feat: Introduce Dungeon Object Emulator Preview and Object Drawing Enhancements

- Added DungeonObjectEmulatorPreview for rendering dungeon objects using the SNES emulator, allowing real-time visualization of object graphics.
- Implemented ObjectDrawer class to handle drawing of various object types to background buffers, utilizing game-specific patterns.
- Updated DungeonCanvasViewer to integrate object rendering and improve background layer management.
- Enhanced DungeonEditorV2 to support the new emulator preview, providing a more interactive editing experience.
- Improved error handling and logging for better debugging during object rendering operations.
This commit is contained in:
scawful
2025-10-06 23:39:45 -04:00
parent 7f71fd9e80
commit eda582f740
13 changed files with 757 additions and 56 deletions

View File

@@ -7,6 +7,7 @@
#include "app/gui/canvas.h"
#include "app/gui/input.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_drawer.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/sprite/sprite.h"
@@ -111,10 +112,13 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
room.LoadObjects();
}
// Render background layers with proper positioning
// NOTE: Don't draw objects here - RenderRoomBackgroundLayers() already does it
// via room.RenderRoomGraphics() which calls RenderObjectsToBackground()
// Render background layers from arena buffers
RenderRoomBackgroundLayers(room_id);
// Render room objects with proper graphics
// Render room objects with proper graphics (old system as fallback)
if (current_palette_id_ < current_palette_group_.size()) {
auto room_palette = current_palette_group_[current_palette_id_];
@@ -652,31 +656,45 @@ absl::Status DungeonCanvasViewer::UpdateRoomBackgroundLayers(int room_id) {
void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128) {
printf("[Canvas] Invalid room_id: %d\n", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
printf("[Canvas] ROM not loaded\n");
return;
}
if (!rooms_) {
printf("[Canvas] Rooms pointer is null\n");
return;
}
// Get canvas dimensions to limit rendering
// Get canvas dimensions
int canvas_width = canvas_.width();
int canvas_height = canvas_.height();
// Validate canvas dimensions
printf("[Canvas] Canvas size: %dx%d\n", canvas_width, canvas_height);
if (canvas_width <= 0 || canvas_height <= 0) {
printf("[Canvas] Invalid canvas dimensions\n");
return;
}
// Render the room's background layers using the graphics arena
// BG1 (background layer 1) - main room graphics
// Render BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
printf("[Canvas] BG1: active=%d, size=%dx%d, texture=%p\n",
bg1_bitmap.is_active(), bg1_bitmap.width(), bg1_bitmap.height(),
(void*)bg1_bitmap.texture());
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
// Scale the background to fit the canvas
// Ensure texture exists
if (!bg1_bitmap.texture()) {
printf("[Canvas] WARNING: BG1 has no texture, creating...\n");
core::Renderer::Get().RenderBitmap(&bg1_bitmap);
}
// Scale to fit 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);
@@ -686,13 +704,21 @@ void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
printf("[Canvas] Drawing BG1 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
offset_x, offset_y, scaled_width, scaled_height, scale);
canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
} else {
printf("[Canvas] BG1 not ready for rendering\n");
}
// BG2 (background layer 2) - sprite graphics (overlay)
// Render 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
if (!bg2_bitmap.texture()) {
core::Renderer::Get().RenderBitmap(&bg2_bitmap);
}
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);
@@ -702,8 +728,13 @@ void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
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
printf("[Canvas] Drawing BG2 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
offset_x, offset_y, scaled_width, scaled_height, scale);
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200);
}
printf("[Canvas] RenderRoomBackgroundLayers complete\n");
}
} // namespace yaze::editor

