Files
yaze/src/app/editor/graphics/screen_editor.h
scawful 42217a388f refactor: Enhance Assembly Editor with Language Definition and Toolset Integration
- Introduced a new language definition for the 65816 assembly language, improving syntax highlighting and code editing capabilities.
- Updated the AssemblyEditor to utilize the new language definition and integrated a toolset for file management actions, enhancing user experience.
- Refactored the file handling logic to support dynamic file opening and saving, ensuring better resource management within the editor.
- Removed deprecated tab view code, transitioning to a more modular card-based layout for active files, improving UI responsiveness and organization.
2025-10-05 23:59:22 -04:00

123 lines
3.7 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/tilemap.h"
#include "app/gui/canvas.h"
#include "app/rom.h"
#include "app/zelda3/screen/dungeon_map.h"
#include "app/zelda3/screen/inventory.h"
#include "app/gui/editor_layout.h"
#include "imgui/imgui.h"
namespace yaze {
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.
*/
class ScreenEditor : public Editor {
public:
explicit ScreenEditor(Rom* rom = nullptr) : rom_(rom) {
screen_canvas_.SetCanvasSize(ImVec2(512, 512));
type_ = EditorType::kScreen;
}
void Initialize() override;
absl::Status Load() override;
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 Save() override { return absl::UnimplementedError("Save"); }
void set_rom(Rom* rom) { rom_ = rom; }
Rom* rom() const { return rom_; }
std::vector<zelda3::DungeonMap> dungeon_maps_;
private:
void DrawTitleScreenEditor();
void DrawNamingScreenEditor();
void DrawOverworldMapEditor();
void DrawInventoryMenuEditor();
void DrawToolset();
void DrawDungeonMapToolset();
void DrawInventoryToolset();
absl::Status LoadDungeonMapTile16(const std::vector<uint8_t>& gfx_data,
bool bin_mode = false);
absl::Status SaveDungeonMapTile16();
void DrawDungeonMapScreen(int i);
void DrawDungeonMapsTabs();
void DrawDungeonMapsEditor();
void DrawDungeonMapsRoomGfx();
void LoadBinaryGfx();
enum class EditingMode { DRAW, EDIT };
EditingMode current_mode_ = EditingMode::DRAW;
// Card visibility
bool show_dungeon_maps_ = true;
bool show_inventory_menu_ = false;
bool show_overworld_map_ = false;
bool show_title_screen_ = false;
bool show_naming_screen_ = false;
bool binary_gfx_loaded_ = false;
uint8_t selected_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<gfx::Bitmap> tile8_individual_;
zelda3::DungeonMapLabels dungeon_map_labels_;
gfx::SnesPalette palette_;
gfx::BitmapTable sheets_;
gfx::Tilemap tile16_blockset_;
std::array<gfx::TileInfo, 4> current_tile16_info;
gui::Canvas current_tile_canvas_{"##CurrentTileCanvas", ImVec2(32, 32),
gui::CanvasGridSize::k16x16, 2.0f};
gui::Canvas screen_canvas_;
gui::Canvas tilesheet_canvas_;
gui::Canvas tilemap_canvas_{"##TilemapCanvas", ImVec2(128 + 2, (192) + 4),
gui::CanvasGridSize::k8x8, 2.f};
zelda3::Inventory inventory_;
Rom* rom_;
absl::Status status_;
};
} // namespace editor
} // namespace yaze
#endif