Files
yaze/src/app/editor/dungeon/dungeon_object_interaction.cc
scawful 48faee6711 feat: Improve dungeon canvas rendering and object interaction
- Updated DungeonCanvasViewer and DungeonEditor to render room objects as primitives temporarily for debugging purposes.
- Enhanced object interaction with new context menu options for deleting, copying, and pasting selected objects.
- Implemented drag-and-drop functionality for moving selected objects within the dungeon.
- Added texture processing for background layers and deferred texture commands to optimize rendering performance.
- Refactored code for clarity and maintainability, ensuring better handling of object interactions and rendering logic.
2025-10-09 08:37:03 -04:00

517 lines
18 KiB
C++

#include "dungeon_object_interaction.h"
#include <algorithm>
#include "imgui/imgui.h"
namespace yaze::editor {
void DungeonObjectInteraction::HandleCanvasMouseInput() {
const ImGuiIO& io = ImGui::GetIO();
// Check if mouse is over the canvas
if (!canvas_->IsMouseHovering()) {
return;
}
// Get mouse position relative to canvas
ImVec2 mouse_pos = io.MousePos;
ImVec2 canvas_pos = canvas_->zero_point();
ImVec2 canvas_size = canvas_->canvas_size();
// Convert to canvas coordinates
ImVec2 canvas_mouse_pos =
ImVec2(mouse_pos.x - canvas_pos.x, mouse_pos.y - canvas_pos.y);
// Handle mouse clicks
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
if (ImGui::IsKeyDown(ImGuiKey_LeftCtrl) ||
ImGui::IsKeyDown(ImGuiKey_RightCtrl)) {
// Start selection box
is_selecting_ = true;
select_start_pos_ = canvas_mouse_pos;
select_current_pos_ = canvas_mouse_pos;
selected_objects_.clear();
} else {
// Start dragging or place object
if (object_loaded_) {
// Convert canvas coordinates to room coordinates
auto [room_x, room_y] =
CanvasToRoomCoordinates(static_cast<int>(canvas_mouse_pos.x),
static_cast<int>(canvas_mouse_pos.y));
PlaceObjectAtPosition(room_x, room_y);
} else {
// Start dragging existing objects
is_dragging_ = true;
drag_start_pos_ = canvas_mouse_pos;
drag_current_pos_ = canvas_mouse_pos;
}
}
}
// Handle mouse drag
if (is_selecting_ && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
select_current_pos_ = canvas_mouse_pos;
UpdateSelectedObjects();
}
if (is_dragging_ && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
drag_current_pos_ = canvas_mouse_pos;
DrawDragPreview();
}
// Handle mouse release
if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
if (is_selecting_) {
is_selecting_ = false;
UpdateSelectedObjects();
}
if (is_dragging_) {
is_dragging_ = false;
// Apply drag transformation to selected objects
if (!selected_object_indices_.empty() && rooms_ && current_room_id_ >= 0 && current_room_id_ < 296) {
auto& room = (*rooms_)[current_room_id_];
ImVec2 drag_delta = ImVec2(drag_current_pos_.x - drag_start_pos_.x,
drag_current_pos_.y - drag_start_pos_.y);
// Convert pixel delta to tile delta
int tile_delta_x = static_cast<int>(drag_delta.x) / 8;
int tile_delta_y = static_cast<int>(drag_delta.y) / 8;
// Move all selected objects
auto& objects = room.GetTileObjects();
for (size_t index : selected_object_indices_) {
if (index < objects.size()) {
objects[index].x_ += tile_delta_x;
objects[index].y_ += tile_delta_y;
// Clamp to room bounds (64x64 tiles)
objects[index].x_ = std::clamp(static_cast<int>(objects[index].x_), 0, 63);
objects[index].y_ = std::clamp(static_cast<int>(objects[index].y_), 0, 63);
}
}
// Trigger cache invalidation and re-render
if (cache_invalidation_callback_) {
cache_invalidation_callback_();
}
}
}
}
}
void DungeonObjectInteraction::CheckForObjectSelection() {
// Draw object selection rectangle similar to OverworldEditor
DrawObjectSelectRect();
// Handle object selection when rectangle is active
if (object_select_active_) {
SelectObjectsInRect();
}
}
void DungeonObjectInteraction::DrawObjectSelectRect() {
if (!canvas_->IsMouseHovering()) return;
const ImGuiIO& io = ImGui::GetIO();
const ImVec2 canvas_pos = canvas_->zero_point();
const ImVec2 mouse_pos =
ImVec2(io.MousePos.x - canvas_pos.x, io.MousePos.y - canvas_pos.y);
static bool dragging = false;
static ImVec2 drag_start_pos;
// Right click to start object selection
