fix: apply clang-format to all source files
Fixes formatting violations that were causing CI failures. Applied clang-format-14 to ensure consistent code formatting across the codebase. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -1,262 +1,116 @@
|
||||
# F2: Dungeon Editor v2 - Complete Guide
|
||||
# F2: Dungeon Editor v2 Guide
|
||||
|
||||
**Last Updated**: October 10, 2025
|
||||
**Related**: [Architecture Overview](../developer/architecture.md), [Debugging Guide](../developer/debugging-guide.md)
|
||||
**Scope**: DungeonEditorV2 (card-based UI), DungeonEditorSystem, dungeon canvases
|
||||
**Related**: [Architecture Overview](../developer/architecture.md), [Canvas System](../developer/canvas-system.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
## 1. Overview
|
||||
|
||||
The Dungeon Editor uses a modern card-based architecture (DungeonEditorV2) with self-contained room rendering. This guide covers the architecture, recent refactoring work, and next development steps.
|
||||
The Dungeon Editor ships with the multi-card workspace introduced in the 0.3.x releases.
|
||||
Self-contained room buffers keep graphics, objects, and palettes isolated so you can switch between
|
||||
rooms without invalidating the entire renderer.
|
||||
|
||||
### Key Features
|
||||
- **Visual room editing** with 512x512 canvas per room
|
||||
- **Object position visualization** - Colored outlines by layer (Red/Green/Blue)
|
||||
- **Per-room settings** - Independent BG1/BG2 visibility and layer types
|
||||
- **Flexible docking** - EditorCard system for custom workspace layouts
|
||||
- **Self-contained rooms** - Each room owns its bitmaps and palettes
|
||||
- **Overworld integration** - Double-click entrances to open dungeon rooms
|
||||
- 512×512 canvas per room with pan/zoom, grid, and collision overlays.
|
||||
- Layer-specific visualization (BG1/BG2 toggles, colored object outlines, slot labels).
|
||||
- Modular cards for rooms, objects, palettes, entrances, and toolsets.
|
||||
- Undo/Redo shared across cards via `DungeonEditorSystem`.
|
||||
- Tight overworld integration: double-click an entrance to open the linked dungeon room.
|
||||
|
||||
---
|
||||
|
||||
### Architecture Improvements
|
||||
1. **Room Buffers Decoupled** - No dependency on Arena graphics sheets
|
||||
2. **ObjectRenderer Removed** - Standardized on ObjectDrawer (~1000 lines deleted)
|
||||
3. **LoadGraphicsSheetsIntoArena Removed** - Using per-room graphics (~66 lines)
|
||||
4. **Old Tab System Removed** - EditorCard is the standard
|
||||
5. **Texture Atlas Infrastructure** - Future-proof stub created
|
||||
6. **Test Suite Cleaned** - Deleted 1270 lines of redundant tests
|
||||
|
||||
### UI Improvements
|
||||
- Room ID in card title: `[003] Room Name`
|
||||
- Properties reorganized into clean 4-column table
|
||||
- Compact layer controls (1 row instead of 3)
|
||||
- Room graphics canvas height fixed (1025px → 257px)
|
||||
- Object count in status bar
|
||||
|
||||
---
|
||||
|
||||
## Architecture
|
||||
|
||||
### Component Overview
|
||||
## 2. Architecture Snapshot
|
||||
|
||||
```
|
||||
DungeonEditorV2 (UI Layer)
|
||||
├─ Card-based UI system
|
||||
├─ Room window management
|
||||
├─ Component coordination
|
||||
└─ Lazy loading
|
||||
DungeonEditorV2 (UI)
|
||||
├─ Cards & docking
|
||||
├─ Canvas presenter
|
||||
└─ Menu + toolbar actions
|
||||
|
||||
DungeonEditorSystem (Backend Layer)
|
||||
├─ Sprite/Item/Entrance/Door/Chest management
|
||||
├─ Undo/Redo functionality
|
||||
├─ Room properties management
|
||||
└─ Dungeon-wide operations
|
||||
DungeonEditorSystem (Backend)
|
||||
├─ Room/session state
|
||||
├─ Undo/Redo stack
|
||||
├─ Sprite/entrance/item helpers
|
||||
└─ Persistence + ROM writes
|
||||
|
||||
Room (Data Layer)
|
||||
├─ Self-contained buffers (bg1_buffer_, bg2_buffer_)
|
||||
├─ Object storage (tile_objects_)
|
||||
├─ Graphics loading
|
||||
└─ Rendering pipeline
|
||||
Room Model (Data)
|
||||
├─ bg1_buffer_, bg2_buffer_
|
||||
├─ tile_objects_, door data, metadata
|
||||
└─ Palette + blockset caches
|
||||
```
|
||||
|
||||
### Room Rendering Pipeline
|
||||
1. **Load** – `DungeonRoomLoader` reads the room header, blockset pointers, and door/entrance
|
||||
metadata, producing a `Room` instance with immutable layout info.
