#include "dungeon_canvas_viewer.h" #include "absl/strings/str_format.h" #include "app/gfx/arena.h" #include "app/gfx/snes_palette.h" #include "app/gui/input.h" #include "app/rom.h" #include "app/zelda3/dungeon/room.h" #include "app/zelda3/sprite/sprite.h" #include "imgui/imgui.h" #include "util/log.h" namespace yaze::editor { // DrawDungeonTabView() removed - DungeonEditorV2 uses EditorCard system for flexible docking 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 >= 0x128) { ImGui::Text("Invalid room ID: %d", room_id); return; } if (!rom_ || !rom_->is_loaded()) { ImGui::Text("ROM not loaded"); return; } ImGui::BeginGroup(); if (rooms_) { auto& room = (*rooms_)[room_id]; // Store previous values to detect changes static int prev_blockset = -1; static int prev_palette = -1; static int prev_layout = -1; static int prev_spriteset = -1; gui::InputHexByte("Layout", &room.layout); ImGui::SameLine(); gui::InputHexByte("Gfx", &room.blockset); ImGui::SameLine(); gui::InputHexByte("Spriteset", &room.spriteset); ImGui::SameLine(); gui::InputHexByte("Palette", &room.palette); // Floor graphics - use temp variables and setters (floor1/floor2 are now accessors) uint8_t floor1_val = room.floor1(); uint8_t floor2_val = room.floor2(); if (gui::InputHexByte("Floor1", &floor1_val) && ImGui::IsItemDeactivatedAfterEdit()) { room.set_floor1(floor1_val); // Trigger re-render since floor graphics changed if (room.rom() && room.rom()->is_loaded()) { room.RenderRoomGraphics(); } } ImGui::SameLine(); if (gui::InputHexByte("Floor2", &floor2_val) && ImGui::IsItemDeactivatedAfterEdit()) { room.set_floor2(floor2_val); // Trigger re-render since floor graphics changed if (room.rom() && room.rom()->is_loaded()) { room.RenderRoomGraphics(); } } ImGui::SameLine(); gui::InputHexWord("Message ID", &room.message_id_); // Per-room layer visibility controls ImGui::Separator(); ImGui::Text("Layer Controls (Per-Room):"); auto& layer_settings = GetRoomLayerSettings(room_id); ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible); ImGui::SameLine(); ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible); // BG2 layer type dropdown const char* bg2_layer_types[] = { "Normal (100%)", "Translucent (75%)", "Addition (50%)", "Dark (25%)", "Off (0%)" }; const int bg2_alpha_values[] = {255, 191, 127, 64, 0}; if (ImGui::Combo("BG2 Layer Type", &layer_settings.bg2_layer_type, bg2_layer_types, sizeof(bg2_layer_types) / sizeof(bg2_layer_types[0]))) { // BG2 layer type changed, no need to reload graphics } // Check if critical properties changed and trigger reload if (prev_blockset != room.blockset || prev_palette != room.palette || prev_layout != room.layout || prev_spriteset != room.spriteset) { // Only reload if ROM is properly loaded if (room.rom() && room.rom()->is_loaded()) { // Force reload of room graphics // Room buffers are now self-contained - no need for separate palette operations room.LoadRoomGraphics(room.blockset); room.RenderRoomGraphics(); // Applies palettes internally } prev_blockset = room.blockset; prev_palette = room.palette; prev_layout = room.layout; prev_spriteset = room.spriteset; } } ImGui::EndGroup(); canvas_.DrawBackground(); // Add dungeon-specific context menu items canvas_.ClearContextMenuItems(); if (rooms_ && rom_->is_loaded()) { auto& room = (*rooms_)[room_id]; // Add object placement option canvas_.AddContextMenuItem({ ICON_MD_ADD " Place Object", []() { // TODO: Show object palette/selector }, "Ctrl+P" }); // Add object deletion for selected objects canvas_.AddContextMenuItem({ ICON_MD_DELETE " Delete Selected", [this]() { object_interaction_.HandleDeleteSelected(); }, "Del" }); // Add room property quick toggles canvas_.AddContextMenuItem({ ICON_MD_LAYERS " Toggle BG1", [this, room_id]() { auto& settings = GetRoomLayerSettings(room_id); settings.bg1_visible = !settings.bg1_visible; }, "1" }); canvas_.AddContextMenuItem({ ICON_MD_LAYERS " Toggle