Rearranging structure

This commit is contained in:
Justin Scofield
2022-06-10 01:09:41 -04:00
parent b065142a8c
commit d8af0138bf
6 changed files with 10 additions and 65 deletions

View File

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#include "Editor.h"
namespace yaze {
namespace Application {
namespace View {
void Editor::UpdateScreen() {
const ImGuiIO& io = ImGui::GetIO();
ImGui::NewFrame();
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImVec2 dimensions(io.DisplaySize.x, io.DisplaySize.y);
ImGui::SetNextWindowSize(dimensions, ImGuiCond_Always);
ImGuiWindowFlags flags =
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_MenuBar;
if (!ImGui::Begin("Main", nullptr, flags)) {
ImGui::End();
return;
}
DrawYazeMenu();
if (ImGui::BeginTabBar("##TabBar")) {
DrawOverworldEditor();
ImGui::EndTabBar();
}
ImGui::ShowDemoWindow();
ImGui::End();
}
void Editor::DrawYazeMenu() {
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("File")) {
DrawFileMenu();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Edit")) {
DrawEditMenu();
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// display
if (ImGuiFileDialog::Instance()->Display("ChooseFileDlgKey")) {
// action if OK
if (ImGuiFileDialog::Instance()->IsOk()) {
std::string filePathName = ImGuiFileDialog::Instance()->GetFilePathName();
std::string filePath = ImGuiFileDialog::Instance()->GetCurrentPath();
rom.LoadFromFile(filePathName);
}
// close
ImGuiFileDialog::Instance()->Close();
}
}
void Editor::DrawFileMenu() const {
if (ImGui::MenuItem("Open", "Ctrl+O")) {
// TODO: Add the ability to open ALTTP ROM
ImGuiFileDialog::Instance()->OpenDialog("ChooseFileDlgKey", "Open ROM",
".sfc,.smc", ".");
}
if (ImGui::BeginMenu("Open Recent")) {
ImGui::MenuItem("alttp.sfc");
// TODO: Display recently accessed files here
ImGui::EndMenu();
}
if (ImGui::MenuItem("Save", "Ctrl+S")) {
// TODO: Implement this
}
if (ImGui::MenuItem("Save As..")) {
// TODO: Implement this
}
ImGui::Separator();
// TODO: Make these options matter
if (ImGui::BeginMenu("Options")) {
static bool enabled = true;
ImGui::MenuItem("Enabled", "", &enabled);
ImGui::BeginChild("child", ImVec2(0, 60), true);
for (int i = 0; i < 10; i++) ImGui::Text("Scrolling Text %d", i);
ImGui::EndChild();
static float f = 0.5f;
static int n = 0;
ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
ImGui::InputFloat("Input", &f, 0.1f);
ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
ImGui::EndMenu();
}
}
void Editor::DrawEditMenu() const {
if (ImGui::MenuItem("Undo", "Ctrl+O")) {
// TODO: Implement this
}
if (ImGui::MenuItem("Undo", "Ctrl+O")) {
// TODO: Implement this
}
ImGui::Separator();
if (ImGui::MenuItem("Cut", "Ctrl+X")) {
// TODO: Implement this
}
if (ImGui::MenuItem("Copy", "Ctrl+C")) {
// TODO: Implement this
}
if (ImGui::MenuItem("Paste", "Ctrl+V")) {
// TODO: Implement this
}
ImGui::Separator();
if (ImGui::MenuItem("Find Tiles", "Ctrl+F")) {
// TODO: Implement this
}
}
// first step would be to decompress all graphics data from the game
// (in alttp that's easy they're all located in the same location all the same
// sheet size 128x32) have a code that convert PC address to SNES and vice-versa
// 1) find the gfx pointers (you could use ZS constant file)
// 2) decompress all the gfx with your lz2 decompressor
// 3) convert the 3bpp snes data into PC 4bpp (probably the hardest part)
// 4) get the tiles32 data
// 5) get the tiles16 data
// 6) get the map32 data (they must be decompressed as well with a lz2 variant
// not the same as gfx compression but pretty similar)
// 7) get the gfx data of the map
// yeah i forgot that one and load 4bpp in a pseudo vram and use that to
// render tiles on screen
// 8) try to render the tiles on the bitmap in black & white to start
// 9) get the palettes data and try to find how they're loaded in
// the game that's a big puzzle to solve then 9 you'll have an overworld map
// viewer, in less than few hours if are able to understand the data quickly
void Editor::DrawOverworldEditor() {
if (ImGui::BeginTabItem("Overworld")) {
static ImVector<ImVec2> points;
static ImVec2 scrolling(0.0f, 0.0f);