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right) && !object_loaded_) {
drag_start_pos = mouse_pos;
object_select_start_ = mouse_pos;
selected_object_indices_.clear();
object_select_active_ = false;
dragging = false;
}
// Right drag to create selection rectangle
if (ImGui::IsMouseDragging(ImGuiMouseButton_Right) && !object_loaded_) {
object_select_end_ = mouse_pos;
dragging = true;
// Draw selection rectangle
ImVec2 start =
ImVec2(canvas_pos.x + std::min(drag_start_pos.x, mouse_pos.x),
canvas_pos.y + std::min(drag_start_pos.y, mouse_pos.y));
ImVec2 end = ImVec2(canvas_pos.x + std::max(drag_start_pos.x, mouse_pos.x),
canvas_pos.y + std::max(drag_start_pos.y, mouse_pos.y));
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->AddRect(start, end, IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
draw_list->AddRectFilled(start, end, IM_COL32(255, 255, 0, 32));
}
// Complete selection on mouse release
if (dragging && !ImGui::IsMouseDown(ImGuiMouseButton_Right)) {
dragging = false;
object_select_active_ = true;
SelectObjectsInRect();
}
}
void DungeonObjectInteraction::SelectObjectsInRect() {
if (!rooms_ || current_room_id_ < 0 || current_room_id_ >= 296) return;
auto& room = (*rooms_)[current_room_id_];
selected_object_indices_.clear();
// Calculate selection bounds in room coordinates
auto [start_room_x, start_room_y] = CanvasToRoomCoordinates(
static_cast<int>(std::min(object_select_start_.x, object_select_end_.x)),
static_cast<int>(std::min(object_select_start_.y, object_select_end_.y)));
auto [end_room_x, end_room_y] = CanvasToRoomCoordinates(
static_cast<int>(std::max(object_select_start_.x, object_select_end_.x)),
static_cast<int>(std::max(object_select_start_.y, object_select_end_.y)));
// Find objects within selection rectangle
const auto& objects = room.GetTileObjects();
for (size_t i = 0; i < objects.size(); ++i) {
const auto& object = objects[i];
if (object.x_ >= start_room_x && object.x_ <= end_room_x &&
object.y_ >= start_room_y && object.y_ <= end_room_y) {
selected_object_indices_.push_back(i);
}
}
}
void DungeonObjectInteraction::DrawSelectionHighlights() {
if (!rooms_ || current_room_id_ < 0 || current_room_id_ >= 296) return;
auto& room = (*rooms_)[current_room_id_];
const auto& objects = room.GetTileObjects();
// Draw highlights for all selected objects
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 canvas_pos = canvas_->zero_point();
for (size_t index : selected_object_indices_) {
if (index < objects.size()) {
const auto& object = objects[index];
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
// Calculate object size for highlight
int obj_width = 8 + (object.size_ & 0x0F) * 4;
int obj_height = 8 + ((object.size_ >> 4) & 0x0F) * 4;
obj_width = std::min(obj_width, 64);
obj_height = std::min(obj_height, 64);
// Draw cyan selection highlight
ImVec2 obj_start(canvas_pos.x + canvas_x - 2,
canvas_pos.y + canvas_y - 2);
ImVec2 obj_end(canvas_pos.x + canvas_x + obj_width + 2,
canvas_pos.y + canvas_y + obj_height + 2);
// Animated selection (pulsing effect)
float pulse = 0.7f + 0.3f * std::sin(static_cast<float>(ImGui::GetTime()) * 4.0f);
draw_list->AddRect(obj_start, obj_end,
IM_COL32(0, static_cast<int>(255 * pulse), 255, 255),
0.0f, 0, 2.5f);
// Draw corner handles for selected objects
constexpr float handle_size = 4.0f;
draw_list->AddRectFilled(
ImVec2(obj_start.x - handle_size/2, obj_start.y - handle_size/2),
ImVec2(obj_start.x + handle_size/2, obj_start.y + handle_size/2),
IM_COL32(0, 255, 255, 255));
draw_list->AddRectFilled(
ImVec2(obj_end.x - handle_size/2, obj_start.y - handle_size/2),
ImVec2(obj_end.x + handle_size/2, obj_start.y + handle_size/2),
IM_COL32(0, 255, 255, 255));
draw_list->AddRectFilled(
ImVec2(obj_start.x - handle_size/2, obj_end.y - handle_size/2),
ImVec2(obj_start.x + handle_size/2, obj_end.y + handle_size/2),
IM_COL32(0, 255, 255, 255));
draw_list->AddRectFilled(
ImVec2(obj_end.x - handle_size/2, obj_end.y - handle_size/2),
ImVec2(obj_end.x + handle_size/2, obj_end.y + handle_size/2),
IM_COL32(0, 255, 255, 255));
}
}
}
void DungeonObjectInteraction::PlaceObjectAtPosition(int room_x, int room_y) {
