPDATE,
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&gfx::Arena::Get().gfx_sheets()[block]);
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}
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}
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}
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}
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// Update BG2 (background layer 2) with sprite auxiliary palette
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if (room.blocks().size() >= 16) {
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auto sprites_aux1_pal_group = rom_->palette_group().sprites_aux1;
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if (current_palette_id_ < sprites_aux1_pal_group.size()) {
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for (int i = 8; i < 16; i++) {
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int block = room.blocks()[i];
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if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
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gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
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sprites_aux1_pal_group[current_palette_id_], 0);
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// Queue texture update via Arena's deferred system
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gfx::Arena::Get().QueueTextureCommand(
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gfx::Arena::TextureCommandType::UPDATE,
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&gfx::Arena::Get().gfx_sheets()[block]);
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}
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}
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}
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}
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return absl::OkStatus();
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}
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void DungeonCanvasViewer::DrawRoomBackgroundLayers(int room_id) {
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if (room_id < 0 || room_id >= 128 || !rooms_) return;
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@@ -24,21 +24,21 @@ namespace editor {
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*/
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class DungeonCanvasViewer {
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public:
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explicit DungeonCanvasViewer(Rom* rom = nullptr)
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: rom_(rom), object_renderer_(rom), object_interaction_(&canvas_) {}
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explicit DungeonCanvasViewer(Rom* rom = nullptr)
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: rom_(rom), object_interaction_(&canvas_) {}
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void DrawDungeonTabView();
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// DrawDungeonTabView() removed - using EditorCard system instead
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void DrawDungeonCanvas(int room_id);
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void Draw(int room_id);
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void SetRom(Rom* rom) {
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rom_ = rom;
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object_renderer_.SetROM(rom);
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}
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Rom* rom() const { return rom_; }
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// Room data access
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void SetRooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
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// Used by overworld editor when double-clicking entrances
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void set_active_rooms(const ImVector<int>& rooms) { active_rooms_ = rooms; }
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void set_current_active_room_tab(int tab) { current_active_room_tab_ = tab; }
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@@ -104,19 +104,22 @@ class DungeonCanvasViewer {
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// Object dimension calculation
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void CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height);
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// Object visualization
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void DrawObjectPositionOutlines(const zelda3::Room& room);
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// Room graphics management
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// Load: Read from ROM, Render: Process pixels, Draw: Display on canvas
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absl::Status LoadAndRenderRoomGraphics(int room_id);
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absl::Status RenderGraphicsSheetPalettes(int room_id); // Renamed from UpdateRoomBackgroundLayers
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void DrawRoomBackgroundLayers(int room_id); // Renamed from RenderRoomBackgroundLayers
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void DrawRoomBackgroundLayers(int room_id); // Draw room buffers to canvas
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Rom* rom_ = nullptr;
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gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
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zelda3::ObjectRenderer object_renderer_;
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// ObjectRenderer removed - use ObjectDrawer for rendering (production system)
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DungeonObjectInteraction object_interaction_;
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// Room data
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std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
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// Used by overworld editor for double-click entrance → open dungeon room
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ImVector<int> active_rooms_;
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int current_active_room_tab_ = 0;
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@@ -433,24 +433,30 @@ void DungeonEditorV2::DrawRoomTab(int room_id) {
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}
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}
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// Initialize room graphics and objects if not already done
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// This ensures objects are drawn to background buffers before canvas displays them
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// Initialize room graphics and objects in CORRECT ORDER
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// Critical sequence: 1. Load data from ROM, 2. Load objects (sets floor graphics), 3. Render
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if (room.IsLoaded()) {
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// Load room graphics (populates blocks, gfx sheets)
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bool needs_render = false;
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// Step 1: Load room data from ROM (blocks, blockset info)
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if (room.blocks().empty()) {
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room.RenderRoomGraphics();
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room.LoadRoomGraphics(room.blockset);
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needs_render = true;
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LOG_DEBUG("[DungeonEditorV2]", "Loaded room %d graphics from ROM", room_id);
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}
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// Load room objects (populates tile_objects_)
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// Step 2: Load objects from ROM (CRITICAL: sets floor1_graphics_, floor2_graphics_!)
