backend-infra-engineer: Release v0.3.0 snapshot

This commit is contained in:
scawful
2025-09-27 00:25:45 -04:00
parent 8ce29e1436
commit e32ac75b9c
346 changed files with 55946 additions and 11764 deletions

View File

@@ -0,0 +1,706 @@
#include "dungeon_canvas_viewer.h"
#include "absl/strings/str_format.h"
#include "app/core/window.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
#include "app/gui/canvas.h"
#include "app/gui/input.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/sprite/sprite.h"
#include "imgui/imgui.h"
namespace yaze::editor {
using ImGui::Button;
using ImGui::Separator;
void DungeonCanvasViewer::DrawDungeonTabView() {
static int next_tab_id = 0;
if (ImGui::BeginTabBar("MyTabBar", ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_TabListPopupButton)) {
if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) {
if (std::find(active_rooms_.begin(), active_rooms_.end(), current_active_room_tab_) != active_rooms_.end()) {
next_tab_id++;
}
active_rooms_.push_back(next_tab_id++);
}
// Submit our regular tabs
for (int n = 0; n < active_rooms_.Size;) {
bool open = true;
if (active_rooms_[n] > sizeof(zelda3::kRoomNames) / 4) {
active_rooms_.erase(active_rooms_.Data + n);
continue;
}
if (ImGui::BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(), &open, ImGuiTabItemFlags_None)) {
current_active_room_tab_ = n;
DrawDungeonCanvas(active_rooms_[n]);
ImGui::EndTabItem();
}
if (!open)
active_rooms_.erase(active_rooms_.Data + n);
else
n++;
}
ImGui::EndTabBar();
}
Separator();
}
void DungeonCanvasViewer::Draw(int room_id) {
DrawDungeonCanvas(room_id);
}
void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
// Validate room_id and ROM
if (room_id < 0 || room_id >= 128) {
ImGui::Text("Invalid room ID: %d", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
ImGui::BeginGroup();
if (rooms_) {
gui::InputHexByte("Layout", &(*rooms_)[room_id].layout);
ImGui::SameLine();
gui::InputHexByte("Blockset", &(*rooms_)[room_id].blockset);
ImGui::SameLine();
gui::InputHexByte("Spriteset", &(*rooms_)[room_id].spriteset);
ImGui::SameLine();
gui::InputHexByte("Palette", &(*rooms_)[room_id].palette);
gui::InputHexByte("Floor1", &(*rooms_)[room_id].floor1);
ImGui::SameLine();
gui::InputHexByte("Floor2", &(*rooms_)[room_id].floor2);
ImGui::SameLine();
gui::InputHexWord("Message ID", &(*rooms_)[room_id].message_id_);
ImGui::SameLine();
if (Button("Load Room Graphics")) {
(void)LoadAndRenderRoomGraphics(room_id);
}
}
ImGui::EndGroup();
canvas_.DrawBackground();
canvas_.DrawContextMenu();
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
// Automatically load room graphics if not already loaded
if (room.blocks().empty()) {
(void)LoadAndRenderRoomGraphics(room_id);
}
// Load room objects if not already loaded
if (room.GetTileObjects().empty()) {
room.LoadObjects();
}
// Render background layers with proper positioning
RenderRoomBackgroundLayers(room_id);
// Render room objects with proper graphics
if (current_palette_id_ < current_palette_group_.size()) {
auto room_palette = current_palette_group_[current_palette_id_];
// Render regular objects with proper graphics
for (const auto& object : room.GetTileObjects()) {
RenderObjectInCanvas(object, room_palette);
}
// Render special objects with primitive shapes
RenderStairObjects(room, room_palette);
RenderChests(room);
RenderDoorObjects(room);
RenderWallObjects(room);
RenderPotObjects(room);
// Render sprites as simple 16x16 squares with labels
RenderSprites(room);
}
}
canvas_.DrawGrid();
canvas_.DrawOverlay();
// Draw layer information overlay
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
std::string layer_info = absl::StrFormat(
"Room %03X - Objects: %zu, Sprites: %zu\n"
"Layers are game concept: Objects exist on different levels\n"
"connected by stair objects for player navigation",
room_id, room.GetTileObjects().size(), room.GetSprites().size());
canvas_.DrawText(layer_info, 10, canvas_.height() - 60);
}
}
void DungeonCanvasViewer::RenderObjectInCanvas(const zelda3::RoomObject &object,
const gfx::SnesPalette &palette) {
