- Introduced new classes for DungeonRoomSelector and DungeonObjectSelector to enhance room and object management within the dungeon editor. - Implemented UI components for selecting rooms and entrances, allowing users to easily navigate and manage dungeon layouts. - Added functionality for rendering room graphics and object previews, improving the visual editing experience. - Updated the DungeonEditor class to integrate the new selectors, streamlining the overall editing workflow. - Enhanced error handling and validation in room and object management processes to ensure robust functionality.
416 lines
14 KiB
C++
416 lines
14 KiB
C++
#include "dungeon_canvas_viewer.h"
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#include "absl/strings/str_format.h"
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#include "app/core/window.h"
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#include "app/gfx/arena.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gui/canvas.h"
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#include "app/gui/color.h"
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#include "app/gui/icons.h"
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#include "app/gui/input.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/object_renderer.h"
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#include "app/zelda3/dungeon/room.h"
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#include "imgui/imgui.h"
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#include "util/hex.h"
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namespace yaze::editor {
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using core::Renderer;
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using ImGui::BeginChild;
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using ImGui::BeginTabBar;
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using ImGui::BeginTabItem;
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using ImGui::Button;
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using ImGui::EndChild;
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using ImGui::EndTabBar;
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using ImGui::EndTabItem;
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using ImGui::Separator;
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using ImGui::Text;
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void DungeonCanvasViewer::DrawDungeonTabView() {
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static int next_tab_id = 0;
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if (ImGui::BeginTabBar("MyTabBar", ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_TabListPopupButton)) {
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if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) {
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if (std::find(active_rooms_.begin(), active_rooms_.end(), current_active_room_tab_) != active_rooms_.end()) {
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next_tab_id++;
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}
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active_rooms_.push_back(next_tab_id++);
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}
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// Submit our regular tabs
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for (int n = 0; n < active_rooms_.Size;) {
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bool open = true;
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if (active_rooms_[n] > sizeof(zelda3::kRoomNames) / 4) {
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active_rooms_.erase(active_rooms_.Data + n);
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continue;
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}
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if (ImGui::BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(), &open, ImGuiTabItemFlags_None)) {
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current_active_room_tab_ = n;
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DrawDungeonCanvas(active_rooms_[n]);
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ImGui::EndTabItem();
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}
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if (!open)
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active_rooms_.erase(active_rooms_.Data + n);
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else
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n++;
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}
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ImGui::EndTabBar();
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}
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Separator();
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}
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void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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// Validate room_id and ROM
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if (room_id < 0 || room_id >= 128) {
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ImGui::Text("Invalid room ID: %d", room_id);
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return;
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}
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if (!rom_ || !rom_->is_loaded()) {
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ImGui::Text("ROM not loaded");
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return;
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}
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ImGui::BeginGroup();
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if (rooms_) {
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gui::InputHexByte("Layout", &(*rooms_)[room_id].layout);
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ImGui::SameLine();
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gui::InputHexByte("Blockset", &(*rooms_)[room_id].blockset);
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ImGui::SameLine();
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gui::InputHexByte("Spriteset", &(*rooms_)[room_id].spriteset);
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ImGui::SameLine();
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gui::InputHexByte("Palette", &(*rooms_)[room_id].palette);
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gui::InputHexByte("Floor1", &(*rooms_)[room_id].floor1);
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ImGui::SameLine();
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gui::InputHexByte("Floor2", &(*rooms_)[room_id].floor2);
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ImGui::SameLine();
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gui::InputHexWord("Message ID", &(*rooms_)[room_id].message_id_);
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ImGui::SameLine();
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if (Button("Load Room Graphics")) {
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(void)LoadAndRenderRoomGraphics(room_id);
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}
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}
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ImGui::EndGroup();
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canvas_.DrawBackground();
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canvas_.DrawContextMenu();
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if (rooms_ && rom_->is_loaded()) {
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auto& room = (*rooms_)[room_id];
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// Automatically load room graphics if not already loaded
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if (room.blocks().empty()) {
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(void)LoadAndRenderRoomGraphics(room_id);
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}
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// Load room objects if not already loaded
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if (room.GetTileObjects().empty()) {
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room.LoadObjects();
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}
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// Render background layers with proper positioning
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RenderRoomBackgroundLayers(room_id);
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// Render room objects on top of background using the room's palette
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if (current_palette_id_ < current_palette_group_.size()) {
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auto room_palette = current_palette_group_[current_palette_id_];
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for (const auto& object : room.GetTileObjects()) {
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RenderObjectInCanvas(object, room_palette);
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}
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}
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}
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canvas_.DrawGrid();
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canvas_.DrawOverlay();
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}
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void DungeonCanvasViewer::RenderObjectInCanvas(const zelda3::RoomObject &object,
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const gfx::SnesPalette &palette) {
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// Validate ROM is loaded
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if (!rom_ || !rom_->is_loaded()) {
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return;
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}
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// Create a mutable copy of the object to ensure tiles are loaded
