feat: Integrate Unified Object Editor for Enhanced Dungeon Object Management
- Introduced ObjectEditorCard to consolidate object selection, emulator preview, and interaction controls into a single interface. - Updated DungeonCanvasViewer to support object interaction context and handle mouse input for object selection and placement. - Enhanced DungeonEditorV2 with new room graphics card for visualizing room graphics and improved layout for better user experience. - Refactored existing components to accommodate the new unified editor, streamlining the workflow for managing dungeon objects.
This commit is contained in:
@@ -4,10 +4,11 @@
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#include <cstdio>
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#include "absl/strings/str_format.h"
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#include "app/gfx/arena.h"
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#include "app/gfx/snes_palette.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/gui/icons.h"
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#include "app/gui/ui_helpers.h"
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#include "app/gui/input.h"
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#include "imgui/imgui.h"
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namespace yaze::editor {
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@@ -17,6 +18,10 @@ namespace yaze::editor {
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void DungeonEditorV2::Initialize() {
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// Don't initialize emulator preview yet - ROM might not be loaded
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// Will be initialized in Load() instead
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// Setup docking class for room windows
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room_window_class_.ClassId = ImGui::GetID("DungeonRoomClass");
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room_window_class_.DockingAllowUnclassed = false; // Room windows dock together
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}
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absl::Status DungeonEditorV2::Load() {
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@@ -55,6 +60,9 @@ absl::Status DungeonEditorV2::Load() {
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// Initialize palette editor with loaded ROM
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palette_editor_.Initialize(rom_);
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// Initialize unified object editor card
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object_editor_card_ = std::make_unique<ObjectEditorCard>(rom_, &canvas_viewer_);
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// Wire palette changes to trigger room re-renders
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palette_editor_.SetOnPaletteChanged([this](int /*palette_id*/) {
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// Re-render all active rooms when palette changes
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@@ -134,9 +142,17 @@ void DungeonEditorV2::DrawToolset() {
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// Toggled
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}
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if (toolbar.AddToggle(ICON_MD_IMAGE, &show_room_graphics_, "Toggle Room Graphics")) {
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// Toggled
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}
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toolbar.AddSeparator();
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if (toolbar.AddToggle(ICON_MD_CATEGORY, &show_object_selector_, "Toggle Object Selector")) {
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if (toolbar.AddToggle(ICON_MD_CATEGORY, &show_object_selector_, "Toggle Object Selector (Legacy)")) {
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// Toggled
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}
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if (toolbar.AddToggle(ICON_MD_CONSTRUCTION, &show_object_editor_, "Toggle Object Editor (Unified)")) {
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// Toggled
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}
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@@ -164,8 +180,13 @@ void DungeonEditorV2::DrawLayout() {
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if (show_entrances_list_) {
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DrawEntrancesListCard();
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}
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// 3b. Room Graphics Card
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if (show_room_graphics_) {
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DrawRoomGraphicsCard();
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}
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// 4. Object Selector/Manager Card (independent, dockable)
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// 4. Legacy Object Selector Card (independent, dockable)
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if (show_object_selector_) {
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gui::EditorCard object_card(
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MakeCardTitle("Object Selector").c_str(),
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@@ -176,6 +197,11 @@ void DungeonEditorV2::DrawLayout() {
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object_card.End();
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}
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// 4b. Unified Object Editor Card (new, combines selector + preview + interaction)
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if (show_object_editor_ && object_editor_card_) {
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object_editor_card_->Draw(&show_object_editor_);
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}
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// 5. Palette Editor Card (independent, dockable)
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if (show_palette_editor_) {
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gui::EditorCard palette_card(
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@@ -207,9 +233,14 @@ void DungeonEditorV2::DrawLayout() {
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if (room_cards_.find(room_id) == room_cards_.end()) {
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room_cards_[room_id] = std::make_shared<gui::EditorCard>(
