Files
yaze/src/app/editor/dungeon/dungeon_editor.cc
scawful a71f1e02c9 Add Dungeon Room and Object Selection Features
- 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.
2025-09-24 23:39:50 -04:00

2226 lines
71 KiB
C++

#include "dungeon_editor.h"
#include "absl/container/flat_hash_map.h"
#include "absl/strings/str_format.h"
#include "app/core/window.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
#include "app/gui/canvas.h"
#include "app/gui/color.h"
#include "app/gui/icons.h"
#include "app/gui/input.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/dungeon_editor_system.h"
#include "app/zelda3/dungeon/dungeon_object_editor.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "imgui/imgui.h"
#include "util/hex.h"
namespace yaze::editor {
using core::Renderer;
using ImGui::BeginChild;
using ImGui::BeginTabBar;
using ImGui::BeginTabItem;
using ImGui::BeginTable;
using ImGui::Button;
using ImGui::EndChild;
using ImGui::EndTabBar;
using ImGui::EndTabItem;
using ImGui::RadioButton;
using ImGui::SameLine;
using ImGui::TableHeadersRow;
using ImGui::TableNextColumn;
using ImGui::TableNextRow;
using ImGui::TableSetupColumn;
using ImGui::Text;
constexpr ImGuiTableFlags kDungeonObjectTableFlags =
ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable |
ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter |
ImGuiTableFlags_BordersV;
void DungeonEditor::Initialize() {
if (rom_ && !dungeon_editor_system_) {
dungeon_editor_system_ =
std::make_unique<zelda3::DungeonEditorSystem>(rom_);
object_editor_ = std::make_shared<zelda3::DungeonObjectEditor>(rom_);
}
}
absl::Status DungeonEditor::Load() {
auto dungeon_man_pal_group = rom()->palette_group().dungeon_main;
for (int i = 0; i < 0x100 + 40; i++) {
rooms_[i] = zelda3::LoadRoomFromRom(rom_, i);
auto room_size = zelda3::CalculateRoomSize(rom_, i);
room_size_pointers_.push_back(room_size.room_size_pointer);
room_sizes_.push_back(room_size.room_size);
if (room_size.room_size_pointer != 0x0A8000) {
room_size_addresses_[i] = room_size.room_size_pointer;
}
rooms_[i].LoadObjects();
auto dungeon_palette_ptr = rom()->paletteset_ids[rooms_[i].palette][0];
auto palette_id = rom()->ReadWord(0xDEC4B + dungeon_palette_ptr);
if (palette_id.status() != absl::OkStatus()) {
continue;
}
int p_id = palette_id.value() / 180;
auto color = dungeon_man_pal_group[p_id][3];
room_palette_[rooms_[i].palette] = color.rgb();
}
LoadDungeonRoomSize();
// LoadRoomEntrances
for (int i = 0; i < 0x07; ++i) {
entrances_[i] = zelda3::RoomEntrance(rom(), i, true);
}
for (int i = 0; i < 0x85; ++i) {
entrances_[i + 0x07] = zelda3::RoomEntrance(rom(), i, false);
}
// Load the palette group and palette for the dungeon
full_palette_ = dungeon_man_pal_group[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette_));
CalculateUsageStats();
// Initialize the new editor system
if (dungeon_editor_system_) {
auto status = dungeon_editor_system_->Initialize();
if (!status.ok()) {
return status;
}
}
is_loaded_ = true;
return absl::OkStatus();
}
absl::Status DungeonEditor::Update() {
if (refresh_graphics_) {
RETURN_IF_ERROR(RefreshGraphics());
refresh_graphics_ = false;
}
if (ImGui::BeginTabBar("##DungeonEditorTabBar")) {
if (ImGui::BeginTabItem("Room Editor")) {
status_ = UpdateDungeonRoomView();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Usage Statistics")) {
if (is_loaded_) {
DrawUsageStats();
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
return absl::OkStatus();
}
absl::Status DungeonEditor::Undo() {
if (dungeon_editor_system_) {
return dungeon_editor_system_->Undo();
