refactor: Consolidate Canvas Documentation and Update Structure
- Streamlined the canvas documentation by consolidating multiple guides into a single comprehensive overview. - Updated the canvas architecture section to reflect new features and interaction modes, enhancing clarity for users. - Improved API patterns and integration steps for editors, ensuring consistency across documentation. - Removed outdated content and added new sections on automation and debugging, aligning with recent code changes. - Adjusted file paths in the documentation to match the current project structure, ensuring accurate references.
This commit is contained in:
@@ -1,8 +1,6 @@
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# F2: Dungeon Editor v2 - Complete Guide
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**Version**: v0.4.0
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**Last Updated**: October 10, 2025
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**Status**: ✅ Production Ready
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**Related**: [E2-development-guide.md](E2-development-guide.md), [E5-debugging-guide.md](E5-debugging-guide.md)
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---
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@@ -21,54 +19,6 @@ The Dungeon Editor uses a modern card-based architecture (DungeonEditorV2) with
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---
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## Recent Refactoring (Oct 9-10, 2025)
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### Critical Bugs Fixed ✅
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#### Bug #1: Segfault on Startup
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**Cause**: `ImGui::GetID()` called before ImGui context ready
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**Fix**: Moved to `Update()` when ImGui is initialized
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**File**: `dungeon_editor_v2.cc:160-163`
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#### Bug #2: Floor Values Always Zero
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**Cause**: `RenderRoomGraphics()` called before `LoadObjects()`
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**Fix**: Correct loading sequence:
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```cpp
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// CORRECT ORDER:
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if (room.blocks().empty()) {
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room.LoadRoomGraphics(room.blockset); // 1. Load blocks from ROM
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}
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if (room.GetTileObjects().empty()) {
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room.LoadObjects(); // 2. Load objects (SETS floor1_graphics_!)
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}
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if (needs_render || !bg1_bitmap.is_active()) {
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room.RenderRoomGraphics(); // 3. Render with correct floor values
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}
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```
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**Impact**: Floor graphics now load correctly (4, 8, etc. instead of 0)
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#### Bug #3: Duplicate Floor Variables
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**Cause**: `floor1` (public) vs `floor1_graphics_` (private) - two sources of truth
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**Fix**: Removed public members, added accessors: `floor1()`, `set_floor1()`
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**Impact**: UI floor edits now trigger immediate re-render
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#### Bug #4: Wall Graphics Not Rendering
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**Cause**: Textures created BEFORE objects drawn, never updated
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**Fix**: Added UPDATE commands after `RenderObjectsToBackground()`
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```cpp
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// room.cc:327-344
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RenderObjectsToBackground(); // Draw objects to bitmaps
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// Update textures with new data
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if (bg1_bmp.texture()) {
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gfx::Arena::Get().QueueTextureCommand(UPDATE, &bg1_bmp);
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gfx::Arena::Get().QueueTextureCommand(UPDATE, &bg2_bmp);
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} else {
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gfx::Arena::Get().QueueTextureCommand(CREATE, &bg1_bmp);
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gfx::Arena::Get().QueueTextureCommand(CREATE, &bg2_bmp);
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}
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```
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### Architecture Improvements ✅
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1. **Room Buffers Decoupled** - No dependency on Arena graphics sheets
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2. **ObjectRenderer Removed** - Standardized on ObjectDrawer (~1000 lines deleted)
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@@ -112,6 +62,8 @@ Room (Data Layer)
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### Room Rendering Pipeline
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TODO: Update this to latest code.
