Files
yaze/src/app/editor/dungeon/dungeon_room_selector.cc
scawful 58f3213c62 refactor(gui): reorganize GUI includes and introduce new components
- Updated include paths for various GUI-related headers to improve organization and clarity.
- Introduced new components for better modularity, including PaletteEditorWidget and EditorCardManager.
- Refactored existing code to utilize the new components, ensuring consistency across the GUI subsystem.

Benefits:
- Enhances maintainability and readability of the GUI code.
- Facilitates future enhancements and optimizations within the GUI subsystem.
2025-10-13 10:21:03 -04:00

147 lines
4.5 KiB
C++

#include "dungeon_room_selector.h"
#include "app/gui/core/input.h"
#include "zelda3/dungeon/room.h"
#include "zelda3/dungeon/room_entrance.h"
#include "imgui/imgui.h"
#include "util/hex.h"
namespace yaze::editor {
using ImGui::BeginChild;
using ImGui::EndChild;
using ImGui::SameLine;
void DungeonRoomSelector::Draw() {
if (ImGui::BeginTabBar("##DungeonRoomTabBar")) {
if (ImGui::BeginTabItem("Rooms")) {
DrawRoomSelector();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Entrances")) {
DrawEntranceSelector();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void DungeonRoomSelector::DrawRoomSelector() {
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
gui::InputHexWord("Room ID", &current_room_id_, 50.f, true);
if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)9);
BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
int i = 0;
for (const auto each_room_name : zelda3::kRoomNames) {
rom_->resource_label()->SelectableLabelWithNameEdit(
current_room_id_ == i, "Dungeon Room Names", util::HexByte(i),
each_room_name.data());
if (ImGui::IsItemClicked()) {
current_room_id_ = i;
// Notify the dungeon editor about room selection
if (room_selected_callback_) {
room_selected_callback_(i);
}
}
i += 1;
}
}
EndChild();
}
void DungeonRoomSelector::DrawEntranceSelector() {
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
if (!entrances_) {
ImGui::Text("Entrances not loaded");
return;
}
auto current_entrance = (*entrances_)[current_entrance_id_];
gui::InputHexWord("Entrance ID", &current_entrance.entrance_id_);
gui::InputHexWord("Room ID", &current_entrance.room_);
SameLine();
gui::InputHexByte("Dungeon ID", &current_entrance.dungeon_id_, 50.f, true);
gui::InputHexByte("Blockset", &current_entrance.blockset_, 50.f, true);
SameLine();
gui::InputHexByte("Music", &current_entrance.music_, 50.f, true);
SameLine();
gui::InputHexByte("Floor", &current_entrance.floor_);
ImGui::Separator();
gui::InputHexWord("Player X ", &current_entrance.x_position_);
SameLine();
gui::InputHexWord("Player Y ", &current_entrance.y_position_);
gui::InputHexWord("Camera X", &current_entrance.camera_trigger_x_);
SameLine();
gui::InputHexWord("Camera Y", &current_entrance.camera_trigger_y_);
gui::InputHexWord("Scroll X ", &current_entrance.camera_x_);
SameLine();
gui::InputHexWord("Scroll Y ", &current_entrance.camera_y_);
gui::InputHexWord("Exit", &current_entrance.exit_, 50.f, true);
ImGui::Separator();
ImGui::Text("Camera Boundaries");
ImGui::Separator();
ImGui::Text("\t\t\t\t\tNorth East South West");
gui::InputHexByte("Quadrant", &current_entrance.camera_boundary_qn_, 50.f,
true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qe_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qs_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qw_, 50.f, true);
gui::InputHexByte("Full room", &current_entrance.camera_boundary_fn_, 50.f,
true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fe_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fs_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fw_, 50.f, true);
if (BeginChild("EntranceSelector", ImVec2(0, 0), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
for (int i = 0; i < 0x8C; i++) {
// The last seven are the spawn points
auto entrance_name = absl::StrFormat("Spawn Point %d", i - 0x85);
if (i < 0x85) {
entrance_name = std::string(zelda3::kEntranceNames[i]);
}
rom_->resource_label()->SelectableLabelWithNameEdit(
current_entrance_id_ == i, "Dungeon Entrance Names",
util::HexByte(i), entrance_name);
if (ImGui::IsItemClicked()) {
current_entrance_id_ = i;
if (i < entrances_->size()) {
int room_id = (*entrances_)[i].room_;
// Notify the dungeon editor about room selection
if (room_selected_callback_) {
room_selected_callback_(room_id);
}
}
}
}
}
EndChild();
}
} // namespace yaze::editor