- Introduced new rendering methods for various object types including stairs, chests, doors, walls, pots, and sprites, improving visual representation in the dungeon canvas. - Updated the DrawDungeonCanvas method to streamline object rendering and enhance graphics handling. - Added detailed layer information overlay to provide context on room objects and sprites. - Implemented object dimension calculations for walls to ensure accurate rendering based on size properties. - Improved fallback rendering for objects without valid graphics, enhancing user experience during object placement and editing.
76 lines
2.4 KiB
C++
76 lines
2.4 KiB
C++
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
|
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
|
|
|
#include <vector>
|
|
|
|
#include "absl/status/status.h"
|
|
#include "app/gfx/snes_palette.h"
|
|
#include "app/gui/canvas.h"
|
|
#include "app/rom.h"
|
|
#include "app/zelda3/dungeon/object_renderer.h"
|
|
#include "app/zelda3/dungeon/room.h"
|
|
#include "app/zelda3/dungeon/room_layout.h"
|
|
#include "app/zelda3/dungeon/room_object.h"
|
|
|
|
namespace yaze {
|
|
namespace editor {
|
|
|
|
/**
|
|
* @brief Handles rendering of dungeon objects, layouts, and backgrounds
|
|
*
|
|
* This component manages all rendering operations for the dungeon editor,
|
|
* including object caching, background layers, and layout visualization.
|
|
*/
|
|
class DungeonRenderer {
|
|
public:
|
|
explicit DungeonRenderer(gui::Canvas* canvas, Rom* rom)
|
|
: canvas_(canvas), rom_(rom), object_renderer_(rom) {}
|
|
|
|
// Object rendering
|
|
void RenderObjectInCanvas(const zelda3::RoomObject& object,
|
|
const gfx::SnesPalette& palette);
|
|
void DisplayObjectInfo(const zelda3::RoomObject& object, int canvas_x, int canvas_y);
|
|
void RenderSprites(const zelda3::Room& room);
|
|
|
|
// Background rendering
|
|
void RenderRoomBackgroundLayers(int room_id);
|
|
absl::Status RefreshGraphics(int room_id, uint64_t palette_id,
|
|
const gfx::PaletteGroup& palette_group);
|
|
|
|
// Graphics management
|
|
absl::Status LoadAndRenderRoomGraphics(int room_id,
|
|
std::array<zelda3::Room, 0x128>& rooms);
|
|
absl::Status ReloadAllRoomGraphics(std::array<zelda3::Room, 0x128>& rooms);
|
|
|
|
// Cache management
|
|
void ClearObjectCache() { object_render_cache_.clear(); }
|
|
size_t GetCacheSize() const { return object_render_cache_.size(); }
|
|
|
|
// Coordinate conversion helpers
|
|
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
|
|
std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const;
|
|
bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
|
|
|
|
private:
|
|
gui::Canvas* canvas_;
|
|
Rom* rom_;
|
|
zelda3::ObjectRenderer object_renderer_;
|
|
|
|
// Object rendering cache
|
|
struct ObjectRenderCache {
|
|
int object_id;
|
|
int object_x, object_y, object_size;
|
|
uint64_t palette_hash;
|
|
gfx::Bitmap rendered_bitmap;
|
|
bool is_valid;
|
|
};
|
|
|
|
std::vector<ObjectRenderCache> object_render_cache_;
|
|
uint64_t last_palette_hash_ = 0;
|
|
};
|
|
|
|
} // namespace editor
|
|
} // namespace yaze
|
|
|
|
#endif // YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|