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```
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1. LoadRoomGraphics(blockset)
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└─> Reads blocks[] from ROM
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@@ -146,9 +98,8 @@ Understanding ALTTP dungeon composition is critical:
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```
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Room Composition:
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├─ Room Layout (BASE LAYER - immovable)
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│ ├─ Walls (structural boundaries)
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│ ├─ Floors (walkable areas)
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│ └─ Pits (holes/damage zones)
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│ ├─ Walls (structural boundaries, 7 configurations of squares in 2x2 grid)
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│ ├─ Floors (walkable areas, repeated tile pattern set to BG1/BG2)
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├─ Layer 0 Objects (floor decorations, some walls)
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├─ Layer 1 Objects (chests, decorations)
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└─ Layer 2 Objects (stairs, transitions)
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@@ -164,43 +115,7 @@ Doors: Positioned at room edges to connect rooms
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### High Priority (Must Do)
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#### 1. Implement Room Layout Base Layer Rendering
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**File**: `dungeon_canvas_viewer.cc:377-391` (stub exists)
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**What**: Render the immovable room structure (walls, floors, pits)
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**Implementation**:
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```cpp
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void DungeonCanvasViewer::DrawRoomLayout(const zelda3::Room& room) {
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const auto& layout = room.GetLayout();
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// TODO: Load layout if not loaded
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// layout.LoadLayout(room_id);
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// Get structural elements
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auto walls = layout.GetObjectsByType(RoomLayoutObject::Type::kWall);
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auto floors = layout.GetObjectsByType(RoomLayoutObject::Type::kFloor);
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auto pits = layout.GetObjectsByType(RoomLayoutObject::Type::kPit);
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// Draw walls (dark gray, semi-transparent)
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for (const auto& wall : walls) {
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auto [x, y] = RoomToCanvasCoordinates(wall.x(), wall.y());
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canvas_.DrawRect(x, y, 8, 8, ImVec4(0.3f, 0.3f, 0.3f, 0.6f));
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}
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// Draw pits (orange warning)
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for (const auto& pit : pits) {
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auto [x, y] = RoomToCanvasCoordinates(pit.x(), pit.y());
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canvas_.DrawRect(x, y, 8, 8, ImVec4(1.0f, 0.5f, 0.0f, 0.7f));
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}
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}
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```
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**Reference**: `src/app/zelda3/dungeon/room_layout.h/cc` for LoadLayout() logic
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---
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#### 2. Door Rendering at Room Edges
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#### 1. Door Rendering at Room Edges
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**What**: Render doors with proper patterns at room connections
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**Pattern Reference**: ZScream's door drawing patterns
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@@ -220,7 +135,7 @@ void DungeonCanvasViewer::DrawDoors(const zelda3::Room& room) {
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---
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#### 3. Object Name Labels from String Array
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#### 2. Object Name Labels from String Array
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**File**: `dungeon_canvas_viewer.cc:416` (DrawObjectPositionOutlines)
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**What**: Show real object names instead of just IDs
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@@ -275,19 +190,6 @@ if (ImGui::BeginPopup("SelectRoomToOpen")) {
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### Medium Priority (Should Do)
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#### 5. Update current_room_id on Card Hover
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**What**: Update DungeonEditorV2::current_room_id_ when hovering room cards
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**Implementation**:
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```cpp
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// In dungeon_editor_v2.cc, after room_card->Begin():
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if (ImGui::IsWindowHovered()) {
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current_room_id_ = room_id;
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}
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```
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---
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#### 6. Fix InputHexByte +/- Button Events
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**File**: `src/app/gui/input.cc` (likely)
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@@ -298,36 +200,9 @@ if (ImGui::IsWindowHovered()) {
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- Verify event logic matches working examples
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- Keep existing event style if it works elsewhere
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---
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#### 7. Update Room Graphics Card
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**File**: `dungeon_editor_v2.cc:856-920`
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**What**: Show per-room graphics from `current_gfx16_` instead of Arena sheets
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**Implementation**:
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```cpp
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// Instead of Arena sheets:
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auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
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// Use room's current_gfx16_:
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const auto& gfx_buffer = room.get_gfx_buffer(); // Returns current_gfx16_
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// Extract 128x128 block from gfx_buffer
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// Display as 128x32 strips (16 blocks, 2 columns)
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```
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---
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### Lower Priority (Nice to Have)
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#### 8. Selection System with Primitive Squares
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**What**: Allow selecting objects even if graphics don't render
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**Current**: Selection works on bitmaps
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**Enhancement**: Selection works on position outlines
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---
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#### 9. Move Backend Logic to DungeonEditorSystem
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**What**: Separate UI (V2) from data operations (System)
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@@ -341,13 +216,6 @@ const auto& gfx_buffer = room.get_gfx_buffer(); // Returns current_gfx16_
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---
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#### 10. Extract ROM Addresses to Separate File
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**File**: `room.h` lines 18-84 (66 lines of constants)
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**Action**: Move to `dungeon_rom_addresses.h`
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---
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## Quick Start
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### Build & Run
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@@ -363,16 +231,6 @@ cmake --build build_ai --target yaze -j12
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0x00"
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```
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### Expected Visuals
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- ✅ **Floor tiles**: Proper dungeon graphics with correct colors
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- ✅ **Floor values**: Show 4, 8, etc. (not 0!)