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if (room.GetTileObjects().empty()) {
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room.LoadObjects();
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needs_render = true;
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LOG_DEBUG("[DungeonEditorV2]", "Loaded room %d objects from ROM", room_id);
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}
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// Render objects to background buffers (CRITICAL: this must happen before canvas drawing)
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// This uses ObjectDrawer to draw all objects into bg1_buffer_ and bg2_buffer_
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// Step 3: Render to bitmaps (now floor graphics are set correctly!)
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auto& bg1_bitmap = room.bg1_buffer().bitmap();
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if (!bg1_bitmap.is_active() || bg1_bitmap.width() == 0) {
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room.RenderObjectsToBackground();
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if (needs_render || !bg1_bitmap.is_active() || bg1_bitmap.width() == 0) {
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room.RenderRoomGraphics(); // Includes RenderObjectsToBackground() internally
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LOG_DEBUG("[DungeonEditorV2]", "Rendered room %d to bitmaps", room_id);
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}
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}
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@@ -85,23 +85,9 @@ void DungeonObjectSelector::DrawObjectRenderer() {
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int preview_x = 128 - 16; // Center horizontally
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int preview_y = 128 - 16; // Center vertically
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auto preview_result = object_renderer_.RenderObject(preview_object_, preview_palette_);
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if (preview_result.ok()) {
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auto preview_bitmap = std::move(preview_result.value());
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if (preview_bitmap.width() > 0 && preview_bitmap.height() > 0) {
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preview_bitmap.SetPalette(preview_palette_);
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// Queue texture creation via Arena's deferred system
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gfx::Arena::Get().QueueTextureCommand(
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gfx::Arena::TextureCommandType::CREATE, &preview_bitmap);
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object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f, 255);
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} else {
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// Fallback: Draw primitive shape
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RenderObjectPrimitive(preview_object_, preview_x, preview_y);
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}
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} else {
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// Fallback: Draw primitive shape
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RenderObjectPrimitive(preview_object_, preview_x, preview_y);
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}
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// TODO: Implement preview using ObjectDrawer + small BackgroundBuffer
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// For now, use primitive shape rendering (shows object ID and rough dimensions)
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RenderObjectPrimitive(preview_object_, preview_x, preview_y);
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}
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object_canvas_.DrawOverlay();
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@@ -3,7 +3,7 @@
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#include "app/gui/canvas.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/object_renderer.h"
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// object_renderer.h removed - using ObjectDrawer for production rendering
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#include "app/zelda3/dungeon/dungeon_object_editor.h"
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#include "app/zelda3/dungeon/dungeon_editor_system.h"
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#include "app/gfx/snes_palette.h"
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@@ -17,7 +17,7 @@ namespace editor {
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*/
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class DungeonObjectSelector {
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public:
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explicit DungeonObjectSelector(Rom* rom = nullptr) : rom_(rom), object_renderer_(rom) {}
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explicit DungeonObjectSelector(Rom* rom = nullptr) : rom_(rom) {}
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void DrawTileSelector();