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card_name_str.c_str(), ICON_MD_GRID_ON, &open);
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room_cards_[room_id]->SetDefaultSize(700, 600);
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}
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auto& room_card = room_cards_[room_id];
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// Use docking class to make room cards dock together
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ImGui::SetNextWindowClass(&room_window_class_);
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if (room_card->Begin(&open)) {
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DrawRoomTab(room_id);
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}
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@@ -239,19 +270,13 @@ void DungeonEditorV2::DrawRoomTab(int room_id) {
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}
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}
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// Quick controls
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// Room info header
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ImGui::Text("Room %03X", room_id);
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ImGui::SameLine();
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if (ImGui::Button("Load Graphics")) {
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(void)room_loader_.LoadAndRenderRoomGraphics(rooms_[room_id]);
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}
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ImGui::SameLine();
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if (ImGui::Button("Save")) {
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auto status = rooms_[room_id].SaveObjects();
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if (!status.ok()) {
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ImGui::TextColored(ImVec4(1, 0, 0, 1), "Save failed: %s",
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status.message().data());
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}
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if (rooms_[room_id].IsLoaded()) {
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ImGui::TextColored(ImVec4(0.4f, 0.8f, 0.4f, 1.0f), ICON_MD_CHECK " Loaded");
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} else {
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ImGui::TextColored(ImVec4(0.8f, 0.4f, 0.4f, 1.0f), ICON_MD_PENDING " Not Loaded");
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}
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ImGui::Separator();
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@@ -307,7 +332,15 @@ void DungeonEditorV2::DrawRoomsListCard() {
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MakeCardTitle("Rooms List").c_str(),
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ICON_MD_LIST, &show_room_selector_);
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selector_card.SetDefaultSize(350, 600);
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if (selector_card.Begin()) {
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if (!rom_ || !rom_->is_loaded()) {
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ImGui::Text("ROM not loaded");
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selector_card.End();
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return;
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}
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// Add text filter
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static char room_filter[256] = "";
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ImGui::SetNextItemWidth(-1);
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@@ -318,31 +351,36 @@ void DungeonEditorV2::DrawRoomsListCard() {
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ImGui::Separator();
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// Scrollable room list with resource labels
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if (ImGui::BeginChild("##RoomsList", ImVec2(0, 0), true)) {
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// Scrollable room list - simple and reliable
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if (ImGui::BeginChild("##RoomsList", ImVec2(0, 0), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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std::string filter_str = room_filter;
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std::transform(filter_str.begin(), filter_str.end(), filter_str.begin(), ::tolower);
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for (int i = 0; i < 0x128; i++) {
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// Get room name
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std::string room_name;
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if (i < static_cast<int>(std::size(zelda3::kRoomNames))) {
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room_name = absl::StrFormat("%03X - %s", i, zelda3::kRoomNames[i].data());
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room_name = std::string(zelda3::kRoomNames[i]);
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} else {
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room_name = absl::StrFormat("%03X - Room %d", i, i);
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room_name = absl::StrFormat("Room %03X", i);
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}
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// Apply filter
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if (!filter_str.empty()) {
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std::string room_name_lower = room_name;
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std::transform(room_name_lower.begin(), room_name_lower.end(),
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room_name_lower.begin(), ::tolower);
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if (room_name_lower.find(filter_str) == std::string::npos) {
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std::string name_lower = room_name;
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std::transform(name_lower.begin(), name_lower.end(),
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name_lower.begin(), ::tolower);
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if (name_lower.find(filter_str) == std::string::npos) {
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continue;
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}