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- ✅ **Object outlines**: Colored rectangles by layer
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- 🟥 Red = Layer 0 (walls, floors)
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- 🟩 Green = Layer 1 (decorations, chests)
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- 🟦 Blue = Layer 2 (stairs, transitions)
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- ✅ **Object IDs**: Labels like "0x10", "0x20"
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- ⏳ **Wall graphics**: Should render inside rectangles (needs verification)
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---
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## Testing & Verification
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@@ -391,230 +249,6 @@ cmake --build build_ai --target yaze -j12
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Writing Tile16"
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```
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### Visual Checklist
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- [ ] Floor tiles render with correct colors
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- [ ] Object position outlines visible
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- [ ] Room ID shows in card title as `[000] Ganon`
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- [ ] Properties in clean table layout (4 columns)
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- [ ] Layer controls compact (1 row)
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- [ ] Can edit floor1/floor2 values
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- [ ] Changes update canvas immediately
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- [ ] Room graphics card height correct (257px, not 1025px)
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---
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## Technical Reference
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### Correct Loading Order
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The loading sequence is **critical**:
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```cpp
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1. LoadRoomGraphics(blockset) - Loads blocks[], current_gfx16_
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2. LoadObjects() - Parses objects, SETS floor graphics
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3. RenderRoomGraphics() - Uses floor graphics from step 2
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```
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**Why**: `LoadObjects()` sets `floor1_graphics_` and `floor2_graphics_` during parsing. If you render before loading objects, floor values are still 0!
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### Floor Graphics Accessors
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```cpp
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// room.h:341-350
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uint8_t floor1() const { return floor1_graphics_; }
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uint8_t floor2() const { return floor2_graphics_; }
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void set_floor1(uint8_t value) {
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floor1_graphics_ = value;
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// UI code triggers re-render when changed
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}
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```
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### Object Visualization
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```cpp
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// dungeon_canvas_viewer.cc:394-425
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void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
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for (const auto& obj : room.GetTileObjects()) {
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(obj.x(), obj.y());
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// Size from object.size_ field
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int width = ((obj.size() & 0x0F) + 1) * 8;
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int height = (((obj.size() >> 4) & 0x0F) + 1) * 8;
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// Color by layer
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ImVec4 color = (layer == 0) ? Red : (layer == 1) ? Green : Blue;
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canvas_.DrawRect(canvas_x, canvas_y, width, height, color);
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canvas_.DrawText(absl::StrFormat("0x%02X", obj.id_), canvas_x + 2, canvas_y + 2);
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}
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}
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```
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### Texture Atlas (Future-Proof Stub)
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```cpp
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// src/app/gfx/texture_atlas.h
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class TextureAtlas {
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AtlasRegion* AllocateRegion(int source_id, int width, int height);
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absl::Status PackBitmap(const Bitmap& src, const AtlasRegion& region);
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absl::Status DrawRegion(int source_id, int dest_x, int dest_y);
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};
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// Future usage:
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TextureAtlas atlas(2048, 2048);
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auto* region = atlas.AllocateRegion(room_id, 512, 512);
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atlas.PackBitmap(room.bg1_buffer().bitmap(), *region);
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atlas.DrawRegion(room_id, x, y);
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```
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When implemented:
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- Single GPU texture for all rooms
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- Fewer texture binds per frame
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- Better performance with many rooms
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---
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## Files Modified (16 files)
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### Dungeon Editor
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```
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✅ src/app/editor/dungeon/dungeon_editor_v2.cc
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- Room ID in title `[003] Room Name`
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- Object count in status bar
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- Room graphics canvas 257x257 (fixed from 1025 tall)
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- Loading order fix (CRITICAL)
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✅ src/app/editor/dungeon/dungeon_canvas_viewer.h/cc
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- Properties in table layout
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- Compact layer controls
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- DrawRoomLayout() stub
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- DrawObjectPositionOutlines() working
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- Removed ObjectRenderer
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✅ src/app/editor/dungeon/dungeon_object_selector.h/cc
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- Removed ObjectRenderer
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- TODO for ObjectDrawer-based preview
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```
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### Room System
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```
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✅ src/app/zelda3/dungeon/room.h
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- floor1()/floor2() accessors
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- Removed LoadGraphicsSheetsIntoArena()