if (!object_loaded_ || preview_object_.id_ < 0 || !rooms_) return;
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
// Create new object at the specified position
auto new_object = preview_object_;
new_object.x_ = room_x;
new_object.y_ = room_y;
// Add object to room
auto& room = (*rooms_)[current_room_id_];
room.AddTileObject(new_object);
// Notify callback if set
if (object_placed_callback_) {
object_placed_callback_(new_object);
}
// Trigger cache invalidation
if (cache_invalidation_callback_) {
cache_invalidation_callback_();
}
}
void DungeonObjectInteraction::DrawSelectBox() {
if (!is_selecting_) return;
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 canvas_pos = canvas_->zero_point();
// Calculate select box bounds
ImVec2 start = ImVec2(
canvas_pos.x + std::min(select_start_pos_.x, select_current_pos_.x),
canvas_pos.y + std::min(select_start_pos_.y, select_current_pos_.y));
ImVec2 end = ImVec2(
canvas_pos.x + std::max(select_start_pos_.x, select_current_pos_.x),
canvas_pos.y + std::max(select_start_pos_.y, select_current_pos_.y));
// Draw selection box
draw_list->AddRect(start, end, IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
draw_list->AddRectFilled(start, end, IM_COL32(255, 255, 0, 32));
}
void DungeonObjectInteraction::DrawDragPreview() {
if (!is_dragging_ || selected_object_indices_.empty() || !rooms_) return;
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
// Draw drag preview for selected objects
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 canvas_pos = canvas_->zero_point();
ImVec2 drag_delta = ImVec2(drag_current_pos_.x - drag_start_pos_.x,
drag_current_pos_.y - drag_start_pos_.y);
auto& room = (*rooms_)[current_room_id_];
const auto& objects = room.GetTileObjects();
// Draw preview of where objects would be moved
for (size_t index : selected_object_indices_) {
if (index < objects.size()) {
const auto& object = objects[index];
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
// Calculate object size
int obj_width = 8 + (object.size_ & 0x0F) * 4;
int obj_height = 8 + ((object.size_ >> 4) & 0x0F) * 4;
obj_width = std::min(obj_width, 64);
obj_height = std::min(obj_height, 64);
// Draw semi-transparent preview at new position
ImVec2 preview_start(canvas_pos.x + canvas_x + drag_delta.x,
canvas_pos.y + canvas_y + drag_delta.y);
ImVec2 preview_end(preview_start.x + obj_width, preview_start.y + obj_height);
// Draw ghosted object
draw_list->AddRectFilled(preview_start, preview_end, IM_COL32(0, 255, 255, 64));
draw_list->AddRect(preview_start, preview_end, IM_COL32(0, 255, 255, 255), 0.0f, 0, 1.5f);
}
}
}
void DungeonObjectInteraction::UpdateSelectedObjects() {
if (!is_selecting_ || !rooms_) return;
selected_objects_.clear();
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
auto& room = (*rooms_)[current_room_id_];
// Check each object in the room
for (const auto& object : room.GetTileObjects()) {
if (IsObjectInSelectBox(object)) {
selected_objects_.push_back(object.id_);
}
}
}
bool DungeonObjectInteraction::IsObjectInSelectBox(
const zelda3::RoomObject& object) const {
if (!is_selecting_) return false;
// Convert object position to canvas coordinates
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
// Calculate select box bounds
float min_x = std::min(select_start_pos_.x, select_current_pos_.x);
float max_x = std::max(select_start_pos_.x, select_current_pos_.x);
float min_y = std::min(select_start_pos_.y, select_current_pos_.y);
float max_y = std::max(select_start_pos_.y, select_current_pos_.y);
// Check if object is within select box
return (canvas_x >= min_x && canvas_x <= max_x && canvas_y >= min_y &&
canvas_y <= max_y);
}
std::pair<int, int> DungeonObjectInteraction::RoomToCanvasCoordinates(int room_x, int room_y) const {
// Dungeon tiles are 8x8 pixels, convert room coordinates (tiles) to pixels
return {room_x * 8, room_y * 8};
}
std::pair<int, int> DungeonObjectInteraction::CanvasToRoomCoordinates(int canvas_x, int canvas_y) const {
// Convert canvas pixels back to room coordinates (tiles)
return {canvas_x / 8, canvas_y / 8};
}
bool DungeonObjectInteraction::IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin) const {
auto canvas_size = canvas_->canvas_size();
