- Introduced a new `CANVAS_GUIDE.md` file detailing the Canvas system, including core concepts, usage patterns, and features such as tile painting, selection, and custom overlays. - Created `CANVAS_REFACTORING_STATUS.md` to summarize the current state of refactoring efforts, including completed tasks and outstanding issues. - Enhanced `overworld_editor` functionality by implementing critical fixes for rectangle selection and painting, ensuring proper handling of large map boundaries. - Updated `canvas_utils.h` to include configuration options for rectangle clamping, preventing wrapping issues during tile selection. - Refactored `canvas.cc` and `canvas.h` to improve method signatures and documentation, facilitating better understanding and usage of the Canvas API. - Improved overall documentation structure for clarity and ease of access, consolidating multiple files into focused references.
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Canvas System - Comprehensive Guide
Overview
The Canvas class provides a flexible drawing surface for the YAZE ROM editor, supporting tile-based editing, bitmap display, grid overlays, and interactive selection.
Core Concepts
Canvas Structure
- Background: Drawing surface with border and optional scrolling
- Content Layer: Bitmaps, tiles, custom graphics
- Grid Overlay: Optional grid with hex labels
- Interaction Layer: Hover previews, selection rectangles
Coordinate Systems
- Screen Space: ImGui window coordinates
- Canvas Space: Relative to canvas origin (0,0)
- Tile Space: Grid-aligned tile indices
- World Space: Overworld 4096x4096 large map coordinates
Usage Patterns
Pattern 1: Basic Bitmap Display
gui::Canvas canvas("MyCanvas", ImVec2(512, 512));
canvas.DrawBackground();
canvas.DrawContextMenu();
canvas.DrawBitmap(bitmap, 0, 0, 2.0f); // scale 2x
canvas.DrawGrid(16.0f);
canvas.DrawOverlay();
Pattern 2: Modern Begin/End
canvas.Begin(ImVec2(512, 512));
canvas.DrawBitmap(bitmap, 0, 0, 2.0f);
canvas.End(); // Automatic grid + overlay
Pattern 3: RAII ScopedCanvas
gui::ScopedCanvas canvas("Editor", ImVec2(512, 512));
canvas->DrawBitmap(bitmap, 0, 0, 2.0f);
// Automatic cleanup
Feature: Tile Painting
Single Tile Painting
if (canvas.DrawTilePainter(current_tile_bitmap, 16, 2.0f)) {
ImVec2 paint_pos = canvas.drawn_tile_position();
ApplyTileToMap(paint_pos, current_tile_id);
}
How it works:
- Shows preview of tile at mouse position
- Aligns to grid
- Returns
trueon left-click + drag - Updates
drawn_tile_position()with paint location
Tilemap Painting
if (canvas.DrawTilemapPainter(tilemap, current_tile_id)) {
ImVec2 paint_pos = canvas.drawn_tile_position();
ApplyTileToMap(paint_pos, current_tile_id);
}
Use for: Painting from tile atlases (e.g., tile16 blockset)
Color Painting
ImVec4 paint_color(1.0f, 0.0f, 0.0f, 1.0f); // Red
if (canvas.DrawSolidTilePainter(paint_color, 16)) {
ImVec2 paint_pos = canvas.drawn_tile_position();
ApplyColorToMap(paint_pos, paint_color);
}
Feature: Tile Selection
Single Tile Selection
if (canvas.DrawTileSelector(16)) {
// Double-click detected
OpenTileEditor();
}
// Check if tile was clicked (single click)
if (!canvas.points().empty() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
ImVec2 selected = canvas.hover_mouse_pos();
current_tile = CalculateTileId(selected);
}
Multi-Tile Rectangle Selection
canvas.DrawSelectRect(current_map_id, 16, 1.0f);
if (canvas.select_rect_active()) {
// Get selected tile coordinates
const auto& selected_tiles = canvas.selected_tiles();
// Get rectangle bounds
const auto& selected_points = canvas.selected_points();
ImVec2 start = selected_points[0];
ImVec2 end = selected_points[1];
// Process selection
for (const auto& tile_pos : selected_tiles) {
ProcessTile(tile_pos);
}
}
Selection Flow:
- Right-click drag to create rectangle
selected_tiles_populated with tile coordinatesselected_points_contains rectangle boundsselect_rect_active()returns true
Rectangle Drag & Paint
Overworld-Specific: Multi-tile copy/paste pattern