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}
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// Simple selectable with room ID and name
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std::string label = absl::StrFormat("[%03X] %s", i, room_name.c_str());
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bool is_selected = (current_room_id_ == i);
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if (ImGui::Selectable(room_name.c_str(), is_selected)) {
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if (ImGui::Selectable(label.c_str(), is_selected)) {
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OnRoomSelected(i);
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}
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@@ -358,47 +396,96 @@ void DungeonEditorV2::DrawRoomsListCard() {
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void DungeonEditorV2::DrawEntrancesListCard() {
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gui::EditorCard entrances_card(
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MakeCardTitle("Entrances List").c_str(),
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MakeCardTitle("Entrances").c_str(),
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ICON_MD_DOOR_FRONT, &show_entrances_list_);
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entrances_card.SetDefaultSize(400, 700);
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if (entrances_card.Begin()) {
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// Add text filter
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static char entrance_filter[256] = "";
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ImGui::SetNextItemWidth(-1);
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if (ImGui::InputTextWithHint("##EntranceFilter", ICON_MD_SEARCH " Filter entrances...",
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entrance_filter, sizeof(entrance_filter))) {
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// Filter updated
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if (!rom_ || !rom_->is_loaded()) {
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ImGui::Text("ROM not loaded");
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entrances_card.End();
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return;
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}
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// Full entrance configuration UI (matching dungeon_room_selector layout)
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auto& current_entrance = entrances_[current_entrance_id_];
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gui::InputHexWord("Entrance ID", ¤t_entrance.entrance_id_);
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gui::InputHexWord("Room ID", reinterpret_cast<uint16_t*>(¤t_entrance.room_));
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ImGui::SameLine();
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gui::InputHexByte("Dungeon ID", ¤t_entrance.dungeon_id_, 50.f, true);
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gui::InputHexByte("Blockset", ¤t_entrance.blockset_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("Music", ¤t_entrance.music_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("Floor", ¤t_entrance.floor_);
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ImGui::Separator();
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// Scrollable entrance list with associated room names
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if (ImGui::BeginChild("##EntrancesList", ImVec2(0, 0), true)) {
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std::string filter_str = entrance_filter;
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std::transform(filter_str.begin(), filter_str.end(), filter_str.begin(), ::tolower);
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for (int i = 0; i < static_cast<int>(entrances_.size()); i++) {
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int room_id = entrances_[i].room_;
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gui::InputHexWord("Player X ", ¤t_entrance.x_position_);
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ImGui::SameLine();
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gui::InputHexWord("Player Y ", ¤t_entrance.y_position_);
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gui::InputHexWord("Camera X", ¤t_entrance.camera_trigger_x_);
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ImGui::SameLine();
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gui::InputHexWord("Camera Y", ¤t_entrance.camera_trigger_y_);
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gui::InputHexWord("Scroll X ", ¤t_entrance.camera_x_);
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ImGui::SameLine();
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gui::InputHexWord("Scroll Y ", ¤t_entrance.camera_y_);
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gui::InputHexWord("Exit", reinterpret_cast<uint16_t*>(¤t_entrance.exit_), 50.f, true);
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ImGui::Separator();
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ImGui::Text("Camera Boundaries");
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ImGui::Separator();
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ImGui::Text("\t\t\t\t\tNorth East South West");
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gui::InputHexByte("Quadrant", ¤t_entrance.camera_boundary_qn_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("##QE", ¤t_entrance.camera_boundary_qe_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("##QS", ¤t_entrance.camera_boundary_qs_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("##QW", ¤t_entrance.camera_boundary_qw_, 50.f, true);
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gui::InputHexByte("Full room", ¤t_entrance.camera_boundary_fn_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("##FE", ¤t_entrance.camera_boundary_fe_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("##FS", ¤t_entrance.camera_boundary_fs_, 50.f, true);
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ImGui::SameLine();
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gui::InputHexByte("##FW", ¤t_entrance.camera_boundary_fw_, 50.f, true);
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ImGui::Separator();
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// Entrance list - simple and reliable
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if (ImGui::BeginChild("##EntrancesList", ImVec2(0, 0), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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for (int i = 0; i < 0x8C; i++) {
