# Canvas Refactoring - Current Status & Future Work ## ✅ Successfully Completed ### 1. Modern ImGui-Style Interface (Working) **Added Methods**: ```cpp void Canvas::Begin(ImVec2 size = {0, 0}); // Replaces DrawBackground + DrawContextMenu void Canvas::End(); // Replaces DrawGrid + DrawOverlay ``` **RAII Wrapper**: ```cpp class ScopedCanvas { ScopedCanvas(const std::string& id, ImVec2 size = {}); ~ScopedCanvas(); // Automatic End() }; ``` **Usage**: ```cpp // Modern pattern (cleaner, exception-safe) gui::ScopedCanvas canvas("Editor", ImVec2(512, 512)); canvas->DrawBitmap(bitmap); canvas->DrawTilePainter(tile, 16); // Legacy pattern (still works - zero breaking changes) canvas.DrawBackground(); canvas.DrawContextMenu(); canvas.DrawBitmap(bitmap); canvas.DrawGrid(); canvas.DrawOverlay(); ``` **Status**: ✅ Implemented, builds successfully, ready for adoption ### 2. Context Menu Improvements (Working) **Helper Constructors**: ```cpp // Simple item canvas.AddContextMenuItem({"Label", callback}); // With shortcut canvas.AddContextMenuItem({"Label", callback, "Ctrl+X"}); // Conditional (enabled based on state) canvas.AddContextMenuItem( Canvas::ContextMenuItem::Conditional("Action", callback, condition) ); ``` **Benefits**: More concise, clearer intent **Status**: ✅ Implemented and working ### 3. Optional CanvasInteractionHandler Component (Available) **Created**: `canvas/canvas_interaction_handler.{h,cc}` (579 lines total) **Purpose**: Alternative API for tile interaction (NOT integrated into main Canvas) **Status**: ✅ Built and available for future custom interaction logic ### 4. Code Cleanup - ✅ Removed unused constants (`kBlackColor`, `kOutlineRect`) - ✅ Improved inline documentation - ✅ Better code organization ## ⚠️ Outstanding Issue: Rectangle Selection Wrapping ### The Problem When dragging a multi-tile rectangle selection near 512x512 local map boundaries in large maps, tiles still paint in the wrong location (wrap to left side of map). ### What Was Attempted **Attempt 1**: Clamp preview position in `DrawBitmapGroup()` - ✅ Prevents visual wrapping in preview - ❌ Doesn't fix actual painting location **Attempt 2**: Pre-compute tile IDs in `selected_tile16_ids_` - ✅ Tile IDs stored correctly - ❌ Still paints in wrong location **Attempt 3**: Clamp mouse position before grid alignment - ✅ Smoother preview dragging - ❌ Painting still wraps ### Root Cause Analysis The issue involves complex interaction between: 1. **Original Selection** (`DrawSelectRect`): - Right-click drag creates selection - `selected_tiles_` = coordinates from original location - `selected_points_` = rectangle bounds 2. **Preview While Dragging** (`DrawBitmapGroup`): - Repositions rectangle to follow mouse - Clamps to stay within 512x512 boundary - Updates `selected_points_` to clamped position - Shows tile IDs from `selected_tile16_ids_` 3. **Painting** (`CheckForOverworldEdits`): - Uses `selected_points_` for NEW location - Uses `selected_tile16_ids_` for tile data - Loops through NEW coordinates - Index `i` increments through loop **The Mismatch**: - If clamped preview has fewer tiles than original selection - Loop creates fewer positions than `selected_tile16_ids_.size()` - Index goes out of sync - OR: Loop positions don't match the coordinate calculation ### Suspected Issue The problem likely lies in how `index_x` and `index_y` are calculated in the painting loop: ```cpp // Current calculation (line 961-970 in overworld_editor.cc): int local_map_x = x / local_map_size; int local_map_y = y / local_map_size; int tile16_x = (x % local_map_size) / kTile16Size; int tile16_y = (y % local_map_size) / kTile16Size; int index_x = local_map_x * tiles_per_local_map + tile16_x; int index_y = local_map_y * tiles_per_local_map + tile16_y; // This calculation assumes x,y are in WORLD coordinates (0-4096) // But if the clamped rectangle spans boundaries differently... ``` ### What Needs Investigation 1. **Coordinate space mismatch**: Are x,y in the painting loop using the right coordinate system? 2. **Index calculation**: Does `index_x/index_y` correctly map to the world array? 