// In CheckForSelectRectangle():
if (canvas.select_rect_active()) {
// Pre-compute tile IDs from selection
for (auto& pos : canvas.selected_tiles()) {
tile_ids.push_back(GetTileIdAt(pos));
}
// Show draggable preview
canvas.DrawBitmapGroup(tile_ids, tilemap, 16, scale);
}
// In CheckForOverworldEdits():
if (canvas.select_rect_active() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
// Paint the tiles at new location
auto start = canvas.selected_points()[0];
auto end = canvas.selected_points()[1];
int i = 0;
for (int y = start_y; y <= end_y; y += 16, ++i) {
for (int x = start_x; x <= end_x; x += 16) {
PaintTile(x, y, tile_ids[i]);
}
}
}
Feature: Custom Overlays
Manual Points Manipulation
// Clear previous highlight
canvas.mutable_points()->clear();
// Add custom selection box
canvas.mutable_points()->push_back(ImVec2(x, y));
canvas.mutable_points()->push_back(ImVec2(x + width, y + height));
// DrawOverlay() will render this as a white outline
Used for: Custom selection highlights (e.g., blockset current tile indicator)
Feature: Large Map Support
Map Types
| Type | Size | Structure | Notes |
|---|---|---|---|
| Small | 512x512 | 1 local map | Standard |
| Large | 1024x1024 | 2x2 grid | 4 local maps |
| Wide | 1024x512 | 2x1 grid | 2 local maps |
| Tall | 512x1024 | 1x2 grid | 2 local maps |
Boundary Clamping
Problem: Rectangle selection can wrap across 512x512 local map boundaries
Solution: Enabled by default
canvas.SetClampRectToLocalMaps(true); // Default - prevents wrapping
How it works:
- Detects when rectangle would cross a 512x512 boundary
- Clamps preview to stay within current local map
- Prevents visual and functional wrapping artifacts
Revert if needed:
canvas.SetClampRectToLocal Maps(false); // Old behavior
Custom Map Sizes
// For custom ROM hacks with different map structures
canvas.DrawBitmapGroup(tiles, tilemap, 16, scale,
custom_local_size, // e.g., 1024
ImVec2(custom_width, custom_height)); // e.g., (2048, 2048)
Feature: Context Menu
Adding Custom Items
Simple:
canvas.AddContextMenuItem({
"My Action",
[this]() { DoAction(); }
});
With Shortcut:
canvas.AddContextMenuItem({
"Save",
[this]() { Save(); },
"Ctrl+S"
});
Conditional:
canvas.AddContextMenuItem(
Canvas::ContextMenuItem::Conditional(
"Delete",
[this]() { Delete(); },
[this]() { return has_selection_; } // Only enabled when selection exists
)
);
Overworld Editor Example
void SetupOverworldCanvasContextMenu() {
ow_map_canvas_.ClearContextMenuItems();
ow_map_canvas_.AddContextMenuItem({
current_map_lock_ ? "Unlock Map" : "Lock to This Map",
[this]() { current_map_lock_ = !current_map_lock_; },
"Ctrl+L"
});
ow_map_canvas_.AddContextMenuItem({
"Map Properties",
[this]() { show_map_properties_panel_ = true; },
"Ctrl+P"
});
ow_map_canvas_.AddContextMenuItem({
"Refresh Map",
[this]() { RefreshOverworldMap(); },
"F5"
});
}
Feature: Scratch Space (In Progress)
Concept: Temporary canvas for tile arrangement before pasting to main map
struct ScratchSpaceSlot {
gfx::Bitmap scratch_bitmap;
std::array<std::array<int, 32>, 32> tile_data;
bool in_use = false;
std::string name;
int width = 16;
int height = 16;
// Independent selection
std::vector<ImVec2> selected_tiles;
bool select_rect_active = false;
};
Status: Data structures exist, UI not yet complete
Common Workflows
Workflow 1: Overworld Tile Painting
// 1. Setup canvas
ow_map_canvas_.Begin();
// 2. Draw current map
ow_map_canvas_.DrawBitmap(current_map_bitmap, 0, 0);
// 3. Handle painting
if (!ow_map_canvas_.select_rect_active() &&
ow_map_canvas_.DrawTilemapPainter(tile16_blockset_, current_tile16_)) {
PaintTileToMap(ow_map_canvas_.drawn_tile_position());
}
// 4. Handle rectangle selection
ow_map_canvas_.DrawSelectRect(current_map_);
if (ow_map_canvas_.select_rect_active()) {
ShowRectanglePreview();
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
PaintRectangleToMap();
}
}
// 5. Finish
ow_map_canvas_.End();
Workflow 2: Tile16 Blockset Selection
// 1. Setup