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// The last seven are spawn points
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std::string entrance_name;
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if (i < 0x85) {
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entrance_name = std::string(zelda3::kEntranceNames[i]);
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} else {
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entrance_name = absl::StrFormat("Spawn Point %d", i - 0x85);
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}
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// Get associated room name
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int room_id = entrances_[i].room_;
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std::string room_name = "Unknown";
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if (room_id >= 0 && room_id < static_cast<int>(std::size(zelda3::kRoomNames))) {
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room_name = zelda3::kRoomNames[room_id].data();
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room_name = std::string(zelda3::kRoomNames[room_id]);
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}
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std::string entrance_label = absl::StrFormat("%02X - %s (Room %03X)",
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i, room_name.c_str(), room_id);
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std::string label = absl::StrFormat("[%02X] %s -> %s",
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i, entrance_name.c_str(), room_name.c_str());
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// Apply filter
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if (!filter_str.empty()) {
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std::string entrance_label_lower = entrance_label;
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std::transform(entrance_label_lower.begin(), entrance_label_lower.end(),
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entrance_label_lower.begin(), ::tolower);
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if (entrance_label_lower.find(filter_str) == std::string::npos) {
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continue;
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}
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}
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if (ImGui::Selectable(entrance_label.c_str())) {
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bool is_selected = (current_entrance_id_ == i);
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if (ImGui::Selectable(label.c_str(), is_selected)) {
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current_entrance_id_ = i;
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OnEntranceSelected(i);
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}
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}
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@@ -413,77 +500,219 @@ void DungeonEditorV2::DrawRoomMatrixCard() {
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MakeCardTitle("Room Matrix").c_str(),
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ICON_MD_GRID_VIEW, &show_room_matrix_);
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matrix_card.SetDefaultSize(600, 600);
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matrix_card.SetDefaultSize(520, 620);
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if (matrix_card.Begin()) {
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// Draw 8x8 grid of rooms (first 64 rooms)
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constexpr int kRoomsPerRow = 8;
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constexpr int kRoomsPerCol = 8;
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constexpr float kRoomCellSize = 64.0f;
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// 16 wide x 19 tall = 304 cells (295 rooms + 9 empty)
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constexpr int kRoomsPerRow = 16;
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constexpr int kRoomsPerCol = 19;
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constexpr int kTotalRooms = 0x128; // 296 rooms (0x00-0x127)
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constexpr float kRoomCellSize = 28.0f; // Compact cells
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constexpr float kCellSpacing = 2.0f;
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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ImVec2 canvas_pos = ImGui::GetCursorScreenPos();
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int room_index = 0;
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for (int row = 0; row < kRoomsPerCol; row++) {
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for (int col = 0; col < kRoomsPerRow; col++) {
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int room_id = row * kRoomsPerRow + col;
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int room_id = room_index;
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bool is_valid_room = (room_id < kTotalRooms);
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ImVec2 cell_min = ImVec2(canvas_pos.x + col * kRoomCellSize,
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canvas_pos.y + row * kRoomCellSize);
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ImVec2 cell_max = ImVec2(cell_min.x + kRoomCellSize,
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cell_min.y + kRoomCellSize);
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ImVec2 cell_min = ImVec2(
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canvas_pos.x + col * (kRoomCellSize + kCellSpacing),
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canvas_pos.y + row * (kRoomCellSize + kCellSpacing));
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ImVec2 cell_max = ImVec2(
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cell_min.x + kRoomCellSize,
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cell_min.y + kRoomCellSize);
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// Check if room is active
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bool is_active = false;
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for (int i = 0; i < active_rooms_.Size; i++) {
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if (active_rooms_[i] == room_id) {
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is_active = true;