auto global_scale = canvas_->global_scale();
int scaled_width = static_cast<int>(canvas_size.x * global_scale);
int scaled_height = static_cast<int>(canvas_size.y * global_scale);
return (canvas_x >= -margin && canvas_y >= -margin &&
canvas_x <= scaled_width + margin &&
canvas_y <= scaled_height + margin);
}
void DungeonObjectInteraction::SetCurrentRoom(std::array<zelda3::Room, 0x128>* rooms, int room_id) {
rooms_ = rooms;
current_room_id_ = room_id;
}
void DungeonObjectInteraction::SetPreviewObject(const zelda3::RoomObject& object, bool loaded) {
preview_object_ = object;
object_loaded_ = loaded;
}
void DungeonObjectInteraction::ClearSelection() {
selected_object_indices_.clear();
object_select_active_ = false;
is_selecting_ = false;
is_dragging_ = false;
}
void DungeonObjectInteraction::ShowContextMenu() {
if (!canvas_->IsMouseHovering()) return;
// Show context menu on right-click when not dragging
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right) && !is_dragging_) {
ImGui::OpenPopup("DungeonObjectContextMenu");
}
if (ImGui::BeginPopup("DungeonObjectContextMenu")) {
// Show different options based on current state
if (!selected_object_indices_.empty()) {
if (ImGui::MenuItem("Delete Selected", "Del")) {
HandleDeleteSelected();
}
if (ImGui::MenuItem("Copy Selected", "Ctrl+C")) {
HandleCopySelected();
}
ImGui::Separator();
}
if (has_clipboard_data_) {
if (ImGui::MenuItem("Paste Objects", "Ctrl+V")) {
HandlePasteObjects();
}
ImGui::Separator();
}
if (object_loaded_) {
ImGui::Text("Placing: Object 0x%02X", preview_object_.id_);
if (ImGui::MenuItem("Cancel Placement", "Esc")) {
object_loaded_ = false;
}
} else {
ImGui::Text("Right-click + drag to select");
ImGui::Text("Left-click + drag to move");
}
ImGui::EndPopup();
}
}
void DungeonObjectInteraction::HandleDeleteSelected() {
if (selected_object_indices_.empty() || !rooms_) return;
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
auto& room = (*rooms_)[current_room_id_];
// Sort indices in descending order to avoid index shifts during deletion
std::vector<size_t> sorted_indices = selected_object_indices_;
std::sort(sorted_indices.rbegin(), sorted_indices.rend());
// Delete selected objects using Room's RemoveTileObject method
for (size_t index : sorted_indices) {
room.RemoveTileObject(index);
}
// Clear selection
ClearSelection();
// Trigger cache invalidation and re-render
if (cache_invalidation_callback_) {
cache_invalidation_callback_();
}
}
void DungeonObjectInteraction::HandleCopySelected() {
if (selected_object_indices_.empty() || !rooms_) return;
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
auto& room = (*rooms_)[current_room_id_];
const auto& objects = room.GetTileObjects();
// Copy selected objects to clipboard
clipboard_.clear();
for (size_t index : selected_object_indices_) {
if (index < objects.size()) {
clipboard_.push_back(objects[index]);
}
}
has_clipboard_data_ = !clipboard_.empty();
}
void DungeonObjectInteraction::HandlePasteObjects() {
if (!has_clipboard_data_ || !rooms_) return;
if (current_room_id_ < 0 || current_room_id_ >= 296) return;
auto& room = (*rooms_)[current_room_id_];
// Get mouse position for paste location
const ImGuiIO& io = ImGui::GetIO();
ImVec2 mouse_pos = io.MousePos;
ImVec2 canvas_pos = canvas_->zero_point();
ImVec2 canvas_mouse_pos =
ImVec2(mouse_pos.x - canvas_pos.x, mouse_pos.y - canvas_pos.y);
auto [paste_x, paste_y] = CanvasToRoomCoordinates(
static_cast<int>(canvas_mouse_pos.x),
static_cast<int>(canvas_mouse_pos.y));
// Calculate offset from first object in clipboard
if (!clipboard_.empty()) {
int offset_x = paste_x - clipboard_[0].x_;
int offset_y = paste_y - clipboard_[0].y_;
// Paste all objects with offset
for (const auto& obj : clipboard_) {
auto new_obj = obj;
new_obj.x_ = obj.x_ + offset_x;
new_obj.y_ = obj.y_ + offset_y;
// Clamp to room bounds
new_obj.x_ = std::clamp(static_cast<int>(new_obj.x_), 0, 63);
new_obj.y_ = std::clamp(static_cast<int>(new_obj.y_), 0, 63);
room.AddTileObject(new_obj);
}
// Trigger cache invalidation and re-render
if (cache_invalidation_callback_) {
cache_invalidation_callback_();
}
}
}
} // namespace yaze::editor