3. **Boundary conditions**: What happens when clamped rectangle is smaller than original? 4. **World array structure**: Is `selected_world[index_x][index_y]` the right indexing? ### Debugging Steps for Future Agent ```cpp // Add logging to CheckForOverworldEdits painting loop: util::logf("Painting: i=%d, x=%d, y=%d, local_map=(%d,%d), tile16=(%d,%d), index=(%d,%d), tile_id=%d", i, x, y, local_map_x, local_map_y, tile16_x, tile16_y, index_x, index_y, selected_tile16_ids_[i]); // Compare with original selection: util::logf("Original: selected_tiles_[%d] = (%.0f, %.0f)", i, selected_tiles_[i].x, selected_tiles_[i].y); // Check array bounds: util::logf("World array: selected_world[%d][%d], bounds: 0x200 x 0x200", index_x, index_y); ``` ### Possible Fixes to Try **Option A**: Don't allow dragging across local map boundaries at all ```cpp // In DrawBitmapGroup, keep rectangle at original position if it would cross if (would_cross_boundary) { return; // Don't update selected_points_ } ``` **Option B**: Recalculate selected_tiles_ when clamped ```cpp // When clamping occurs, regenerate selected_tiles_ for new position // This keeps original selection data synchronized with new position ``` **Option C**: Use different approach for rectangle painting ```cpp // Instead of iterating x,y coordinates and indexing array, // Iterate through selected_tile16_ids_ and calculate x,y from index for (int i = 0; i < selected_tile16_ids_.size(); ++i) { int rel_x = i % rect_width; int rel_y = i / rect_width; int abs_x = start_x + (rel_x * kTile16Size); int abs_y = start_y + (rel_y * kTile16Size); // Paint selected_tile16_ids_[i] at (abs_x, abs_y) } ``` ## 🔧 Files Modified ### Core Canvas - `src/app/gui/canvas.h` - Begin/End, ScopedCanvas, context menu helpers, clamping control - `src/app/gui/canvas.cc` - Implementation, preview clamping logic - `src/app/gui/canvas_utils.h` - Added `clamp_rect_to_local_maps` config - `src/app/gui/gui.cmake` - Added canvas_interaction_handler.cc ### Overworld Editor - `src/app/editor/overworld/overworld_editor.h` - Added `selected_tile16_ids_` member - `src/app/editor/overworld/overworld_editor.cc` - Use member variable for tile IDs ### Components Created - `src/app/gui/canvas/canvas_interaction_handler.h` (209 lines) - `src/app/gui/canvas/canvas_interaction_handler.cc` (370 lines) ## 📚 Documentation (Consolidated) **Final Structure** (3 files): 1. **`CANVAS_GUIDE.md`** - Complete reference guide 2. **`canvas_refactoring_summary.md`** - Phase 1 background 3. **`CANVAS_REFACTORING_STATUS.md`** - This file **Removed**: 10+ outdated/duplicate/incorrect planning documents ## 🎯 Future Refactoring Steps ### Priority 1: Fix Rectangle Wrapping (High) **Issue**: Rectangle selection still wraps when dragged to boundaries **Investigation needed**: 1. Add detailed logging to painting loop 2. Verify coordinate space (canvas vs world vs tile) 3. Check world array indexing logic 4. Compare clamped vs original rectangle sizes **Possible approach**: See "Possible Fixes to Try" section above ### Priority 2: Extract Coordinate Conversion Helpers (Low Impact) **Pattern found**: Repeated coordinate calculations across overworld editor ```cpp // Extract to helpers: int GetMapIdFromPosition(ImVec2 world_pos, int current_world) const; ImVec2 WorldToCanvasCoords(ImVec2 world_pos) const; ImVec2 CanvasToWorldCoords(ImVec2 canvas_pos) const; ImVec2 WorldToTileCoords(ImVec2 world_pos) const; ``` **Benefit**: Clearer code, less duplication, easier to debug ### Priority 3: Move Components to canvas/ Namespace (Organizational) **Files to move**: - `gui/canvas_utils.{h,cc}` → `gui/canvas/canvas_utils.{h,cc}` - `gui/enhanced_palette_editor.{h,cc}` → `gui/canvas/palette_editor.{h,cc}` - `gui/bpp_format_ui.{h,cc}` → `gui/canvas/bpp_format_ui.