// Validate ROM is loaded
if (!rom_ || !rom_->is_loaded()) {
return;
}
// Convert room coordinates to canvas coordinates
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
// Check if object is within canvas bounds
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
return; // Skip objects outside visible area
}
// Create a mutable copy of the object to ensure tiles are loaded
auto mutable_object = object;
mutable_object.set_rom(rom_);
mutable_object.EnsureTilesLoaded();
// Try to render the object with proper graphics
auto render_result = object_renderer_.RenderObject(mutable_object, palette);
if (render_result.ok()) {
auto object_bitmap = std::move(render_result.value());
// Ensure the bitmap is valid and has content
if (object_bitmap.width() > 0 && object_bitmap.height() > 0) {
object_bitmap.SetPalette(palette);
core::Renderer::Get().RenderBitmap(&object_bitmap);
canvas_.DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
return;
}
}
// Fallback: Draw object as colored rectangle with ID if rendering fails
ImVec4 object_color;
// Color-code objects based on layer
switch (object.layer_) {
case zelda3::RoomObject::LayerType::BG1:
object_color = ImVec4(0.8f, 0.4f, 0.4f, 0.8f); // Red-ish for BG1
break;
case zelda3::RoomObject::LayerType::BG2:
object_color = ImVec4(0.4f, 0.8f, 0.4f, 0.8f); // Green-ish for BG2
break;
case zelda3::RoomObject::LayerType::BG3:
object_color = ImVec4(0.4f, 0.4f, 0.8f, 0.8f); // Blue-ish for BG3
break;
default:
object_color = ImVec4(0.6f, 0.6f, 0.6f, 0.8f); // Gray for unknown
break;
}
// Calculate object size (16x16 is base, size affects width/height)
int object_width = 16 + (object.size_ & 0x0F) * 8;
int object_height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
canvas_.DrawRect(canvas_x, canvas_y, object_width, object_height, object_color);
canvas_.DrawRect(canvas_x, canvas_y, object_width, object_height,
ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); // Black border
// Draw object ID
std::string object_text = absl::StrFormat("0x%X", object.id_);
canvas_.DrawText(object_text, canvas_x + object_width + 2, canvas_y);
}
void DungeonCanvasViewer::DisplayObjectInfo(const zelda3::RoomObject &object,
int canvas_x, int canvas_y) {
// Display object information as text overlay
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
object.x_, object.y_, object.size_);
// Draw text at the object position
canvas_.DrawText(info_text, canvas_x, canvas_y - 12);
}
void DungeonCanvasViewer::RenderStairObjects(const zelda3::Room& room,
const gfx::SnesPalette& palette) {
// Render stair objects with special highlighting to show they enable layer transitions
// Stair object IDs from room.h: {0x139, 0x138, 0x13B, 0x12E, 0x12D}
constexpr uint16_t stair_ids[] = {0x139, 0x138, 0x13B, 0x12E, 0x12D};
for (const auto& object : room.GetTileObjects()) {
bool is_stair = false;
for (uint16_t stair_id : stair_ids) {
if (object.id_ == stair_id) {
is_stair = true;
break;
}
}
if (is_stair) {
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
if (IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
// Draw stair object with special highlighting
canvas_.DrawRect(canvas_x - 2, canvas_y - 2, 20, 20,
ImVec4(1.0f, 1.0f, 0.0f, 0.8f)); // Yellow highlight
// Draw text label
std::string stair_text = absl::StrFormat("STAIR\n0x%X", object.id_);
canvas_.DrawText(stair_text, canvas_x + 22, canvas_y);
}
}
}
}
void DungeonCanvasViewer::RenderSprites(const zelda3::Room& room) {
// Render sprites as simple 16x16 squares with sprite name/ID
for (const auto& sprite : room.GetSprites()) {
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(sprite.x(), sprite.y());
if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
// Draw 16x16 square for sprite
ImVec4 sprite_color;
// Color-code sprites based on layer
if (sprite.layer() == 0) {
sprite_color = ImVec4(0.2f, 0.8f, 0.2f, 0.8f); // Green for layer 0
} else {
sprite_color = ImVec4(0.2f, 0.2f, 0.8f, 0.8f); // Blue for layer 1
}
canvas_.DrawRect(canvas_x, canvas_y, 16, 16, sprite_color);
// Draw sprite border