}
return absl::UnimplementedError("Undo not available");
}
absl::Status DungeonEditor::Redo() {
if (dungeon_editor_system_) {
return dungeon_editor_system_->Redo();
}
return absl::UnimplementedError("Redo not available");
}
absl::Status DungeonEditor::Save() {
if (dungeon_editor_system_) {
return dungeon_editor_system_->SaveDungeon();
}
return absl::UnimplementedError("Save not available");
}
absl::Status DungeonEditor::RefreshGraphics() {
std::for_each_n(
rooms_[current_room_id_].blocks().begin(), 8, [this](int block) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
current_palette_group_[current_palette_id_], 0);
Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
});
auto sprites_aux1_pal_group = rom()->palette_group().sprites_aux1;
std::for_each_n(
rooms_[current_room_id_].blocks().begin() + 8, 8,
[this, &sprites_aux1_pal_group](int block) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
sprites_aux1_pal_group[current_palette_id_], 0);
Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
});
return absl::OkStatus();
}
void DungeonEditor::LoadDungeonRoomSize() {
std::map<int, std::vector<int>> rooms_by_bank;
for (const auto &room : room_size_addresses_) {
int bank = room.second >> 16;
rooms_by_bank[bank].push_back(room.second);
}
// Process and calculate room sizes within each bank
for (auto &bank_rooms : rooms_by_bank) {
// Sort the rooms within this bank
std::ranges::sort(bank_rooms.second);
for (size_t i = 0; i < bank_rooms.second.size(); ++i) {
int room_ptr = bank_rooms.second[i];
// Identify the room ID for the current room pointer
int room_id =
std::ranges::find_if(room_size_addresses_, [room_ptr](
const auto &entry) {
return entry.second == room_ptr;
})->first;
if (room_ptr != 0x0A8000) {
if (i < bank_rooms.second.size() - 1) {
// Calculate size as difference between current room and next room
// in the same bank
room_sizes_[room_id] = bank_rooms.second[i + 1] - room_ptr;
} else {
// Calculate size for the last room in this bank
int bank_end_address = (bank_rooms.first << 16) | 0xFFFF;
room_sizes_[room_id] = bank_end_address - room_ptr + 1;
}
total_room_size_ += room_sizes_[room_id];
} else {
// Room with address 0x0A8000
room_sizes_[room_id] = 0x00;
}
}
}
}
absl::Status DungeonEditor::UpdateDungeonRoomView() {
DrawToolset();
if (palette_showing_) {
ImGui::Begin("Palette Editor", &palette_showing_, 0);
auto dungeon_main_pal_group = rom()->palette_group().dungeon_main;
current_palette_ = dungeon_main_pal_group[current_palette_group_id_];
gui::SelectablePalettePipeline(current_palette_id_, refresh_graphics_,
current_palette_);
ImGui::End();
}
// Simplified 3-column layout: Room/Entrance Selector | Canvas | Object Selector/Editor
if (BeginTable("#DungeonEditTable", 3, kDungeonTableFlags, ImVec2(0, 0))) {
TableSetupColumn("Room/Entrance Selector", ImGuiTableColumnFlags_WidthFixed, 250);
TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
ImGui::GetContentRegionAvail().x);
TableSetupColumn("Object Selector/Editor", ImGuiTableColumnFlags_WidthFixed, 300);
TableHeadersRow();
TableNextRow();
// Column 1: Room and Entrance Selector
TableNextColumn();
if (ImGui::BeginTabBar("##DungeonRoomTabBar")) {
TAB_ITEM("Rooms");
DrawRoomSelector();
END_TAB_ITEM();
TAB_ITEM("Entrances");
DrawEntranceSelector();
END_TAB_ITEM();
ImGui::EndTabBar();
}
// Column 2: Main Canvas
TableNextColumn();
DrawDungeonTabView();
// Column 3: Object Selector and Editor
TableNextColumn();
if (ImGui::BeginTabBar("##ObjectEditorTabBar")) {
TAB_ITEM("Graphics");
DrawTileSelector();
