180 lines
6.2 KiB
C++
180 lines
6.2 KiB
C++
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_CANVAS_VIEWER_H
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#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_CANVAS_VIEWER_H
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#include <map>
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#include "app/gui/canvas.h"
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#include "app/rom.h"
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#include "zelda3/dungeon/room.h"
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#include "app/gfx/snes_palette.h"
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#include "dungeon_object_interaction.h"
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#include "imgui/imgui.h"
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namespace yaze {
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namespace editor {
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/**
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* @brief Handles the main dungeon canvas rendering and interaction
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*
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* In Link to the Past, dungeon "layers" are not separate visual layers
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* but a game concept where objects exist on different logical levels.
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* Players move between these levels using stair objects that act as
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* transitions between the different object planes.
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*/
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class DungeonCanvasViewer {
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public:
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explicit DungeonCanvasViewer(Rom* rom = nullptr)
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: rom_(rom), object_interaction_(&canvas_) {}
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// DrawDungeonTabView() removed - using EditorCard system instead
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void DrawDungeonCanvas(int room_id);
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void Draw(int room_id);
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void SetRom(Rom* rom) {
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rom_ = rom;
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}
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Rom* rom() const { return rom_; }
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// Room data access
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void SetRooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
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// Used by overworld editor when double-clicking entrances
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void set_active_rooms(const ImVector<int>& rooms) { active_rooms_ = rooms; }
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void set_current_active_room_tab(int tab) { current_active_room_tab_ = tab; }
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// Palette access
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void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
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void SetCurrentPaletteId(uint64_t id) { current_palette_id_ = id; }
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void SetCurrentPaletteGroup(const gfx::PaletteGroup& group) { current_palette_group_ = group; }
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// Canvas access
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gui::Canvas& canvas() { return canvas_; }
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const gui::Canvas& canvas() const { return canvas_; }
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// Object interaction access
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DungeonObjectInteraction& object_interaction() { return object_interaction_; }
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// Enable/disable object interaction mode
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void SetObjectInteractionEnabled(bool enabled) { object_interaction_enabled_ = enabled; }
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bool IsObjectInteractionEnabled() const { return object_interaction_enabled_; }
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// Layer visibility controls (per-room)
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void SetBG1Visible(int room_id, bool visible) {
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GetRoomLayerSettings(room_id).bg1_visible = visible;
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}
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void SetBG2Visible(int room_id, bool visible) {
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GetRoomLayerSettings(room_id).bg2_visible = visible;
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}
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bool IsBG1Visible(int room_id) const {
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auto it = room_layer_settings_.find(room_id);
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return it != room_layer_settings_.end() ? it->second.bg1_visible : true;
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}
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bool IsBG2Visible(int room_id) const {
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auto it = room_layer_settings_.find(room_id);
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return it != room_layer_settings_.end() ? it->second.bg2_visible : true;
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}
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// BG2 layer type controls (per-room)
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void SetBG2LayerType(int room_id, int type) {
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GetRoomLayerSettings(room_id).bg2_layer_type = type;
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}
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int GetBG2LayerType(int room_id) const {
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auto it = room_layer_settings_.find(room_id);
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return it != room_layer_settings_.end() ? it->second.bg2_layer_type : 0;
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}
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// Set the object to be placed
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void SetPreviewObject(const zelda3::RoomObject& object) {
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object_interaction_.SetPreviewObject(object, true);
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}
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void ClearPreviewObject() {
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object_interaction_.SetPreviewObject(zelda3::RoomObject{0, 0, 0, 0, 0}, false);
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}
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private:
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void DisplayObjectInfo(const zelda3::RoomObject &object, int canvas_x,
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int canvas_y);
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void RenderSprites(const zelda3::Room& room);
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// Coordinate conversion helpers
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std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
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std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const;
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bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
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// Object dimension calculation
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void CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height);
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// Visualization
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void DrawObjectPositionOutlines(const zelda3::Room& room);
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// Room graphics management
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// Load: Read from ROM, Render: Process pixels, Draw: Display on canvas
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absl::Status LoadAndRenderRoomGraphics(int room_id);
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void DrawRoomBackgroundLayers(int room_id); // Draw room buffers to canvas
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Rom* rom_ = nullptr;
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gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
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// ObjectRenderer removed - use ObjectDrawer for rendering (production system)
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DungeonObjectInteraction object_interaction_;
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// Room data
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std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
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// Used by overworld editor for double-click entrance → open dungeon room
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ImVector<int> active_rooms_;
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int current_active_room_tab_ = 0;
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// Object interaction state
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bool object_interaction_enabled_ = true;
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// Per-room layer visibility settings
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struct RoomLayerSettings {
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bool bg1_visible = true;
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bool bg2_visible = true;
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int bg2_layer_type = 0; // 0=Normal, 1=Translucent, 2=Addition, etc.
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};
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std::map<int, RoomLayerSettings> room_layer_settings_;
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// Helper to get settings for a room (creates default if not exists)
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RoomLayerSettings& GetRoomLayerSettings(int room_id) {
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return room_layer_settings_[room_id];
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}
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// Palette data
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uint64_t current_palette_group_id_ = 0;
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uint64_t current_palette_id_ = 0;
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gfx::PaletteGroup current_palette_group_;
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// Object rendering cache
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struct ObjectRenderCache {
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int object_id;
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int object_x, object_y, object_size;
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uint64_t palette_hash;
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gfx::Bitmap rendered_bitmap;
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bool is_valid;
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};
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std::vector<ObjectRenderCache> object_render_cache_;
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uint64_t last_palette_hash_ = 0;
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// Debug state flags
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bool show_room_debug_info_ = false;
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bool show_texture_debug_ = false;
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bool show_object_bounds_ = false;
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bool show_layer_info_ = false;
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int layout_override_ = -1; // -1 for no override
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// Object outline filtering toggles
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struct ObjectOutlineToggles {
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bool show_type1_objects = true; // Standard objects (0x00-0xFF)
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bool show_type2_objects = true; // Extended objects (0x100-0x1FF)
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bool show_type3_objects = true; // Special objects (0xF00-0xFFF)
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bool show_layer0_objects = true; // Layer 0 (BG1)
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bool show_layer1_objects = true; // Layer 1 (BG2)
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bool show_layer2_objects = true; // Layer 2 (BG3)
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};
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ObjectOutlineToggles object_outline_toggles_;
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};
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} // namespace editor
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} // namespace yaze
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#endif
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