canvas_.DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Draw sprite ID and name
std::string sprite_text;
if (sprite.id() >= 0) { // sprite.id() is uint8_t so always < 256
// Extract just the sprite name part (remove ID prefix)
std::string full_name = zelda3::kSpriteDefaultNames[sprite.id()];
auto space_pos = full_name.find(' ');
if (space_pos != std::string::npos && space_pos < full_name.length() - 1) {
std::string sprite_name = full_name.substr(space_pos + 1);
// Truncate long names
if (sprite_name.length() > 8) {
sprite_name = sprite_name.substr(0, 8) + "...";
}
sprite_text = absl::StrFormat("%02X\n%s", sprite.id(), sprite_name.c_str());
} else {
sprite_text = absl::StrFormat("%02X", sprite.id());
}
} else {
sprite_text = absl::StrFormat("%02X", sprite.id());
}
canvas_.DrawText(sprite_text, canvas_x + 18, canvas_y);
}
}
}
void DungeonCanvasViewer::RenderChests(const zelda3::Room& room) {
// Render chest objects from tile objects - chests are objects with IDs 0xF9, 0xFA
for (const auto& object : room.GetTileObjects()) {
if (object.id_ == 0xF9 || object.id_ == 0xFA) { // Chest object IDs
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
// Determine if it's a big chest based on object ID
bool is_big_chest = (object.id_ == 0xFA);
// Draw chest base
ImVec4 chest_color = is_big_chest ?
ImVec4(0.8f, 0.6f, 0.2f, 0.9f) : // Gold for big chest
ImVec4(0.6f, 0.4f, 0.2f, 0.9f); // Brown for small chest
int chest_size = is_big_chest ? 24 : 16; // Big chests are larger
canvas_.DrawRect(canvas_x, canvas_y + 8, chest_size, 8, chest_color);
// Draw chest lid (slightly lighter)
ImVec4 lid_color = is_big_chest ?
ImVec4(0.9f, 0.7f, 0.3f, 0.9f) :
ImVec4(0.7f, 0.5f, 0.3f, 0.9f);
canvas_.DrawRect(canvas_x, canvas_y + 4, chest_size, 6, lid_color);
// Draw chest borders
canvas_.DrawRect(canvas_x, canvas_y + 4, chest_size, 12, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Draw text label
std::string chest_text = is_big_chest ? "BIG\nCHEST" : "CHEST";
canvas_.DrawText(chest_text, canvas_x + chest_size + 2, canvas_y + 6);
}
}
}
}
void DungeonCanvasViewer::RenderDoorObjects(const zelda3::Room& room) {
// Render door objects from tile objects based on IDs from assembly constants
constexpr uint16_t door_ids[] = {0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E};
for (const auto& object : room.GetTileObjects()) {
bool is_door = false;
for (uint16_t door_id : door_ids) {
if (object.id_ == door_id) {
is_door = true;
break;
}
}
if (is_door) {
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
if (IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
// Draw door frame
canvas_.DrawRect(canvas_x, canvas_y, 32, 32, ImVec4(0.5f, 0.3f, 0.2f, 0.8f)); // Brown frame
// Draw door opening (darker)
canvas_.DrawRect(canvas_x + 4, canvas_y + 4, 24, 24, ImVec4(0.1f, 0.1f, 0.1f, 0.9f));
// Draw door border
canvas_.DrawRect(canvas_x, canvas_y, 32, 32, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Draw text label
std::string door_text = absl::StrFormat("DOOR\n0x%X", object.id_);
canvas_.DrawText(door_text, canvas_x + 34, canvas_y + 8);
}
}
}
}
void DungeonCanvasViewer::RenderWallObjects(const zelda3::Room& room) {
// Render wall objects with proper dimensions based on properties
for (const auto& object : room.GetTileObjects()) {
if (object.id_ >= 0x10 && object.id_ <= 0x1F) { // Wall objects range
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
if (IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
// Different wall types based on ID
ImVec4 wall_color;
std::string wall_type;
switch (object.id_) {
case 0x10: // Basic wall
wall_color = ImVec4(0.6f, 0.6f, 0.6f, 0.8f);
wall_type = "WALL";
break;
case 0x11: // Corner wall
wall_color = ImVec4(0.7f, 0.7f, 0.6f, 0.8f);
wall_type = "CORNER";
break;
case 0x12: // Decorative wall
wall_color = ImVec4(0.8f, 0.7f, 0.6f, 0.8f);
wall_type = "DEC_WALL";
break;
default:
wall_color = ImVec4(0.5f, 0.5f, 0.5f, 0.8f);
wall_type = "WALL";
break;
}
// Calculate wall size with proper length handling
int wall_width, wall_height;
