Files
yaze/src/app/editor/graphics/screen_editor.h

118 lines
3.4 KiB
C++

#ifndef YAZE_APP_EDITOR_SCREEN_EDITOR_H
#define YAZE_APP_EDITOR_SCREEN_EDITOR_H
#include <array>
#include "absl/status/status.h"
#include "app/editor/editor.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_palette.h"
#include "app/gfx/tilesheet.h"
#include "app/gui/canvas.h"
#include "app/rom.h"
#include "app/zelda3/screen/dungeon_map.h"
#include "app/zelda3/screen/inventory.h"
#include "imgui/imgui.h"
namespace yaze {
namespace app {
namespace editor {
/**
* @brief The ScreenEditor class allows the user to edit a variety of screens in
* the game or create a custom menu.
*
* This class is currently a work in progress (WIP) and provides functionality
* for updating the screens, saving dungeon maps, drawing different types of
* screens, loading dungeon maps, and managing various properties related to the
* editor.
*
* The screens that can be edited include the title screen, naming screen,
* overworld map, inventory menu, and more.
*
* The class inherits from the SharedRom class.
*/
class ScreenEditor : public SharedRom, public Editor {
public:
ScreenEditor() {
screen_canvas_.SetCanvasSize(ImVec2(512, 512));
type_ = EditorType::kScreen;
}
absl::Status Update() override;
absl::Status Undo() override { return absl::UnimplementedError("Undo"); }
absl::Status Redo() override { return absl::UnimplementedError("Redo"); }
absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
absl::Status Find() override { return absl::UnimplementedError("Find"); }
absl::Status SaveDungeonMaps();
private:
void DrawTitleScreenEditor();
void DrawNamingScreenEditor();
void DrawOverworldMapEditor();
void DrawInventoryMenuEditor();
void DrawToolset();
void DrawInventoryToolset();
absl::Status LoadDungeonMaps();
absl::Status LoadDungeonMapTile16(const std::vector<uint8_t> &gfx_data,
bool bin_mode = false);
absl::Status SaveDungeonMapTile16();
void DrawDungeonMapsTabs();
void DrawDungeonMapsEditor();
void LoadBinaryGfx();
enum class EditingMode { DRAW, EDIT };
EditingMode current_mode_ = EditingMode::DRAW;
bool dungeon_maps_loaded_ = false;
bool binary_gfx_loaded_ = false;
uint8_t selected_room = 0;
uint8_t boss_room = 0;
int selected_tile16_ = 0;
int selected_tile8_ = 0;
int selected_dungeon = 0;
int floor_number = 1;
bool copy_button_pressed = false;
bool paste_button_pressed = false;
std::vector<uint8_t> all_gfx_;
std::unordered_map<int, gfx::Bitmap> tile16_individual_;
std::vector<zelda3::screen::DungeonMap> dungeon_maps_;
std::vector<std::vector<std::array<std::string, 25>>> dungeon_map_labels_;
std::array<uint16_t, 4> current_tile16_data_;
std::vector<uint8_t> gfx_bin_data_;
absl::Status status_;
gfx::SnesPalette palette_;
gfx::BitmapTable sheets_;
gfx::Tilesheet tile16_sheet_;
gfx::InternalTile16 current_tile16_info;
gui::Canvas current_tile_canvas_{"##CurrentTileCanvas"};
gui::Canvas screen_canvas_;
gui::Canvas tilesheet_canvas_;
gui::Canvas tilemap_canvas_{"##TilemapCanvas",
ImVec2(128 + 2, (192) + 4),
gui::CanvasGridSize::k8x8, 2.f};
zelda3::screen::Inventory inventory_;
};
} // namespace editor
} // namespace app
} // namespace yaze
#endif