backend-infra-engineer: Release v0.3.0 snapshot

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2025-09-27 00:25:45 -04:00
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# DungeonEditor Refactoring Plan
## Overview
This document outlines the comprehensive refactoring of the 1444-line `dungeon_editor.cc` file into focused, single-responsibility components.
## Component Structure
### ✅ Created Components
#### 1. DungeonToolset (`dungeon_toolset.h/cc`)
**Responsibility**: Toolbar UI management
- Background layer selection (All/BG1/BG2/BG3)
- Placement mode selection (Object/Sprite/Item/etc.)
- Undo/Redo buttons with callbacks
- **Replaces**: `DrawToolset()` method (~70 lines)
#### 2. DungeonObjectInteraction (`dungeon_object_interaction.h/cc`)
**Responsibility**: Object selection and placement
- Mouse interaction handling
- Object selection rectangle (like OverworldEditor)
- Drag and drop operations
- Coordinate conversion utilities
- **Replaces**: All mouse/selection methods (~400 lines)
#### 3. DungeonRenderer (`dungeon_renderer.h/cc`)
**Responsibility**: All rendering operations
- Object rendering with caching
- Background layer composition
- Layout object visualization
- Render cache management
- **Replaces**: All rendering methods (~200 lines)
#### 4. DungeonRoomLoader (`dungeon_room_loader.h/cc`)
**Responsibility**: ROM data loading
- Room loading from ROM
- Room size calculation
- Entrance loading
- Graphics loading coordination
- **Replaces**: Room loading methods (~150 lines)
#### 5. DungeonUsageTracker (`dungeon_usage_tracker.h/cc`)
**Responsibility**: Resource usage analysis
- Blockset/spriteset/palette usage tracking
- Usage statistics display
- Resource optimization insights
- **Replaces**: Usage statistics methods (~100 lines)
## Refactored DungeonEditor Structure
### Before Refactoring: 1444 lines
```cpp
class DungeonEditor {
// 30+ methods handling everything
// Mixed responsibilities
// Large data structures
// Complex dependencies
};
```
### After Refactoring: ~400 lines
```cpp
class DungeonEditor {
// Core editor interface (unchanged)
void Initialize() override;
absl::Status Load() override;
absl::Status Update() override;
absl::Status Save() override;
// High-level UI orchestration
absl::Status UpdateDungeonRoomView();
void DrawCanvasAndPropertiesPanel();
void DrawRoomPropertiesDebugPopup();
// Component coordination
void OnRoomSelected(int room_id);
private:
// Focused components
DungeonToolset toolset_;
DungeonObjectInteraction object_interaction_;
DungeonRenderer renderer_;
DungeonRoomLoader room_loader_;
DungeonUsageTracker usage_tracker_;
// Existing UI components
DungeonRoomSelector room_selector_;
DungeonCanvasViewer canvas_viewer_;
DungeonObjectSelector object_selector_;
// Core data and state
std::array<zelda3::Room, 0x128> rooms_;
bool is_loaded_ = false;
// etc.
};
```
## Method Migration Map
### Core Editor Methods (Keep in main file)
-`Initialize()` - Component initialization
-`Load()` - Delegates to room_loader_
-`Update()` - High-level update coordination
-`Save()`, `Undo()`, `Redo()` - Editor interface
-`UpdateDungeonRoomView()` - UI orchestration
### UI Methods (Keep for coordination)
-`DrawCanvasAndPropertiesPanel()` - Tab management
-`DrawRoomPropertiesDebugPopup()` - Debug popup
-`DrawDungeonTabView()` - Room tab management
-`DrawDungeonCanvas()` - Canvas coordination
-`OnRoomSelected()` - Room selection handling
### Methods Moved to Components
#### → DungeonToolset
-`DrawToolset()` - Toolbar rendering
#### → DungeonObjectInteraction
-`HandleCanvasMouseInput()` - Mouse handling
-`CheckForObjectSelection()` - Selection rectangle
-`DrawObjectSelectRect()` - Selection drawing
-`SelectObjectsInRect()` - Selection logic
-`PlaceObjectAtPosition()` - Object placement
-`DrawSelectBox()` - Selection visualization
-`DrawDragPreview()` - Drag preview
-`UpdateSelectedObjects()` - Selection updates
-`IsObjectInSelectBox()` - Selection testing
- ❌ Coordinate conversion helpers
#### → DungeonRenderer
-`RenderObjectInCanvas()` - Object rendering
-`DisplayObjectInfo()` - Object info overlay
-`RenderLayoutObjects()` - Layout rendering
-`RenderRoomBackgroundLayers()` - Background rendering
-`RefreshGraphics()` - Graphics refresh
- ❌ Object cache management
#### → DungeonRoomLoader
-`LoadDungeonRoomSize()` - Room size calculation
-`LoadAndRenderRoomGraphics()` - Graphics loading
-`ReloadAllRoomGraphics()` - Bulk reload
- ❌ Room size and address management
#### → DungeonUsageTracker
-`CalculateUsageStats()` - Usage calculation
-`DrawUsageStats()` - Usage display
-`DrawUsageGrid()` - Usage visualization
-`RenderSetUsage()` - Set usage rendering
## Component Communication
### Callback System
```cpp
// Object placement callback
object_interaction_.SetObjectPlacedCallback([this](const auto& object) {
renderer_.ClearObjectCache();
});
// Toolset callbacks
toolset_.SetUndoCallback([this]() { Undo(); });
toolset_.SetPaletteToggleCallback([this]() { palette_showing_ = !palette_showing_; });
// Object selection callback
object_selector_.SetObjectSelectedCallback([this](const auto& object) {
object_interaction_.SetPreviewObject(object, true);
toolset_.set_placement_type(DungeonToolset::kObject);
});
```
### Data Sharing
```cpp
// Update components with current room
void OnRoomSelected(int room_id) {
current_room_id_ = room_id;
object_interaction_.SetCurrentRoom(&rooms_, room_id);
// etc.
}
```
## Benefits of Refactoring
### 1. **Reduced Complexity**
- Main file: 1444 → ~400 lines (72% reduction)
- Single responsibility per component
- Clear separation of concerns
### 2. **Improved Testability**
- Individual components can be unit tested
- Mocking becomes easier
- Isolated functionality testing
### 3. **Better Maintainability**
- Changes isolated to relevant components
- Easier to locate and fix bugs
- Cleaner code reviews
### 4. **Enhanced Extensibility**
- New features added to appropriate components
- Component interfaces allow easy replacement
- Plugin-style architecture possible
### 5. **Cleaner Dependencies**
- UI separate from data manipulation
- Rendering separate from business logic
- Clear component boundaries
## Implementation Status
### ✅ Completed
- Created all component header files
- Created component implementation stubs
- Updated DungeonEditor header with components
- Basic component integration
### 🔄 In Progress
- Method migration from main file to components
- Component callback setup
- Legacy method removal
### ⏳ Pending
- Full method implementation in components
- Complete integration testing
- Documentation updates
- Build system updates
## Migration Strategy
### Phase 1: Create Components ✅
- Define component interfaces
- Create header and implementation files
- Set up basic structure
### Phase 2: Integrate Components 🔄
- Add components to DungeonEditor
- Set up callback systems
- Begin method delegation
### Phase 3: Move Methods
- Systematically move methods to components
- Update method calls to use components
- Remove old implementations
### Phase 4: Cleanup
- Remove unused member variables
- Clean up includes
- Update documentation
This refactoring transforms the monolithic DungeonEditor into a well-organized, component-based architecture that's easier to maintain, test, and extend.