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✅ src/app/zelda3/dungeon/room.cc
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- Removed LoadGraphicsSheetsIntoArena() impl
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- Added UPDATE texture commands
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- Palette before objects (correct order)
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- Debug logging
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```
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### Graphics Infrastructure
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```
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✅ src/app/gfx/texture_atlas.h - NEW
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✅ src/app/gfx/texture_atlas.cc - NEW
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✅ src/app/gfx/gfx_library.cmake - Added texture_atlas.cc
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```
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### Tests
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```
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❌ test/unit/zelda3/dungeon_object_renderer_mock_test.cc - DELETED
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❌ test/integration/zelda3/dungeon_object_renderer_integration_test.cc - DELETED
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✅ test/CMakeLists.txt - Updated
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✅ test/unit/zelda3/test_dungeon_objects.cc - ObjectDrawer
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✅ test/integration/zelda3/dungeon_object_rendering_tests.cc - Simplified
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```
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---
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## Statistics
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```
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Tasks Completed: 13/20 (65%)
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Code Deleted: ~1600 lines (tests + obsolete methods)
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Code Added: ~400 lines (fixes + features + atlas)
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Net Change: -1200 lines
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Files Modified: 16
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Files Deleted: 2 (tests)
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Files Created: 2 (atlas.h/cc)
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Documentation: Consolidated 4 guides → 1
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Build Status: ✅ Core libraries compile
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User Verification: ✅ "it does render correct now"
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```
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---
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## Troubleshooting
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### Floor tiles blank/wrong?
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**Check**: Debug output should show `floor1=4, floor2=8` (NOT 0)
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**Fix**: Verify loading order in `dungeon_editor_v2.cc:442-460`
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### Objects not visible?
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**Check**: Object outlines should show colored rectangles
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**If no outlines**: LoadObjects() failed
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**If outlines but no graphics**: ObjectDrawer or tile data issue
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### Wall graphics not rendering?
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**Check**: Texture UPDATE commands in `room.cc:332-344`
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**Debug**: Check ObjectDrawer logs for "Writing Tile16"
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**Verify**: Objects drawn to bitmaps before texture update
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### Performance issues?
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**Cause**: Each room = ~2MB (2x 512x512 bitmaps)
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**Solution**: Close unused room windows or implement texture pooling
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---
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## Session Summary
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### Accomplished This Session
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- ✅ Fixed 6 critical bugs (segfault, loading order, floor variables, property detection, wall rendering, ObjectRenderer confusion)
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- ✅ Decoupled room buffers from Arena
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- ✅ Deleted 1270 lines of redundant test code
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- ✅ UI improvements (tables, titles, compact controls)
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- ✅ Object position visualization
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- ✅ Texture atlas infrastructure
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- ✅ Documentation consolidated
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### Statistics
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- **Lines Deleted**: ~1600
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- **Lines Added**: ~400
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- **Net Change**: -1200 lines
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- **Build Status**: ✅ Success
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- **Test Status**: ✅ Core libraries pass
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---
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## Code Reference
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### Property Table (NEW)
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```cpp
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// dungeon_canvas_viewer.cc:45-86
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if (ImGui::BeginTable("##RoomProperties", 4, ...)) {
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// Graphics | Layout | Floors | Message
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gui::InputHexByte("Gfx", &room.blockset);
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gui::InputHexByte("Sprite", &room.spriteset);
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gui::InputHexByte("Palette", &room.palette);
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// ... etc
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}
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```
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### Compact Layer Controls (NEW)
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```cpp
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// dungeon_canvas_viewer.cc:90-107
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if (ImGui::BeginTable("##LayerControls", 3, ...)) {
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ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible);
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ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible);
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ImGui::Combo("##BG2Type", &layer_settings.bg2_layer_type, ...);
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}
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```
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### Room ID in Title (NEW)
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```cpp
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// dungeon_editor_v2.cc:378
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base_name = absl::StrFormat("[%03X] %s", room_id, zelda3::kRoomNames[room_id]);
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// Result: "[002] Behind Sanctuary (Switch)"
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```
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||||
|
||||
---
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||||
|
||||
## Related Documentation
|
||||
|
||||
- **E2-development-guide.md** - Core architectural patterns
|
||||
|
||||
Reference in New Issue
Block a user