static bool opt_enable_grid = true;
static bool opt_enable_context_menu = true;
static bool adding_line = false;
ImGui::Checkbox("Enable grid", &opt_enable_grid);
ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);
ImGui::Text(
"Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click "
"for context menu.");
ImVec2 canvas_p0 =
ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_sz =
ImGui::GetContentRegionAvail(); // Resize canvas to what's available
if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;
if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;
ImVec2 canvas_p1 =
ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
// Draw border and background color
const ImGuiIO& io = ImGui::GetIO();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));
draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
// This will catch our interactions
ImGui::InvisibleButton(
"canvas", canvas_sz,
ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
const bool is_hovered = ImGui::IsItemHovered(); // Hovered
const bool is_active = ImGui::IsItemActive(); // Held
const ImVec2 origin(canvas_p0.x + scrolling.x,
canvas_p0.y + scrolling.y); // Lock scrolled origin
const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x,
io.MousePos.y - origin.y);
// Add first and second point
if (is_hovered && !adding_line &&
ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
points.push_back(mouse_pos_in_canvas);
points.push_back(mouse_pos_in_canvas);
adding_line = true;
}
if (adding_line) {
points.back() = mouse_pos_in_canvas;
if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) adding_line = false;
}
// Pan (we use a zero mouse threshold when there's no context menu)
// You may decide to make that threshold dynamic based on whether the mouse
// is hovering something etc.
const float mouse_threshold_for_pan =
opt_enable_context_menu ? -1.0f : 0.0f;
if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right,
mouse_threshold_for_pan)) {
scrolling.x += io.MouseDelta.x;
scrolling.y += io.MouseDelta.y;
}
// Context menu (under default mouse threshold)
ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("context")) {
if (adding_line) points.resize(points.size() - 2);
adding_line = false;
if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) {
points.resize(points.size() - 2);
}
if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) {
points.clear();
}
ImGui::EndPopup();
}
// Draw grid + all lines in the canvas
draw_list->PushClipRect(canvas_p0, canvas_p1, true);
if (opt_enable_grid) {
const float GRID_STEP = 64.0f;
for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x;
x += GRID_STEP)
draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y),
ImVec2(canvas_p0.x + x, canvas_p1.y),
IM_COL32(200, 200, 200, 40));
for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y;
y += GRID_STEP)
draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y),
ImVec2(canvas_p1.x, canvas_p0.y + y),
IM_COL32(200, 200, 200, 40));
}
for (int n = 0; n < points.Size; n += 2)
draw_list->AddLine(
ImVec2(origin.x + points[n].x, origin.y + points[n].y),
ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y),
IM_COL32(255, 255, 0, 255), 2.0f);
draw_list->PopClipRect();
ImGui::EndTabItem();
}
}
} // namespace View
} // namespace Application
} // namespace yaze

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#ifndef YAZE_APPLICATION_VIEW_EDITOR_H
#define YAZE_APPLICATION_VIEW_EDITOR_H
#include <memory>
#include "Data/Overworld.h"
#include "ImGuiFileDialog/ImGuiFileDialog.h"
#include "Utils/ROM.h"
#include "imgui/backends/imgui_impl_sdl.h"
#include "imgui/backends/imgui_impl_sdlrenderer.h"
#include "imgui/imgui.h"
#include "imgui/imgui_internal.h"
#include "imgui/misc/cpp/imgui_stdlib.h"
namespace yaze {
namespace Application {
namespace View {
class Editor {
public:
void UpdateScreen();
private:
void DrawYazeMenu();
void DrawFileMenu() const;
void DrawEditMenu() const;
void DrawOverworldEditor();
Data::Overworld overworld;
Utils::ROM rom;
};
} // namespace View
} // namespace Application
} // namespace yaze
#endif // YAZE_APPLICATION_VIEW_EDITOR_H