Enhance DungeonEditor functionality by adding room graphics loading and rendering capabilities; implement bitmap drawing for background layers and room objects in the canvas, improving visual representation of dungeon rooms.
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@@ -3,6 +3,7 @@
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#include "absl/container/flat_hash_map.h"
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#include "app/core/features.h"
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#include "app/core/platform/renderer.h"
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#include "app/gfx/arena.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gui/canvas.h"
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#include "app/gui/color.h"
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@@ -60,6 +61,8 @@ absl::Status DungeonEditor::Load() {
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rooms_[i].LoadRoomGraphics();
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}
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// rooms_[i].LoadObjects();
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auto dungeon_palette_ptr = rom()->paletteset_ids[rooms_[i].palette][0];
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auto palette_id = rom()->ReadWord(0xDEC4B + dungeon_palette_ptr);
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if (palette_id.status() != absl::OkStatus()) {
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@@ -477,11 +480,22 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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gui::InputHexWord("Message ID", &rooms_[room_id].message_id_);
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SameLine();
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if (Button("Load Room")) {
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rooms_[room_id].LoadRoomGraphics();
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}
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ImGui::EndGroup();
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canvas_.DrawBackground(ImVec2(0x200, 0x200));
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canvas_.DrawBackground();
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canvas_.DrawContextMenu();
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if (is_loaded_) {
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canvas_.DrawBitmap(gfx::Arena::Get().bg1_bitmap(), 0, 0);
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canvas_.DrawBitmap(gfx::Arena::Get().bg2_bitmap(), 0, 0);
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for (const auto &object : rooms_[room_id].tile_objects_) {
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canvas_.DrawOutline(object.x_, object.y_, object.width_ * 16,
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object.height_ * 16);
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}
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canvas_.DrawBitmap(rooms_[room_id].layer1(), 0, 0);
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}
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canvas_.DrawGrid();
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