|
||||
2. **Decode** – The requested blockset is converted into `current_gfx16_` bitmaps; objects are parsed
|
||||
into `tile_objects_` grouped by layer and palette slot.
|
||||
3. **Draw** – `DungeonCanvasViewer` builds BG1/BG2 bitmaps, then overlays each object layer via
|
||||
`ObjectDrawer`. Palette state comes from the room’s 90-color dungeon palette.
|
||||
4. **Queue** – The finished bitmaps are pushed into the graphics `Arena`, which uploads a bounded
|
||||
number of textures per frame so UI latency stays flat.
|
||||
5. **Present** – When textures become available, the canvas displays the layers, draws interaction
|
||||
widgets (selection rectangles, door gizmos, entity labels), and applies zoom/grid settings.
|
||||
|
||||
TODO: Update this to latest code.
|
||||
|
||||
```
|
||||
1. LoadRoomGraphics(blockset)
|
||||
└─> Reads blocks[] from ROM
|
||||
└─> Loads blockset data → current_gfx16_
|
||||
|
||||
2. LoadObjects()
|
||||
└─> Parses object data from ROM
|
||||
└─> Creates tile_objects_[]
|
||||
└─> SETS floor1_graphics_, floor2_graphics_ ← CRITICAL!
|
||||
|
||||
3. RenderRoomGraphics() [SELF-CONTAINED]
|
||||
├─> DrawFloor(floor1_graphics_, floor2_graphics_)
|
||||
├─> DrawBackground(current_gfx16_)
|
||||
├─> SetPalette(full_90_color_dungeon_palette)
|
||||
├─> RenderObjectsToBackground()
|
||||
│ └─> ObjectDrawer::DrawObjectList()
|
||||
└─> QueueTextureCommand(UPDATE/CREATE)
|
||||
|
||||
4. DrawRoomBackgroundLayers(room_id)
|
||||
└─> ProcessTextureQueue() → GPU textures
|
||||
└─> canvas_.DrawBitmap(bg1, bg2)
|
||||
|
||||
5. DrawObjectPositionOutlines(room)
|
||||
└─> Colored rectangles by layer
|
||||
└─> Object ID labels
|
||||
```
|
||||
|
||||
### Room Structure (Bottom to Top)
|
||||
|
||||
Understanding ALTTP dungeon composition is critical:
|
||||
|
||||
```
|
||||
Room Composition:
|
||||
├─ Room Layout (BASE LAYER - immovable)
|
||||
│ ├─ Walls (structural boundaries, 7 configurations of squares in 2x2 grid)
|
||||
│ ├─ Floors (walkable areas, repeated tile pattern set to BG1/BG2)
|
||||
├─ Layer 0 Objects (floor decorations, some walls)
|
||||
├─ Layer 1 Objects (chests, decorations)
|
||||
└─ Layer 2 Objects (stairs, transitions)
|
||||
|
||||
Doors: Positioned at room edges to connect rooms
|
||||
```
|
||||
|
||||
**Key Insight**: Layouts are immovable base structure. Objects are placed ON TOP and can be moved/edited. This allows for large rooms, 4-quadrant rooms, tall/wide rooms, etc.
|
||||
Changing tiles, palettes, or objects invalidates the affected room cache so steps 2–5 rerun only for
|
||||
that room.
