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.
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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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