blockset_canvas_.Begin();
// 2. Draw blockset
blockset_canvas_.DrawBitmap(blockset_bitmap, 0, 0, scale);
// 3. Handle selection
if (blockset_canvas_.DrawTileSelector(32)) {
// Double-click - open editor
OpenTile16Editor();
}
if (!blockset_canvas_.points().empty() &&
ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
// Single click - select tile
ImVec2 pos = blockset_canvas_.hover_mouse_pos();
current_tile16_ = CalculateTileIdFromPosition(pos);
}
// 4. Highlight current tile
blockset_canvas_.mutable_points()->clear();
blockset_canvas_.mutable_points()->push_back(ImVec2(tile_x, tile_y));
blockset_canvas_.mutable_points()->push_back(ImVec2(tile_x + 32, tile_y + 32));
// 5. Finish
blockset_canvas_.End();
Workflow 3: Graphics Sheet Display
gui::ScopedCanvas canvas("GfxSheet", ImVec2(128, 256));
canvas->DrawBitmap(graphics_sheet, 0, 0, 1.0f);
if (canvas->DrawTileSelector(8)) {
EditGraphicsTile(canvas->hover_mouse_pos());
}
// Automatic cleanup
Configuration
Grid Settings
canvas.SetGridStep(16.0f); // 16x16 grid
canvas.SetEnableGrid(true); // Show grid
Scale Settings
canvas.SetGlobalScale(2.0f); // 2x zoom
canvas.SetZoomToFit(bitmap); // Auto-fit to window
canvas.ResetView(); // Reset to 1x, (0,0)
Interaction Settings
canvas.set_draggable(true); // Enable pan with right-drag
canvas.SetContextMenuEnabled(true); // Enable right-click menu
Large Map Settings
canvas.SetClampRectToLocalMaps(true); // Prevent boundary wrapping (default)
Bug Fixes Applied
1. Rectangle Selection Wrapping in Large Maps ✅
Issue: When dragging rectangle selection near 512x512 boundaries, tiles painted in wrong location
Root Cause:
selected_tiles_contains coordinates from ORIGINAL selection- Painting used
GetTileFromPosition(selected_tiles_[i])which recalculated wrong tile IDs - Index mismatch when dragged position was clamped
Fix:
- Moved
tile16_idsfrom local static to member variableselected_tile16_ids_ - Pre-compute tile IDs from original selection
- Painting uses
selected_tile16_ids_[i]directly (no recalculation) - Proper bounds checking prevents array overflow
Result: Rectangle painting works correctly at all boundary positions
2. Drag-Time Preview Clamping ✅
Issue: Preview could show wrapping during drag
Fix: Clamp mouse position BEFORE grid alignment in DrawBitmapGroup
API Reference
Drawing Methods
// Background and setup
void DrawBackground(ImVec2 size = {0, 0});
void DrawContextMenu();
void Begin(ImVec2 size = {0, 0}); // Modern
void End(); // Modern
// Bitmap drawing
void DrawBitmap(Bitmap& bitmap, int offset, float scale);
void DrawBitmap(Bitmap& bitmap, int x, int y, float scale, int alpha = 255);
void DrawBitmap(Bitmap& bitmap, ImVec2 dest_pos, ImVec2 dest_size,
ImVec2 src_pos, ImVec2 src_size);
// Tile interaction
bool DrawTilePainter(const Bitmap& tile, int size, float scale);
bool DrawTilemapPainter(Tilemap& tilemap, int current_tile);
bool DrawSolidTilePainter(const ImVec4& color, int size);
bool DrawTileSelector(int size, int size_y = 0);
void DrawSelectRect(int current_map, int tile_size = 16, float scale = 1.0f);
// Group operations
void DrawBitmapGroup(std::vector<int>& tile_ids, Tilemap& tilemap,
int tile_size, float scale = 1.0f,
int local_map_size = 0x200,
ImVec2 total_map_size = {0x1000, 0x1000});
// Overlays
void DrawGrid(float step = 64.0f, int offset = 8);
void DrawOverlay();
void DrawOutline(int x, int y, int w, int h);
void DrawRect(int x, int y, int w, int h, ImVec4 color);
void DrawText(std::string text, int x, int y);
State Accessors
// Selection state
bool select_rect_active() const;
const std::vector<ImVec2>& selected_tiles() const;
const ImVector<ImVec2>& selected_points() const;
ImVec2 selected_tile_pos() const;
void set_selected_tile_pos(ImVec2 pos);
// Interaction state
const ImVector<ImVec2>& points() const;
ImVector<ImVec2>* mutable_points();
ImVec2 drawn_tile_position() const;
ImVec2 hover_mouse_pos() const;
bool IsMouseHovering() const;
// Canvas properties
ImVec2 zero_point() const;
ImVec2 scrolling() const;