|
||||
|
||||
---
|
||||
|
||||
## Next Development Steps
|
||||
## 3. Editing Workflow
|
||||
|
||||
### High Priority (Must Do)
|
||||
### Opening Rooms
|
||||
1. Launch `yaze` with a ROM (`./build/bin/yaze --rom_file=zelda3.sfc`).
|
||||
2. Use the **Room Matrix** or **Rooms List** card to choose a room. The toolbar “+” button also opens
|
||||
the selector.
|
||||
3. Pin multiple rooms by opening them in separate cards; each card maintains its own canvas state.
|
||||
|
||||
#### 1. Door Rendering at Room Edges
|
||||
**What**: Render doors with proper patterns at room connections
|
||||
### Working with Cards
|
||||
|
||||
**Pattern Reference**: ZScream's door drawing patterns
|
||||
| Card | Purpose |
|
||||
|------|---------|
|
||||
| **Room Graphics** | Primary canvas, BG toggles, collision/grid switches. |
|
||||
| **Object Editor** | Filter by type/layer, edit coordinates, duplicate/delete objects. |
|
||||
| **Palette Editor** | Adjust per-room palette slots and preview results immediately. |
|
||||
| **Entrances List** | Jump between overworld entrances and their mapped rooms. |
|
||||
| **Room Matrix** | Visual grid of all rooms grouped per dungeon for quick navigation. |
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
void DungeonCanvasViewer::DrawDoors(const zelda3::Room& room) {
|
||||
// Doors stored in room data
|
||||
// Position at room edges (North/South/East/West)
|
||||
// Use current_gfx16_ graphics data
|
||||
|
||||
// TODO: Get door data from room.GetDoors() or similar
|
||||
// TODO: Use ObjectDrawer patterns for door graphics
|
||||
// TODO: Draw at interpolation points between rooms
|
||||
}
|
||||
```
|
||||
Cards can be docked, detached, or saved as workspace presets; use the sidebar to store favorite
|
||||
layouts (e.g., Room Graphics + Object Editor + Palette).
|
||||
|
||||
### Canvas Interactions
|
||||
- Left-click to select an object; Shift-click to add to the selection.
|
||||
- Drag handles to move objects or use the property grid for precise coordinates.
|
||||
- Right-click to open the context menu, which includes quick inserts for common objects and a “jump
|
||||
to entrance” helper.
|
||||
- Hold Space to pan, use mouse wheel (or trackpad pinch) to zoom. The status footer shows current
|
||||
zoom and cursor coordinates.
|
||||
- Enable **Object Labels** from the toolbar to show layer-colored labels (e.g., `L1 Chest 0x23`).
|
||||
|
||||
### Saving & Undo
|
||||
- The editor queues every change through `DungeonEditorSystem`. Use `Cmd/Ctrl+Z` and `Cmd/Ctrl+Shift+Z`
|
||||
to undo/redo across cards.
|
||||
- Saving writes back the room buffers, door metadata, and palettes for the active session. Keep
|
||||
backups enabled (`File → Options → Experiment Flags`) for safety.
|
||||
|
||||
---
|
||||
|
||||
#### 2. Object Name Labels from String Array
|
||||
**File**: `dungeon_canvas_viewer.cc:416` (DrawObjectPositionOutlines)
|
||||
## 4. Tips & Troubleshooting
|
||||
|
||||
**What**: Show real object names instead of just IDs
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
// Instead of:
|
||||
std::string label = absl::StrFormat("0x%02X", obj.id_);
|
||||
|
||||
// Use:
|
||||
std::string object_name = GetObjectName(obj.id_);
|
||||
std::string label = absl::StrFormat("%s\n0x%02X", object_name.c_str(), obj.id_);
|
||||
|
||||
// Helper function:
|
||||
std::string GetObjectName(int16_t object_id) {
|
||||
// TODO: Reference ZScream's object name arrays
|
||||
// TODO: Map object ID → name string
|
||||
// Example: 0x10 → "Wall (North)"
|
||||
return "Object";
|
||||
}
|
||||
```
|
||||
- **Layer sanity**: If objects appear on the wrong layer, check the BG toggles in Room Graphics and
|
||||
the layer filter in Object Editor—they operate independently.
|
||||
- **Palette issues**: Palettes are per room. After editing, ensure `Palette Editor` writes the new
|
||||
values before switching rooms; the status footer confirms pending writes.