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break;
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if (is_valid_room) {
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// ALWAYS use palette-based color (lazy load if needed)
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ImU32 bg_color = IM_COL32(60, 60, 70, 255); // Fallback
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// Try to get palette color
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uint8_t palette = 0;
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if (room_id < static_cast<int>(rooms_.size())) {
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// Lazy load room if needed to get palette
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if (!rooms_[room_id].IsLoaded()) {
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auto status = room_loader_.LoadRoom(room_id, rooms_[room_id]);
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if (status.ok()) {
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palette = rooms_[room_id].palette;
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}
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} else {
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palette = rooms_[room_id].palette;
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}
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// Create a color variation based on palette ID
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float r = 0.3f + (palette % 4) * 0.15f;
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float g = 0.3f + ((palette / 4) % 4) * 0.15f;
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float b = 0.4f + ((palette / 16) % 2) * 0.2f;
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bg_color = IM_COL32(
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static_cast<int>(r * 255),
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static_cast<int>(g * 255),
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static_cast<int>(b * 255), 255);
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}
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}
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// Draw cell background
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ImU32 bg_color = is_active ? IM_COL32(100, 150, 255, 255)
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: IM_COL32(50, 50, 50, 255);
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draw_list->AddRectFilled(cell_min, cell_max, bg_color);
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// Draw cell border
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draw_list->AddRect(cell_min, cell_max, IM_COL32(150, 150, 150, 255));
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// Draw room ID
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std::string room_label = absl::StrFormat("%02X", room_id);
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ImVec2 text_size = ImGui::CalcTextSize(room_label.c_str());
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ImVec2 text_pos = ImVec2(cell_min.x + (kRoomCellSize - text_size.x) * 0.5f,
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cell_min.y + (kRoomCellSize - text_size.y) * 0.5f);
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draw_list->AddText(text_pos, IM_COL32(255, 255, 255, 255), room_label.c_str());
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// Handle clicks
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ImGui::SetCursorScreenPos(cell_min);
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ImGui::InvisibleButton(absl::StrFormat("##room%d", room_id).c_str(),
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ImVec2(kRoomCellSize, kRoomCellSize));
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if (ImGui::IsItemClicked()) {
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OnRoomSelected(room_id);
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}
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// Hover preview (TODO: implement room bitmap preview)
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if (ImGui::IsItemHovered()) {
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ImGui::BeginTooltip();
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if (room_id < static_cast<int>(std::size(zelda3::kRoomNames))) {
|
||||
ImGui::Text("%s", zelda3::kRoomNames[room_id].data());
|
||||
|
||||
// Check if room is currently selected
|
||||
bool is_current = (current_room_id_ == room_id);
|
||||
|
||||
// Check if room is open in a card
|
||||
bool is_open = false;
|
||||
for (int i = 0; i < active_rooms_.Size; i++) {
|
||||
if (active_rooms_[i] == room_id) {
|
||||
is_open = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw cell background with palette color
|
||||
draw_list->AddRectFilled(cell_min, cell_max, bg_color);
|
||||
|
||||
// Draw outline ONLY for current/open rooms
|
||||
if (is_current) {
|
||||
// Light green for current room
|
||||
draw_list->AddRect(cell_min, cell_max,
|
||||
IM_COL32(144, 238, 144, 255), 0.0f, 0, 2.5f);
|
||||
} else if (is_open) {
|
||||
// Green for open rooms
|
||||
draw_list->AddRect(cell_min, cell_max,
|
||||
IM_COL32(0, 200, 0, 255), 0.0f, 0, 2.0f);
|
||||
} else {
|
||||
ImGui::Text("Room %03X", room_id);
|
||||
// Subtle gray border for all rooms
|
||||
draw_list->AddRect(cell_min, cell_max,
|
||||
IM_COL32(80, 80, 80, 200), 0.0f, 0, 1.0f);
|
||||
}
|
||||
ImGui::EndTooltip();
|
||||
|
||||
// Draw room ID (small text)
|
||||
std::string room_label = absl::StrFormat("%02X", room_id);
|
||||
ImVec2 text_size = ImGui::CalcTextSize(room_label.c_str());
|
||||
ImVec2 text_pos = ImVec2(
|
||||
cell_min.x + (kRoomCellSize - text_size.x) * 0.5f,
|
||||
cell_min.y + (kRoomCellSize - text_size.y) * 0.5f);
|
||||
|
||||
// Use smaller font if available
|
||||
draw_list->AddText(text_pos, IM_COL32(220, 220, 220, 255),
|
||||
room_label.c_str());
|
||||
|
||||
// Handle clicks
|
||||
ImGui::SetCursorScreenPos(cell_min);
|
||||
ImGui::InvisibleButton(
|
||||
absl::StrFormat("##room%d", room_id).c_str(),
|
||||
ImVec2(kRoomCellSize, kRoomCellSize));
|
||||
|
||||
if (ImGui::IsItemClicked()) {
|
||||
OnRoomSelected(room_id);
|
||||
}
|
||||
|
||||
// Hover tooltip with room name
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::BeginTooltip();
|
||||
if (room_id < static_cast<int>(std::size(zelda3::kRoomNames))) {
|
||||
ImGui::Text("%s", zelda3::kRoomNames[room_id].data());
|
||||
} else {
|
||||
ImGui::Text("Room %03X", room_id);
|
||||
}
|
||||
ImGui::Text("Palette: %02X",
|
||||
room_id < static_cast<int>(rooms_.size()) ?