// For walls, use the size field to determine length
if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
uint8_t size_x = object.size_ & 0x0F;
uint8_t size_y = (object.size_ >> 4) & 0x0F;
if (size_x > size_y) {
// Horizontal wall
wall_width = 16 + size_x * 16;
wall_height = 16;
} else if (size_y > size_x) {
// Vertical wall
wall_width = 16;
wall_height = 16 + size_y * 16;
} else {
// Square wall or corner
wall_width = 16 + size_x * 8;
wall_height = 16 + size_y * 8;
}
} else {
wall_width = 16 + (object.size_ & 0x0F) * 8;
wall_height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
}
wall_width = std::min(wall_width, 256);
wall_height = std::min(wall_height, 256);
canvas_.DrawRect(canvas_x, canvas_y, wall_width, wall_height, wall_color);
canvas_.DrawRect(canvas_x, canvas_y, wall_width, wall_height, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Add stone block pattern
for (int i = 0; i < wall_width; i += 8) {
for (int j = 0; j < wall_height; j += 8) {
canvas_.DrawRect(canvas_x + i, canvas_y + j, 6, 6,
ImVec4(wall_color.x * 0.9f, wall_color.y * 0.9f, wall_color.z * 0.9f, wall_color.w));
}
}
// Draw text label
std::string wall_text = absl::StrFormat("%s\n0x%X\n%dx%d", wall_type.c_str(), object.id_, wall_width/16, wall_height/16);
canvas_.DrawText(wall_text, canvas_x + wall_width + 2, canvas_y + 4);
}
}
}
}
void DungeonCanvasViewer::RenderPotObjects(const zelda3::Room& room) {
// Render pot objects based on assembly constants - Object_Pot is 0x2F
for (const auto& object : room.GetTileObjects()) {
if (object.id_ == 0x2F || object.id_ == 0x2B) { // Pot objects from assembly
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
// Draw pot base (wider at bottom)
canvas_.DrawRect(canvas_x + 2, canvas_y + 10, 12, 6, ImVec4(0.7f, 0.5f, 0.3f, 0.8f)); // Brown base
// Draw pot middle
canvas_.DrawRect(canvas_x + 3, canvas_y + 6, 10, 6, ImVec4(0.8f, 0.6f, 0.4f, 0.8f)); // Lighter middle
// Draw pot rim
canvas_.DrawRect(canvas_x + 4, canvas_y + 4, 8, 4, ImVec4(0.9f, 0.7f, 0.5f, 0.8f)); // Lightest top
// Draw pot outline
canvas_.DrawRect(canvas_x + 2, canvas_y + 4, 12, 12, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Draw text label
std::string pot_text = absl::StrFormat("POT\n0x%X", object.id_);
canvas_.DrawText(pot_text, canvas_x + 18, canvas_y + 6);
}
}
}
}
// Coordinate conversion helper functions
std::pair<int, int> DungeonCanvasViewer::RoomToCanvasCoordinates(int room_x,
int room_y) const {
// Convert room coordinates (tile units) to canvas coordinates (pixels)
// Account for canvas scaling and offset
float scale = canvas_.global_scale();
int offset_x = static_cast<int>(canvas_.drawn_tile_position().x);
int offset_y = static_cast<int>(canvas_.drawn_tile_position().y);
return {static_cast<int>((room_x * 16 + offset_x) * scale),
static_cast<int>((room_y * 16 + offset_y) * scale)};
}
std::pair<int, int> DungeonCanvasViewer::CanvasToRoomCoordinates(int canvas_x,
int canvas_y) const {
// Convert canvas coordinates (pixels) to room coordinates (tile units)
// Account for canvas scaling and offset
float scale = canvas_.global_scale();
int offset_x = static_cast<int>(canvas_.drawn_tile_position().x);
int offset_y = static_cast<int>(canvas_.drawn_tile_position().y);
if (scale <= 0.0f) scale = 1.0f; // Prevent division by zero
return {static_cast<int>((canvas_x / scale - offset_x) / 16),
static_cast<int>((canvas_y / scale - offset_y) / 16)};
}
bool DungeonCanvasViewer::IsWithinCanvasBounds(int canvas_x, int canvas_y,
int margin) const {
// Check if coordinates are within canvas bounds with optional margin
auto canvas_width = canvas_.width();
auto canvas_height = canvas_.height();
return (canvas_x >= -margin && canvas_y >= -margin &&
canvas_x <= canvas_width + margin &&
canvas_y <= canvas_height + margin);
}
void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height) {
// Default base size
width = 16;
height = 16;
// For walls, use the size field to determine length and orientation
if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
// Wall objects: size determines length and orientation