{h,cc}` **Add compatibility shims** for old paths **Benefit**: Better organization, clear namespace structure ### Priority 4: Complete Scratch Space Feature (Feature) **Current state**: - Data structures exist (`ScratchSpaceSlot`) - No UI implementation **Needed**: - Draw scratch canvas - Copy/paste between scratch and main map - Save/load scratch layouts - UI for managing 4 scratch slots ### Priority 5: Simplify Canvas State (Refactoring) **Issue**: Dual state management still exists ```cpp // Both config_ and legacy variables: CanvasConfig config_; // Modern bool enable_grid_; // Legacy (duplicate) float global_scale_; // Legacy (duplicate) ``` **Goal**: Eliminate legacy variables, use config_ only with property accessors **Requires**: Careful migration to avoid breaking changes ## 🔍 Known Working Patterns ### Overworld Tile Painting (Working) ```cpp void CheckForOverworldEdits() { CheckForSelectRectangle(); // Single tile painting - WORKS if (!blockset_canvas_.points().empty() && !ow_map_canvas_.select_rect_active() && ow_map_canvas_.DrawTilemapPainter(tile16_blockset_, current_tile16_)) { DrawOverworldEdits(); // Paint single tile } // Rectangle painting - BROKEN at boundaries if (ow_map_canvas_.select_rect_active() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) { // Paint rectangle - wrapping issue here } } ``` ### Blockset Selection (Working) ```cpp blockset_canvas_.DrawTileSelector(32); if (!blockset_canvas_.points().empty() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) { // Get tile from blockset - WORKS current_tile16_ = CalculateTileId(); } ``` ### Manual Overlay Highlighting (Working) ```cpp // Set custom highlight box blockset_canvas_.mutable_points()->clear(); blockset_canvas_.mutable_points()->push_back(ImVec2(x, y)); blockset_canvas_.mutable_points()->push_back(ImVec2(x + w, y + h)); // Renders as white outline in DrawOverlay() ``` ## 🎓 Lessons Learned ### What Worked 1. ✅ **Additive changes** - Begin/End alongside legacy (no breakage) 2. ✅ **Optional components** - CanvasInteractionHandler available when needed 3. ✅ **Configurable behavior** - Easy revert options 4. ✅ **Helper constructors** - Simpler API without breaking changes ### What Didn't Work 1. ❌ **Delegating tile methods** - Broke subtle state management 2. ❌ **Replacing points management** - points_ manipulation is intentional 3. ❌ **Simple clamping** - Rectangle painting has complex coordinate logic ### Key Insights 1. **Test runtime behavior** - Build success ≠ correct behavior 2. **Understand before refactoring** - Complex interactions need investigation 3. **Preserve working code** - If it works, keep original implementation 4. **Add, don't replace** - New patterns alongside old ## 📋 For Future Agent ### Immediate Task: Fix Rectangle Wrapping **Symptoms**: - Single tile painting: ✅ Works at all boundaries - Rectangle selection preview: ✅ Clamps correctly - Rectangle painting: ❌ Paints in wrong location near boundaries **Debugging approach**: 1. Add logging to `CheckForOverworldEdits()` painting loop 2. Log: i, x, y, local_map_x/y, tile16_x/y, index_x/y, tile16_id 3. Compare with expected values 4. Check if world array indexing is correct 5. Verify clamped rectangle size matches original selection size **Files to investigate**: - `overworld_editor.cc::CheckForOverworldEdits()` (lines 917-1013) - `overworld_editor.cc::CheckForSelectRectangle()` (lines 1016-1046) - `canvas.cc::DrawBitmapGroup()` (lines 1155-1314) - `canvas.cc::DrawSelectRect()` (lines 957-1064) **Key question**: Why does single tile painting work but rectangle doesn't? ### Medium Term: Namespace Organization Move all canvas components to `canvas/` namespace: ``` gui/canvas/ ├── canvas_utils.{h,cc} // Move from gui/ ├── palette_editor.{h,cc} // Rename from enhanced_palette_editor ├── bpp_format_ui.{h,cc} // Move from gui/ ├── canvas_interaction_handler.{h,cc} // Already here ├── canvas_modals.{h,cc} // Already here ├── canvas_context_menu.{h,cc} // Already here ├── canvas_usage_tracker.{h,cc} // Already here └── canvas_performance_integration.