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auto mutable_object = object;
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mutable_object.set_rom(rom_);
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mutable_object.EnsureTilesLoaded();
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// Check if tiles were loaded successfully
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if (mutable_object.tiles().empty()) {
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return; // Skip objects without tiles
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}
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// Convert room coordinates to canvas coordinates using helper function
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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// Check if object is within canvas bounds (accounting for scrolling)
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if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
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return; // Skip objects outside visible area
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}
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// Render the object to a bitmap
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auto render_result = object_renderer_.RenderObject(mutable_object, palette);
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if (!render_result.ok()) {
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return; // Skip if rendering failed
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}
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auto object_bitmap = std::move(render_result.value());
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// Set the palette for the bitmap
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object_bitmap.SetPalette(palette);
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// Render the bitmap to a texture so it can be drawn
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core::Renderer::Get().RenderBitmap(&object_bitmap);
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// Draw the object bitmap to the canvas
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canvas_.DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
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}
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void DungeonCanvasViewer::DisplayObjectInfo(const zelda3::RoomObject &object,
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int canvas_x, int canvas_y) {
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// Display object information as text overlay
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std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
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object.x_, object.y_, object.size_);
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// Draw text at the object position
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canvas_.DrawText(info_text, canvas_x, canvas_y - 12);
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}
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void DungeonCanvasViewer::RenderLayoutObjects(const zelda3::RoomLayout &layout,
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const gfx::SnesPalette &palette) {
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// Render layout objects (walls, floors, etc.) as simple colored rectangles
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for (const auto &layout_obj : layout.GetObjects()) {
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// Convert room coordinates to canvas coordinates using helper function
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auto [canvas_x, canvas_y] =
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RoomToCanvasCoordinates(layout_obj.x(), layout_obj.y());
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// Check if layout object is within canvas bounds
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if (!IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
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continue; // Skip objects outside visible area
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}
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// Choose color based on object type
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gfx::SnesColor color;
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switch (layout_obj.type()) {
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case zelda3::RoomLayoutObject::Type::kWall:
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color = gfx::SnesColor(0x7FFF); // Gray
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break;
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case zelda3::RoomLayoutObject::Type::kFloor:
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color = gfx::SnesColor(0x4210); // Dark brown
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break;
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case zelda3::RoomLayoutObject::Type::kCeiling:
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color = gfx::SnesColor(0x739C); // Light gray
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break;
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case zelda3::RoomLayoutObject::Type::kPit:
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color = gfx::SnesColor(0x0000); // Black
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break;
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case zelda3::RoomLayoutObject::Type::kWater:
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color = gfx::SnesColor(0x001F); // Blue
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break;
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case zelda3::RoomLayoutObject::Type::kStairs:
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color = gfx::SnesColor(0x7E0F); // Yellow
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break;
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case zelda3::RoomLayoutObject::Type::kDoor:
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color = gfx::SnesColor(0xF800); // Red
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break;
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default:
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color = gfx::SnesColor(0x7C1F); // Magenta for unknown
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break;
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}
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// Draw a simple rectangle for the layout object
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canvas_.DrawRect(canvas_x, canvas_y, 16, 16,
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gui::ConvertSnesColorToImVec4(color));
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}
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}
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// Coordinate conversion helper functions
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std::pair<int, int> DungeonCanvasViewer::RoomToCanvasCoordinates(int room_x,
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int room_y) const {
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// Convert room coordinates (16x16 tile units) to canvas coordinates (pixels)
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return {room_x * 16, room_y * 16};
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}
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std::pair<int, int> DungeonCanvasViewer::CanvasToRoomCoordinates(int canvas_x,
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int canvas_y) const {
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// Convert canvas coordinates (pixels) to room coordinates (16x16 tile units)
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return {canvas_x / 16, canvas_y / 16};
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}
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bool DungeonCanvasViewer::IsWithinCanvasBounds(int canvas_x, int canvas_y,
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int margin) const {
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// Check if coordinates are within canvas bounds with optional margin
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auto canvas_width = canvas_.width();
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auto canvas_height = canvas_.height();
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return (canvas_x >= -margin && canvas_y >= -margin &&
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canvas_x <= canvas_width + margin &&
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canvas_y <= canvas_height + margin);
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}
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// Room graphics management methods
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absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
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if (room_id < 0 || room_id >= 128) {
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return absl::InvalidArgumentError("Invalid room ID");
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}
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if (!rom_ || !rom_->is_loaded()) {
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return absl::FailedPreconditionError("ROM not loaded");
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}
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if (!rooms_) {
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return absl::FailedPreconditionError("Room data not available");
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}
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auto& room = (*rooms_)[room_id];
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// Load room graphics with proper blockset
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room.LoadRoomGraphics(room.blockset);
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// Load the room's palette with bounds checking