uint8_t size_x = object.size_ & 0x0F;
uint8_t size_y = (object.size_ >> 4) & 0x0F;
// Walls can be horizontal or vertical based on size parameters
if (size_x > size_y) {
// Horizontal wall
width = 16 + size_x * 16; // Each unit adds 16 pixels
height = 16;
} else if (size_y > size_x) {
// Vertical wall
width = 16;
height = 16 + size_y * 16;
} else {
// Square wall or corner
width = 16 + size_x * 8;
height = 16 + size_y * 8;
}
} else {
// For other objects, use standard size calculation
width = 16 + (object.size_ & 0x0F) * 8;
height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
}
// Clamp to reasonable limits
width = std::min(width, 256);
height = std::min(height, 256);
}
// Room graphics management methods
absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
if (room_id < 0 || room_id >= 128) {
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
if (!rooms_) {
return absl::FailedPreconditionError("Room data not available");
}
auto& room = (*rooms_)[room_id];
// Load room graphics with proper blockset
room.LoadRoomGraphics(room.blockset);
// Load the room's palette with bounds checking
if (room.palette < rom_->paletteset_ids.size() &&
!rom_->paletteset_ids[room.palette].empty()) {
auto dungeon_palette_ptr = rom_->paletteset_ids[room.palette][0];
auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
if (palette_id.ok()) {
current_palette_group_id_ = palette_id.value() / 180;
if (current_palette_group_id_ < rom_->palette_group().dungeon_main.size()) {
auto full_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette));
}
}
}
// Render the room graphics to the graphics arena
room.RenderRoomGraphics();
// Update the background layers with proper palette
RETURN_IF_ERROR(UpdateRoomBackgroundLayers(room_id));
return absl::OkStatus();
}
absl::Status DungeonCanvasViewer::UpdateRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128) {
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
if (!rooms_) {
return absl::FailedPreconditionError("Room data not available");
}
auto& room = (*rooms_)[room_id];
// Validate palette group access
if (current_palette_group_id_ >= rom_->palette_group().dungeon_main.size()) {
return absl::FailedPreconditionError("Invalid palette group ID");
}
// Get the current room's palette
auto current_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
// Update BG1 (background layer 1) with proper palette
if (room.blocks().size() >= 8) {
for (int i = 0; i < 8; i++) {
int block = room.blocks()[i];
if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
if (current_palette_id_ < current_palette_group_.size()) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
current_palette_group_[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
}
}
}
// Update BG2 (background layer 2) with sprite auxiliary palette
if (room.blocks().size() >= 16) {
auto sprites_aux1_pal_group = rom_->palette_group().sprites_aux1;
if (current_palette_id_ < sprites_aux1_pal_group.size()) {
for (int i = 8; i < 16; i++) {
int block = room.blocks()[i];
if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
sprites_aux1_pal_group[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
}
}
}
return absl::OkStatus();
}
void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128) {
return;
}
if (!rom_ || !rom_->is_loaded()) {
return;
}
if (!rooms_) {
return;
}
// Get canvas dimensions to limit rendering
int canvas_width = canvas_.width();
int canvas_height = canvas_.height();
// Validate canvas dimensions
if (canvas_width <= 0 || canvas_height <= 0) {
return;
}
// Render the room's background layers using the graphics arena
// BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
// Scale the background to fit the canvas
float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
}
// BG2 (background layer 2) - sprite graphics (overlay)
auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
// Scale the background to fit the canvas
float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200); // Semi-transparent overlay
}
}
} // namespace yaze::editor