View File

@@ -11,15 +11,11 @@
namespace yaze::editor {
using ImGui::BeginTable;
using ImGui::EndTable;
using ImGui::TableHeadersRow;
using ImGui::TableNextColumn;
using ImGui::TableNextRow;
using ImGui::TableSetupColumn;
// No table layout needed - all cards are independent
void DungeonEditorV2::Initialize() {
// No complex initialization needed - components handle themselves
// Don't initialize emulator preview yet - ROM might not be loaded
// Will be initialized in Load() instead
}
absl::Status DungeonEditorV2::Load() {
@@ -52,20 +48,35 @@ absl::Status DungeonEditorV2::Load() {
object_selector_.SetCurrentPaletteId(current_palette_id_);
object_selector_.set_rooms(&rooms_);
// NOW initialize emulator preview with loaded ROM
object_emulator_preview_.Initialize(rom_);
is_loaded_ = true;
return absl::OkStatus();
}
absl::Status DungeonEditorV2::Update() {
if (!is_loaded_) {
ImGui::Text("Loading...");
// Show minimal loading message in parent window
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Dungeon Editor Loading...");
ImGui::TextWrapped("Independent editor cards will appear once ROM data is loaded.");
return absl::OkStatus();
}
// Minimize parent window content - just show a toolbar
DrawToolset();
gui::VerticalSpacing(2.0f);
ImGui::Separator();
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f),
"Editor cards are independent windows - dock them anywhere!");
ImGui::TextWrapped(
"Room Selector, Object Selector, and Room cards can be freely arranged. "
"This parent window can be minimized or closed.");
// Render all independent cards (these create their own top-level windows)
object_emulator_preview_.Render();
DrawLayout();
return absl::OkStatus();
}
@@ -98,32 +109,33 @@ void DungeonEditorV2::DrawToolset() {
}
void DungeonEditorV2::DrawLayout() {
// Simple 3-column layout as designed
if (BeginTable("##DungeonEditTable", 3,
ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersInnerV,
ImVec2(0, 0))) {
TableSetupColumn("Room Selector", ImGuiTableColumnFlags_WidthFixed, 250);
TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch);
TableSetupColumn("Object Selector", ImGuiTableColumnFlags_WidthFixed, 300);
TableHeadersRow();
TableNextRow();
// Column 1: Room Selector (fully delegated)
TableNextColumn();
room_selector_.Draw();
// Column 2: Canvas area for active room cards
TableNextColumn();
// This column is now just a docking space. The cards themselves are independent windows.
// Column 3: Object Selector (fully delegated)
TableNextColumn();
object_selector_.Draw();
EndTable();
// NO TABLE LAYOUT - All independent dockable EditorCards
// 1. Room Selector Card (independent, dockable)
{
static bool show_room_selector = true;
gui::EditorCard selector_card(
MakeCardTitle("Room Selector").c_str(),
ICON_MD_LIST, &show_room_selector);
if (selector_card.Begin()) {
room_selector_.Draw();
}
selector_card.End();
}
// Draw active rooms as individual, dockable EditorCards
// 2. Object Selector/Manager Card (independent, dockable)
{
static bool show_object_selector = true;
gui::EditorCard object_card(
MakeCardTitle("Object Selector").c_str(),
ICON_MD_CATEGORY, &show_object_selector);
if (object_card.Begin()) {
object_selector_.Draw();
}
object_card.End();
}
// 3. Active Room Cards (independent, dockable, no inheritance)
for (int i = 0; i < active_rooms_.Size; i++) {
int room_id = active_rooms_[i];
bool open = true;
@@ -138,13 +150,13 @@ void DungeonEditorV2::DrawLayout() {
std::string card_name_str = absl::StrFormat("%s###RoomCard%d",
MakeCardTitle(base_name).c_str(), room_id);
const char* card_name = card_name_str.c_str();
gui::EditorCard room_card(card_name, ICON_MD_GRID_ON, &open);
// Each room card is COMPLETELY independent - no parent windows
gui::EditorCard room_card(card_name_str.c_str(), ICON_MD_GRID_ON, &open);
if (room_card.Begin()) {
DrawRoomTab(room_id);
}
room_card.End(); // ALWAYS call End after Begin
room_card.End();
if (!open) {
active_rooms_.erase(active_rooms_.Data + i);

View File

@@ -13,6 +13,7 @@
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_entrance.h"
#include "app/gui/editor_layout.h"
#include "app/gui/widgets/dungeon_object_emulator_preview.h"
#include "imgui/imgui.h"
namespace yaze {
@@ -39,7 +40,8 @@ class DungeonEditorV2 : public Editor {
room_loader_(rom),
room_selector_(rom),
canvas_viewer_(rom),
object_selector_(rom) {
object_selector_(rom),
object_emulator_preview_() {
type_ = EditorType::kDungeon;
}
@@ -62,6 +64,7 @@ class DungeonEditorV2 : public Editor {
room_selector_.set_rom(rom);
canvas_viewer_.SetRom(rom);
object_selector_.SetRom(rom);
object_emulator_preview_.Initialize(rom);
}
Rom* rom() const { return rom_; }
@@ -105,6 +108,7 @@ class DungeonEditorV2 : public Editor {
DungeonRoomSelector room_selector_;
DungeonCanvasViewer canvas_viewer_;
DungeonObjectSelector object_selector_;
gui::DungeonObjectEmulatorPreview object_emulator_preview_;
bool is_loaded_ = false;
};