|
||||
- **Door alignment**: Use the entrance/door inspector popup (right-click a door marker) to verify
|
||||
leads-to IDs without leaving the canvas.
|
||||
- **Performance**: Large ROMs with many rooms can accumulate textures. If the editor feels sluggish,
|
||||
close unused room cards; each card releases its textures when closed.
|
||||
|
||||
---
|
||||
|
||||
#### 4. Fix Plus Button to Select Any Room
|
||||
**File**: `dungeon_editor_v2.cc:228` (DrawToolset)
|
||||
|
||||
**Current Issue**: Opens Room 0x00 (Ganon) always
|
||||
|
||||
**Fix**:
|
||||
```cpp
|
||||
if (toolbar.AddAction(ICON_MD_ADD, "Open Room")) {
|
||||
// Show room selector dialog instead of opening room 0
|
||||
show_room_selector_ = true;
|
||||
// Or: show room picker popup
|
||||
ImGui::OpenPopup("SelectRoomToOpen");
|
||||
}
|
||||
|
||||
// Add popup:
|
||||
if (ImGui::BeginPopup("SelectRoomToOpen")) {
|
||||
static int selected_room = 0;
|
||||
ImGui::InputInt("Room ID", &selected_room);
|
||||
if (ImGui::Button("Open")) {
|
||||
OnRoomSelected(selected_room);
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Medium Priority (Should Do)
|
||||
|
||||
#### 6. Fix InputHexByte +/- Button Events
|
||||
**File**: `src/app/gui/input.cc` (likely)
|
||||
|
||||
**Issue**: Buttons don't respond to clicks
|
||||
|
||||
**Investigation Needed**:
|
||||
- Check if button click events are being captured
|
||||
- Verify event logic matches working examples
|
||||
- Keep existing event style if it works elsewhere
|
||||
|
||||
|
||||
### Lower Priority (Nice to Have)
|
||||
|
||||
#### 9. Move Backend Logic to DungeonEditorSystem
|
||||
**What**: Separate UI (V2) from data operations (System)
|
||||
|
||||
**Migration**:
|
||||
- Sprite management → DungeonEditorSystem
|
||||
- Item management → DungeonEditorSystem
|
||||
- Entrance/Door/Chest → DungeonEditorSystem
|
||||
- Undo/Redo → DungeonEditorSystem
|
||||
|
||||
**Result**: DungeonEditorV2 becomes pure UI coordinator
|
||||
|
||||
---
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Build & Run
|
||||
```bash
|
||||
cd /Users/scawful/Code/yaze
|
||||
cmake --preset mac-ai -B build_ai
|
||||
cmake --build build_ai --target yaze -j12
|
||||
|
||||
# Run dungeon editor
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon
|
||||
|
||||
# Open specific room
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0x00"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Testing & Verification
|
||||
|
||||
### Debug Commands
|
||||
```bash
|
||||
# Verify floor values load correctly
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "floor1="
|
||||
|
||||
# Expected: floor1=4, floor2=8 (NOT 0!)
|
||||
|
||||
# Check object rendering
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Drawing.*objects"
|
||||
|
||||
# Check object drawing details
|
||||
./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Writing Tile16"
|
||||
```
|
||||
|
||||
## Related Documentation
|
||||
|
||||
- **Architecture Overview** (`../developer/architecture.md`) - Core architectural patterns
|
||||
- **Debugging Guide** (`../developer/debugging-guide.md`) - Debugging workflows
|
||||
- **Legacy context** - This document supersedes the legacy `F1-dungeon-editor-guide.md`.
|
||||
|
||||
---
|
||||
|
||||
**Last Updated**: October 10, 2025
|
||||
**Contributors**: Dungeon Editor Refactoring Session
|
||||
|
||||
## 5. Related Docs
|
||||
- [Developer Architecture Overview](../developer/architecture.md) – patterns shared across editors.
|
||||
- [Canvas System Guide](../developer/canvas-system.md) – detailed explanation of canvas usage,
|
||||
context menus, and popups.
|
||||
- [Debugging Guide](../developer/debugging-guide.md) – startup flags and logging tips (e.g.,
|
||||
`--editor=Dungeon --cards="Room 0"` for focused debugging).
|
||||
|
||||
Reference in New Issue
Block a user