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void DrawObjectRenderer();
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@@ -26,11 +26,9 @@ class DungeonObjectSelector {
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void set_rom(Rom* rom) {
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rom_ = rom;
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object_renderer_.SetROM(rom);
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}
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void SetRom(Rom* rom) {
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rom_ = rom;
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object_renderer_.SetROM(rom);
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}
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Rom* rom() const { return rom_; }
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@@ -89,7 +87,7 @@ class DungeonObjectSelector {
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Rom* rom_ = nullptr;
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gui::Canvas room_gfx_canvas_{"##RoomGfxCanvas", ImVec2(0x100 + 1, 0x10 * 0x40 + 1)};
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gui::Canvas object_canvas_;
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zelda3::ObjectRenderer object_renderer_;
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// ObjectRenderer removed - using ObjectDrawer in Room::RenderObjectsToBackground()
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// Editor systems
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std::unique_ptr<zelda3::DungeonEditorSystem>* dungeon_editor_system_ = nullptr;
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@@ -286,6 +286,10 @@ void Room::CopyRoomGraphicsToBuffer() {
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void Room::RenderRoomGraphics() {
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CopyRoomGraphicsToBuffer();
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// Debug: Log floor graphics values
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LOG_DEBUG("[RenderRoomGraphics]", "Room %d: floor1=%d, floor2=%d, blocks_size=%zu",
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room_id_, floor1_graphics_, floor2_graphics_, blocks_.size());
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// CRITICAL: Load graphics sheets into Arena with actual ROM data
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LoadGraphicsSheetsIntoArena();
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@@ -286,8 +286,7 @@ class Room {
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void SetStaircaseRoom(int index, uint8_t room) {
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if (index >= 0 && index < 4) staircase_rooms_[index] = room;
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}
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void SetFloor1(uint8_t floor1) { this->floor1 = floor1; }
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void SetFloor2(uint8_t floor2) { this->floor2 = floor2; }
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// SetFloor1/SetFloor2 removed - use set_floor1()/set_floor2() instead (defined above)
|
||||
void SetMessageId(uint16_t message_id) { message_id_ = message_id; }
|
||||
|
||||
// Getters for LoadRoomFromRom function
|
||||
@@ -333,9 +332,21 @@ class Room {
|
||||
uint8_t palette = 0;
|
||||
uint8_t layout = 0;
|
||||
uint8_t holewarp = 0;
|
||||
uint8_t floor1 = 0;
|
||||
uint8_t floor2 = 0;
|
||||
// NOTE: floor1/floor2 removed - use floor1() and floor2() accessors instead
|
||||
// Floor graphics are now private (floor1_graphics_, floor2_graphics_)
|
||||
uint16_t message_id_ = 0;
|
||||
|
||||
// Floor graphics accessors (use these instead of direct members!)
|
||||
uint8_t floor1() const { return floor1_graphics_; }
|
||||
uint8_t floor2() const { return floor2_graphics_; }
|
||||
void set_floor1(uint8_t value) {
|
||||
floor1_graphics_ = value;
|
||||
// TODO: Trigger re-render if needed
|
||||
}
|
||||
void set_floor2(uint8_t value) {
|
||||
floor2_graphics_ = value;
|
||||
// TODO: Trigger re-render if needed
|
||||
}
|
||||
// Enhanced object parsing methods
|
||||
void ParseObjectsFromLocation(int objects_location);
|
||||
void HandleSpecialObjects(short oid, uint8_t posX, uint8_t posY,
|
||||
|
||||
@@ -551,7 +551,7 @@ absl::Status HandleDungeonDescribeRoomCommand(
|
||||
room.blockset, room.spriteset, room.palette);
|
||||
std::cout << absl::StrFormat(
|
||||
" \"floors\": {\"primary\": %u, \"secondary\": %u},\n",
|
||||
room.floor1, room.floor2);
|
||||
room.floor1(), room.floor2());
|
||||
std::cout << absl::StrFormat(
|
||||
" \"message_id\": \"0x%03X\",\n", room.message_id_);
|
||||
std::cout << absl::StrFormat(
|
||||
@@ -625,7 +625,7 @@ absl::Status HandleDungeonDescribeRoomCommand(
|
||||
room.blockset, room.spriteset, room.palette);
|
||||
std::cout << absl::StrFormat(
|
||||
" Floors → Main:%u Alt:%u Message ID:0x%03X Hole warp:0x%02X\n",
|
||||
room.floor1, room.floor2, room.message_id_, room.holewarp);
|
||||
room.floor1(), room.floor2(), room.message_id_, room.holewarp);
|
||||
if (!stairs.empty()) {
|
||||
std::cout << " Staircases:\n";
|
||||
for (const auto& stair : stairs) {
|
||||
|
||||
Reference in New Issue
Block a user