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if (room.palette < rom_->paletteset_ids.size() &&
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!rom_->paletteset_ids[room.palette].empty()) {
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auto dungeon_palette_ptr = rom_->paletteset_ids[room.palette][0];
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auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
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if (palette_id.ok()) {
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current_palette_group_id_ = palette_id.value() / 180;
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if (current_palette_group_id_ < rom_->palette_group().dungeon_main.size()) {
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auto full_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
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ASSIGN_OR_RETURN(current_palette_group_,
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gfx::CreatePaletteGroupFromLargePalette(full_palette));
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}
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}
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}
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// Render the room graphics to the graphics arena
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room.RenderRoomGraphics();
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// Update the background layers with proper palette
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RETURN_IF_ERROR(UpdateRoomBackgroundLayers(room_id));
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return absl::OkStatus();
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}
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absl::Status DungeonCanvasViewer::UpdateRoomBackgroundLayers(int room_id) {
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if (room_id < 0 || room_id >= 128) {
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return absl::InvalidArgumentError("Invalid room ID");
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}
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if (!rom_ || !rom_->is_loaded()) {
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return absl::FailedPreconditionError("ROM not loaded");
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}
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if (!rooms_) {
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return absl::FailedPreconditionError("Room data not available");
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}
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auto& room = (*rooms_)[room_id];
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// Validate palette group access
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if (current_palette_group_id_ >= rom_->palette_group().dungeon_main.size()) {
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return absl::FailedPreconditionError("Invalid palette group ID");
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}
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// Get the current room's palette
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auto current_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
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// Update BG1 (background layer 1) with proper palette
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if (room.blocks().size() >= 8) {
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for (int i = 0; i < 8; i++) {
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int block = room.blocks()[i];
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if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
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if (current_palette_id_ < current_palette_group_.size()) {
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gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
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current_palette_group_[current_palette_id_], 0);
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core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
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}
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}
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}
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}
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// Update BG2 (background layer 2) with sprite auxiliary palette
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if (room.blocks().size() >= 16) {
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auto sprites_aux1_pal_group = rom_->palette_group().sprites_aux1;
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if (current_palette_id_ < sprites_aux1_pal_group.size()) {
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for (int i = 8; i < 16; i++) {
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int block = room.blocks()[i];
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if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
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gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
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sprites_aux1_pal_group[current_palette_id_], 0);
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core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
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}
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}
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}
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}
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return absl::OkStatus();
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}
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void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
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if (room_id < 0 || room_id >= 128) {
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return;
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}
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if (!rom_ || !rom_->is_loaded()) {
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return;
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}
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if (!rooms_) {
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return;
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}
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// Get canvas dimensions to limit rendering
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int canvas_width = canvas_.width();
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int canvas_height = canvas_.height();
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// Validate canvas dimensions
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if (canvas_width <= 0 || canvas_height <= 0) {
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return;
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}
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// Render the room's background layers using the graphics arena
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// BG1 (background layer 1) - main room graphics
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auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
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if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
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// Scale the background to fit the canvas
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float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
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float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
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float scale = std::min(scale_x, scale_y);
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int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
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int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
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int offset_x = (canvas_width - scaled_width) / 2;
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int offset_y = (canvas_height - scaled_height) / 2;
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canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
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}
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// BG2 (background layer 2) - sprite graphics (overlay)
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auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
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if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
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// Scale the background to fit the canvas
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float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
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float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
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float scale = std::min(scale_x, scale_y);
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int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
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int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
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int offset_x = (canvas_width - scaled_width) / 2;
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int offset_y = (canvas_height - scaled_height) / 2;
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canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200); // Semi-transparent overlay
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}
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}
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} // namespace yaze::editor
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