|
||||
rooms_[room_id].palette : 0);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
} else {
|
||||
// Empty cell
|
||||
draw_list->AddRectFilled(cell_min, cell_max,
|
||||
IM_COL32(30, 30, 30, 255));
|
||||
draw_list->AddRect(cell_min, cell_max,
|
||||
IM_COL32(50, 50, 50, 255));
|
||||
}
|
||||
|
||||
room_index++;
|
||||
}
|
||||
}
|
||||
|
||||
// Advance cursor past the grid
|
||||
ImGui::Dummy(ImVec2(kRoomsPerRow * kRoomCellSize, kRoomsPerCol * kRoomCellSize));
|
||||
ImGui::Dummy(ImVec2(
|
||||
kRoomsPerRow * (kRoomCellSize + kCellSpacing),
|
||||
kRoomsPerCol * (kRoomCellSize + kCellSpacing)));
|
||||
}
|
||||
matrix_card.End();
|
||||
}
|
||||
|
||||
void DungeonEditorV2::DrawRoomGraphicsCard() {
|
||||
gui::EditorCard graphics_card(
|
||||
MakeCardTitle("Room Graphics").c_str(),
|
||||
ICON_MD_IMAGE, &show_room_graphics_);
|
||||
|
||||
graphics_card.SetDefaultSize(350, 500);
|
||||
graphics_card.SetPosition(gui::EditorCard::Position::Right);
|
||||
|
||||
if (graphics_card.Begin()) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
ImGui::Text("ROM not loaded");
|
||||
graphics_card.End();
|
||||
return;
|
||||
}
|
||||
|
||||
// Show graphics for current room
|
||||
if (current_room_id_ >= 0 && current_room_id_ < static_cast<int>(rooms_.size())) {
|
||||
auto& room = rooms_[current_room_id_];
|
||||
|
||||
ImGui::Text("Room %03X Graphics", current_room_id_);
|
||||
ImGui::Text("Blockset: %02X", room.blockset);
|
||||
ImGui::Separator();
|
||||
|
||||
// Create a canvas for displaying room graphics
|
||||
static gui::Canvas room_gfx_canvas("##RoomGfxCanvas", ImVec2(0x100 + 1, 0x10 * 0x40 + 1));
|
||||
|
||||
room_gfx_canvas.DrawBackground();
|
||||
room_gfx_canvas.DrawContextMenu();
|
||||
room_gfx_canvas.DrawTileSelector(32);
|
||||
|
||||
auto blocks = room.blocks();
|
||||
|
||||
// Load graphics for this room if not already loaded
|
||||
if (blocks.empty()) {
|
||||
room.LoadRoomGraphics(room.blockset);
|
||||
blocks = room.blocks();
|
||||
}
|
||||
|
||||
int current_block = 0;
|
||||
constexpr int max_blocks_per_row = 2;
|
||||
constexpr int block_width = 128;
|
||||
constexpr int block_height = 32;
|
||||
|
||||
for (int block : blocks) {
|
||||
if (current_block >= 16) break; // Show first 16 blocks
|
||||
|
||||
// Ensure the graphics sheet is loaded
|
||||
if (block < static_cast<int>(gfx::Arena::Get().gfx_sheets().size())) {
|
||||
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
|
||||
|
||||
// Calculate grid position
|
||||
int row = current_block / max_blocks_per_row;
|
||||
int col = current_block % max_blocks_per_row;
|
||||
|
||||
int x = room_gfx_canvas.zero_point().x + 2 + (col * block_width);
|
||||
int y = room_gfx_canvas.zero_point().y + 2 + (row * block_height);
|
||||
|
||||
// Draw if texture is valid
|
||||
if (gfx_sheet.texture() != 0) {
|
||||
room_gfx_canvas.draw_list()->AddImage(
|
||||
(ImTextureID)(intptr_t)gfx_sheet.texture(),
|
||||
ImVec2(x, y),
|
||||
ImVec2(x + block_width, y + block_height));
|
||||
}
|
||||
}
|
||||
current_block++;
|
||||
}
|
||||
|
||||
room_gfx_canvas.DrawGrid(32.0f);
|
||||
room_gfx_canvas.DrawOverlay();
|
||||
} else {
|
||||
ImGui::TextDisabled("No room selected");
|
||||
}
|
||||
}
|
||||
graphics_card.End();
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
|
||||
|
||||
Reference in New Issue
Block a user