{h,cc} // Already here ``` Add compatibility shims for old paths. ### Long Term: State Management Simplification **Current issue**: Dual state management ```cpp CanvasConfig config_; // Modern bool enable_grid_; // Legacy (duplicate) float global_scale_; // Legacy (duplicate) // ... more duplicates ``` **Goal**: Single source of truth ```cpp CanvasConfig config_; // Only source bool enable_grid() const { return config_.enable_grid; } // Accessor void SetEnableGrid(bool v) { config_.enable_grid = v; } ``` **Requires**: Careful migration, test all editors ### Stretch Goals: Enhanced Features 1. **Scratch Space UI** - Complete the scratch canvas implementation 2. **Undo/Redo** - Integrate with canvas operations 3. **Keyboard shortcuts** - Add to context menu items 4. **Multi-layer rendering** - Support sprite overlays ## 📊 Current Metrics | Metric | Value | |--------|-------| | Canvas.h | 579 lines | | Canvas.cc | 1873 lines | | Components | 6 in canvas/ namespace | | Documentation | 3 focused files | | Build status | ✅ Compiles | | Breaking changes | 0 | | Modern patterns | Available but optional | ## 🔑 Key Files Reference ### Core Canvas - `src/app/gui/canvas.h` - Main class definition - `src/app/gui/canvas.cc` - Implementation ### Canvas Components - `src/app/gui/canvas/canvas_interaction_handler.{h,cc}` - Optional interaction API - `src/app/gui/canvas/canvas_modals.{h,cc}` - Modal dialogs - `src/app/gui/canvas/canvas_context_menu.{h,cc}` - Context menu system - `src/app/gui/canvas/canvas_usage_tracker.{h,cc}` - Usage analytics - `src/app/gui/canvas/canvas_performance_integration.{h,cc}` - Performance monitoring ### Utilities - `src/app/gui/canvas_utils.{h,cc}` - Helper functions (TODO: move to canvas/) ### Major Consumers - `src/app/editor/overworld/overworld_editor.{h,cc}` - Primary user, complex interactions - `src/app/editor/overworld/tile16_editor.{h,cc}` - Blockset editing - `src/app/editor/graphics/graphics_editor.{h,cc}` - Graphics sheet editing - `src/app/editor/dungeon/dungeon_editor.{h,cc}` - Dungeon room editing ## 🎯 Recommended Next Steps ### Step 1: Fix Rectangle Wrapping Bug (Critical) **Action**: Debug the coordinate calculation in painting loop **Time**: 2-4 hours **Risk**: Medium (affects core functionality) **Approach**: 1. Add comprehensive logging 2. Test with specific scenario (e.g., select at x=300-700, drag to x=400-800 in large map) 3. Compare logged values with expected 4. Identify where coordinate calculation goes wrong 5. Apply surgical fix ### Step 2: Test All Editors (Verification) **Action**: Manual testing of all Canvas usage **Time**: 1-2 hours **Risk**: Low (just testing) **Test cases**: - Overworld: Tile painting, rectangle selection, large maps - Tile16: Blockset selection, tile editing - Graphics: Sheet display, tile selection - Dungeon: Room canvas ### Step 3: Adopt Modern Patterns (Optional) **Action**: Use Begin/End or ScopedCanvas in new features **Time**: Ongoing **Risk**: Zero (additive only) **Benefits**: Cleaner code, exception safety ## 📖 Documentation ### Read This - **`CANVAS_GUIDE.md`** - Complete feature reference and API documentation - **`CANVAS_REFACTORING_STATUS.md`** - This file (current status) ### Background (Optional) - `canvas_refactoring_summary.md` - Phase 1 (sizing improvements) - `canvas_refactoring_summary_phase2.md` - What we tried and learned ## 💡 Quick Reference ### Modern Usage ```cpp canvas.Begin(); canvas.DrawBitmap(bitmap); canvas.End(); ``` ### Legacy Usage (Still Works) ```cpp canvas.DrawBackground(); canvas.DrawBitmap(bitmap); canvas.DrawGrid(); canvas.DrawOverlay(); ``` ### Revert Clamping ```cpp canvas.SetClampRectToLocalMaps(false); ``` ### Add Context Menu ```cpp canvas.AddContextMenuItem({"Action", callback, "Shortcut"}); ``` ## ✅ Current Status **Build**: ✅ Compiles without errors **Functionality**: ✅ Most features working **Known issue**: ⚠️ Rectangle wrapping at boundaries **Modern API**: ✅ Available and working **Documentation**: ✅ Consolidated and clear **Ready for**: Debugging the rectangle wrapping issue --- **For Future Agent**: Start by investigating the coordinate calculation in the painting loop. Add logging, test specific scenarios, and compare actual vs expected values. The fix is likely a small coordinate space conversion issue.