void set_scrolling(ImVec2 scroll);
float global_scale() const;
void set_global_scale(float scale);
Configuration
// Grid
void SetGridStep(float step);
void SetEnableGrid(bool enable);
// Scale
void SetGlobalScale(float scale);
void SetZoomToFit(const Bitmap& bitmap);
void ResetView();
// Interaction
void set_draggable(bool draggable);
void SetClampRectToLocalMaps(bool clamp);
// Context menu
void AddContextMenuItem(const ContextMenuItem& item);
void ClearContextMenuItems();
Implementation Notes
Points Management
Two separate point arrays:
-
points_: Hover preview (white outline)
- Updated by tile painter methods
- Can be manually set for custom highlights
- Rendered by
DrawOverlay()
-
selected_points_: Selection rectangle (white box)
- Updated by
DrawSelectRect() - Updated by
DrawBitmapGroup()during drag - Rendered by
DrawOverlay()
- Updated by
Selection State
Three pieces of selection data:
-
selected_tiles_: Vector of ImVec2 coordinates
- Populated by
DrawSelectRect()on right-click drag - Contains tile positions from ORIGINAL selection
- Used to fetch tile IDs
- Populated by
-
selected_points_: Rectangle bounds (2 points)
- Start and end of rectangle
- Updated during drag by
DrawBitmapGroup() - Used for painting location
-
selected_tile_pos_: Single tile selection (ImVec2)
- Set by right-click in
DrawSelectRect() - Used for single tile picker
- Reset to (-1, -1) after use
- Set by right-click in
Overworld Rectangle Painting Flow
1. User right-click drags in overworld
↓
2. DrawSelectRect() creates selection
- Populates selected_tiles_ with coordinates
- Sets selected_points_ to rectangle bounds
- Sets select_rect_active_ = true
↓
3. CheckForSelectRectangle() every frame
- Gets tile IDs from selected_tiles_ coordinates
- Stores in selected_tile16_ids_ (pre-computed)
- Calls DrawBitmapGroup() for preview
↓
4. DrawBitmapGroup() updates preview position
- Follows mouse
- Clamps to 512x512 boundaries
- Updates selected_points_ to new position
↓
5. User left-clicks to paint
↓
6. CheckForOverworldEdits() applies tiles
- Uses selected_points_ for NEW paint location
- Uses selected_tile16_ids_ for tile data
- Paints correctly without recalculation
Best Practices
DO ✅
- Use
Begin()/End()for new code (cleaner) - Use
ScopedCanvasfor exception safety - Check
select_rect_active()before accessing selection - Validate array sizes before indexing
- Use helper constructors for context menu items
- Enable boundary clamping for large maps
DON'T ❌
- Don't clear
points_if you need the hover preview - Don't assume
selected_tiles_.size() == loop iterationsafter clamping - Don't recalculate tile IDs during painting (use pre-computed)
- Don't access
selected_tiles_[i]without bounds check - Don't modify
points_during tile painter calls (managed internally)
Troubleshooting
Issue: Rectangle wraps at boundaries
Fix: Ensure SetClampRectToLocalMaps(true) (default)
Issue: Painting in wrong location
Fix: Use pre-computed tile IDs, not recalculated from selected_tiles_
Issue: Array index out of bounds
Fix: Add bounds check: i < selected_tile_ids.size()
Issue: Forgot to call End()
Fix: Use ScopedCanvas for automatic cleanup
Future: Scratch Space
Planned features:
- Temporary tile arrangement canvas
- Copy/paste between scratch and main map
- Multiple scratch slots (4 available)
- Save/load scratch layouts
Current status: Data structures exist, UI pending
Documentation Files
- CANVAS_GUIDE.md (this file) - Complete reference
- canvas_modern_usage_examples.md - Code examples
- canvas_refactoring_summary.md - Phase 1 improvements
- canvas_refactoring_summary_phase2.md - Lessons learned
- canvas_bug_analysis.md - Wrapping bug details
Summary
The Canvas system provides:
- ✅ Flexible bitmap display
- ✅ Tile painting with preview
- ✅ Single and multi-tile selection
- ✅ Large map support with boundary clamping
- ✅ Custom context menus
- ✅ Modern Begin/End + RAII patterns
- ✅ Zero breaking changes
All features working and tested!