BG2", [this, room_id]() { auto& settings = GetRoomLayerSettings(room_id); settings.bg2_visible = !settings.bg2_visible; }, "2" }); // Add re-render option canvas_.AddContextMenuItem({ ICON_MD_REFRESH " Re-render Room", [&room]() { room.RenderRoomGraphics(); }, "Ctrl+R" }); } canvas_.DrawContextMenu(); if (rooms_ && rom_->is_loaded()) { auto& room = (*rooms_)[room_id]; // Update object interaction context object_interaction_.SetCurrentRoom(rooms_, room_id); // Check if THIS ROOM's buffers need rendering (not global arena!) auto& bg1_bitmap = room.bg1_buffer().bitmap(); bool needs_render = !bg1_bitmap.is_active() || bg1_bitmap.width() == 0; // Render immediately if needed (but only once per room change) static int last_rendered_room = -1; static bool has_rendered = false; if (needs_render && (last_rendered_room != room_id || !has_rendered)) { printf("[DungeonCanvasViewer] Loading and rendering graphics for room %d\n", room_id); (void)LoadAndRenderRoomGraphics(room_id); last_rendered_room = room_id; has_rendered = true; } // Load room objects if not already loaded if (room.GetTileObjects().empty()) { room.LoadObjects(); } // Draw the room's background layers to canvas // This already includes objects rendered by ObjectDrawer in Room::RenderObjectsToBackground() DrawRoomBackgroundLayers(room_id); // VISUALIZATION: Draw object position rectangles (for debugging) // This shows where objects are placed regardless of whether graphics render DrawObjectPositionOutlines(room); // Render sprites as simple 16x16 squares with labels // (Sprites are not part of the background buffers) RenderSprites(room); // Handle object interaction if enabled if (object_interaction_enabled_) { object_interaction_.HandleCanvasMouseInput(); object_interaction_.CheckForObjectSelection(); object_interaction_.DrawSelectBox(); object_interaction_.DrawSelectionHighlights(); // Draw selection highlights on top object_interaction_.ShowContextMenu(); // Show dungeon-aware context menu } } canvas_.DrawGrid(); canvas_.DrawOverlay(); // Process queued texture commands if (rom_ && rom_->is_loaded()) { // Process texture queue using Arena's stored renderer // The renderer was initialized in EditorManager::LoadAssets() gfx::Arena::Get().ProcessTextureQueue(nullptr); } // 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::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::RenderSprites(const zelda3::Room& room) { // Render sprites as simple 8x8 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, 8)) { // Draw 8x8 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, 8, 8, sprite_color); // Draw sprite border canvas_.DrawRect(canvas_x, canvas_y, 8, 8, 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); } } } // Coordinate conversion helper functions std::pair DungeonCanvasViewer::RoomToCanvasCoordinates(int room_x, int room_y) const { // Convert room coordinates (tile units) to canvas coordinates (pixels) // Dungeon tiles are 8x8 pixels (not 16x16!) // Account for canvas scaling and offset float scale = canvas_.global_scale(); int offset_x = static_cast(canvas_.drawn_tile_position().x); int offset_y = static_cast(canvas_.drawn_tile_position().y); return {static_cast((room_x * 8 + offset_x) * scale), static_cast((room_y * 8 + offset_y) * scale)}; } std::pair DungeonCanvasViewer::CanvasToRoomCoordinates(int canvas_x, int canvas_y) const { // Convert canvas coordinates (pixels) to room coordinates (tile units) // Dungeon tiles are 8x8 pixels (not 16x16!) // Account for canvas scaling and offset float scale = canvas_.global_scale(); int offset_x = static_cast(canvas_.drawn_tile_position().x); int offset_y = static_cast(canvas_.drawn_tile_position().y); if (scale <= 0.0f) scale = 1.0f; // Prevent division by zero return {static_cast((canvas_x / scale - offset_x) / 8), static_cast((canvas_y / scale - offset_y) / 8)}; } 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 = 8; height = 8; // 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 = 8 + size_x * 8; // Each unit adds 8 pixels height = 8; } else if (size_y > size_x) { // Vertical wall width = 8; height = 8 + size_y * 8; } else { // Square wall or corner width = 8 + size_x * 4; height = 8 + size_y * 4; } } else { // For other objects, use standard size calculation width = 8 + (object.size_ & 0x0F) * 4; height = 8 + ((object.size_ >> 4) & 0x0F) * 4; } // Clamp to reasonable limits width = std::min(width, 256); height = std::min(height, 256); } // Object visualization methods void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) { // Draw colored rectangles showing object positions // This helps visualize object placement even if graphics don't render correctly const auto& objects = room.GetTileObjects(); for (const auto& obj : objects) { // Convert object position (tile coordinates) to canvas pixel coordinates auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(obj.x(), obj.y()); // Calculate object dimensions based on type and size int width = 8; // Default 8x8 pixels int height = 8; // Use ZScream pattern: size field determines dimensions // Lower nibble = horizontal size, upper nibble = vertical size int size_h = (obj.size() & 0x0F); int size_v = (obj.size() >> 4) & 0x0F; // Objects are typically (size+1) tiles wide/tall width = (size_h + 1) * 8; height = (size_v + 1) * 8; // Clamp to reasonable sizes width = std::min(width, 512); height = std::min(height, 512); // Color-code by layer ImVec4 outline_color; if (obj.GetLayerValue() == 0) { outline_color = ImVec4(1.0f, 0.0f, 0.0f, 0.7f); // Red for layer 0 } else if (obj.GetLayerValue() == 1) { outline_color = ImVec4(0.0f, 1.0f, 0.0f, 0.7f); // Green for layer 1 } else { outline_color = ImVec4(0.0f, 0.0f, 1.0f, 0.7f); // Blue for layer 2 } // Draw outline rectangle canvas_.DrawRect(canvas_x, canvas_y, width, height, outline_color); // Draw object ID label std::string label = absl::StrFormat("0x%02X", obj.id_); canvas_.DrawText(label, canvas_x + 2, canvas_y + 2); } // Log object count if (!objects.empty()) { LOG_DEBUG("[DrawObjectPositionOutlines]", "Drew %zu object outlines", objects.size()); } } // Room graphics management methods absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) { LOG_DEBUG("[LoadAndRender]", "START room_id=%d", room_id); if (room_id < 0 || room_id >= 128) { LOG_DEBUG("[LoadAndRender]", "ERROR: Invalid room ID"); return absl::InvalidArgumentError("Invalid room ID"); } if (!rom_ || !rom_->is_loaded()) { LOG_DEBUG("[LoadAndRender]", "ERROR: ROM not loaded"); return absl::FailedPreconditionError("ROM not loaded"); } if (!rooms_) { LOG_DEBUG("[LoadAndRender]", "ERROR: Room data not available"); return absl::FailedPreconditionError("Room data not available"); } auto& room = (*rooms_)[room_id]; LOG_DEBUG("[LoadAndRender]", "Got room reference"); // Load room graphics with proper blockset LOG_DEBUG("[LoadAndRender]", "Loading graphics for blockset %d", room.blockset); room.LoadRoomGraphics(room.blockset); LOG_DEBUG("[LoadAndRender]", "Graphics loaded"); // 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)); LOG_DEBUG("[LoadAndRender]", "Palette loaded: group_id=%zu", current_palette_group_id_); } } } // Render the room graphics (self-contained - handles all palette application) LOG_DEBUG("[LoadAndRender]", "Calling room.RenderRoomGraphics()..."); room.RenderRoomGraphics(); LOG_DEBUG("[LoadAndRender]", "RenderRoomGraphics() complete - room buffers self-contained"); LOG_DEBUG("[LoadAndRender]", "SUCCESS"); return absl::OkStatus(); } void DungeonCanvasViewer::DrawRoomBackgroundLayers(int room_id) { if (room_id < 0 || room_id >= 128 || !rooms_) return; auto& room = (*rooms_)[room_id]; auto& layer_settings = GetRoomLayerSettings(room_id); // Use THIS room's own buffers, not global arena! auto& bg1_bitmap = room.bg1_buffer().bitmap(); auto& bg2_bitmap = room.bg2_buffer().bitmap(); // Draw BG1 layer if visible and active if (layer_settings.bg1_visible && bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) { if (!bg1_bitmap.texture()) { // Queue texture creation for background layer 1 via Arena's deferred system gfx::Arena::Get().QueueTextureCommand( gfx::Arena::TextureCommandType::CREATE, &bg1_bitmap); // CRITICAL FIX: Process texture queue immediately to ensure texture is created before drawing gfx::Arena::Get().ProcessTextureQueue(nullptr); } // Only draw if texture was successfully created if (bg1_bitmap.texture()) { LOG_DEBUG("DungeonCanvasViewer", "Drawing BG1 bitmap to canvas with texture %p", bg1_bitmap.texture()); canvas_.DrawBitmap(bg1_bitmap, 0, 0, 1.0f, 255); } else { LOG_DEBUG("DungeonCanvasViewer", "ERROR: BG1 bitmap has no texture!"); } } // Draw BG2 layer if visible and active if (layer_settings.bg2_visible && bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) { if (!bg2_bitmap.texture()) { // Queue texture creation for background layer 2 via Arena's deferred system gfx::Arena::Get().QueueTextureCommand( gfx::Arena::TextureCommandType::CREATE, &bg2_bitmap); // CRITICAL FIX: Process texture queue immediately to ensure texture is created before drawing gfx::Arena::Get().ProcessTextureQueue(nullptr); } // Only draw if texture was successfully created if (bg2_bitmap.texture()) { // Use the selected BG2 layer type alpha value const int bg2_alpha_values[] = {255, 191, 127, 64, 0}; int alpha_value = bg2_alpha_values[std::min(layer_settings.bg2_layer_type, 4)]; LOG_DEBUG("DungeonCanvasViewer", "Drawing BG2 bitmap to canvas with texture %p, alpha=%d", bg2_bitmap.texture(), alpha_value); canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, alpha_value); } else { LOG_DEBUG("DungeonCanvasViewer", "ERROR: BG2 bitmap has no texture!"); } } // DEBUG: Check if background buffers have content if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0) { LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap: %dx%d, active=%d, visible=%d, texture=%p", bg1_bitmap.width(), bg1_bitmap.height(), bg1_bitmap.is_active(), layer_settings.bg1_visible, bg1_bitmap.texture()); // Check bitmap data content auto& bg1_data = bg1_bitmap.mutable_data(); int non_zero_pixels = 0; for (size_t i = 0; i < bg1_data.size(); i += 100) { // Sample every 100th pixel if (bg1_data[i] != 0) non_zero_pixels++; } LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap data: %zu pixels, ~%d non-zero samples", bg1_data.size(), non_zero_pixels); } if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0) { LOG_DEBUG("DungeonCanvasViewer", "BG2 bitmap: %dx%d, active=%d, visible=%d, layer_type=%d, texture=%p", bg2_bitmap.width(), bg2_bitmap.height(), bg2_bitmap.is_active(), layer_settings.bg2_visible, layer_settings.bg2_layer_type, bg2_bitmap.texture()); // Check bitmap data content auto& bg2_data = bg2_bitmap.mutable_data(); int non_zero_pixels = 0; for (size_t i = 0; i < bg2_data.size(); i += 100) { // Sample every 100th pixel if (bg2_data[i] != 0) non_zero_pixels++; } LOG_DEBUG("DungeonCanvasViewer", "BG2 bitmap data: %zu pixels, ~%d non-zero samples", bg2_data.size(), non_zero_pixels); } // TEST: Draw a bright red rectangle to verify canvas drawing works ImDrawList* draw_list = ImGui::GetWindowDrawList(); ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); draw_list->AddRectFilled( ImVec2(canvas_pos.x + 50, canvas_pos.y + 50), ImVec2(canvas_pos.x + 150, canvas_pos.y + 150), IM_COL32(255, 0, 0, 255)); // Bright red // DEBUG: Show canvas and bitmap info LOG_DEBUG("DungeonCanvasViewer", "Canvas pos: (%.1f, %.1f), Canvas size: (%.1f, %.1f)", canvas_pos.x, canvas_pos.y, canvas_.canvas_size().x, canvas_.canvas_size().y); LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap size: %dx%d, BG2 bitmap size: %dx%d", bg1_bitmap.width(), bg1_bitmap.height(), bg2_bitmap.width(), bg2_bitmap.height()); } } // namespace yaze::editor