END_TAB_ITEM();
TAB_ITEM("Editor");
DrawIntegratedEditingPanels();
END_TAB_ITEM();
ImGui::EndTabBar();
}
ImGui::EndTable();
}
return absl::OkStatus();
}
void DungeonEditor::DrawToolset() {
if (BeginTable("DWToolset", 16, ImGuiTableFlags_SizingFixedFit,
ImVec2(0, 0))) {
static std::array<const char *, 16> tool_names = {
"Undo", "Redo", "Separator", "Any", "BG1", "BG2",
"BG3", "Separator", "Object", "Sprite", "Item", "Entrance",
"Door", "Chest", "Block", "Palette"};
std::ranges::for_each(tool_names,
[](const char *name) { TableSetupColumn(name); });
TableNextColumn();
if (Button(ICON_MD_UNDO)) {
PRINT_IF_ERROR(Undo());
}
TableNextColumn();
if (Button(ICON_MD_REDO)) {
PRINT_IF_ERROR(Redo());
}
TableNextColumn();
Text(ICON_MD_MORE_VERT);
TableNextColumn();
if (RadioButton(ICON_MD_FILTER_NONE, background_type_ == kBackgroundAny)) {
background_type_ = kBackgroundAny;
}
TableNextColumn();
if (RadioButton(ICON_MD_FILTER_1, background_type_ == kBackground1)) {
background_type_ = kBackground1;
}
TableNextColumn();
if (RadioButton(ICON_MD_FILTER_2, background_type_ == kBackground2)) {
background_type_ = kBackground2;
}
TableNextColumn();
if (RadioButton(ICON_MD_FILTER_3, background_type_ == kBackground3)) {
background_type_ = kBackground3;
}
TableNextColumn();
Text(ICON_MD_MORE_VERT);
TableNextColumn();
if (RadioButton(ICON_MD_SQUARE, placement_type_ == kObject)) {
placement_type_ = kObject;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Objects");
}
TableNextColumn();
if (RadioButton(ICON_MD_PEST_CONTROL, placement_type_ == kSprite)) {
placement_type_ = kSprite;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Sprites");
}
TableNextColumn();
if (RadioButton(ICON_MD_GRASS, placement_type_ == kItem)) {
placement_type_ = kItem;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Items");
}
TableNextColumn();
if (RadioButton(ICON_MD_NAVIGATION, placement_type_ == kEntrance)) {
placement_type_ = kEntrance;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Entrances");
}
TableNextColumn();
if (RadioButton(ICON_MD_SENSOR_DOOR, placement_type_ == kDoor)) {
placement_type_ = kDoor;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Doors");
}
TableNextColumn();
if (RadioButton(ICON_MD_INVENTORY, placement_type_ == kChest)) {
placement_type_ = kChest;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Chests");
}
TableNextColumn();
if (RadioButton(ICON_MD_VIEW_MODULE, placement_type_ == kBlock)) {
placement_type_ = kBlock;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Blocks");
}
TableNextColumn();
if (Button(ICON_MD_PALETTE)) {
palette_showing_ = !palette_showing_;
}
ImGui::EndTable();
}
}
void DungeonEditor::DrawRoomSelector() {
if (rom()->is_loaded()) {
gui::InputHexWord("Room ID", &current_room_id_);
gui::InputHex("Palette ID", &current_palette_id_);
if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)9);
BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
int i = 0;
for (const auto each_room_name : zelda3::kRoomNames) {
rom()->resource_label()->SelectableLabelWithNameEdit(
current_room_id_ == i, "Dungeon Room Names", util::HexByte(i),
each_room_name.data());
if (ImGui::IsItemClicked()) {
// TODO: Jump to tab if room is already open
current_room_id_ = i;
if (!active_rooms_.contains(i)) {
active_rooms_.push_back(i);
}
}
i += 1;
}
}
EndChild();
}
}
using ImGui::Separator;
void DungeonEditor::DrawEntranceSelector() {
if (rom()->is_loaded()) {
auto current_entrance = entrances_[current_entrance_id_];
gui::InputHexWord("Entrance ID", &current_entrance.entrance_id_);
gui::InputHexWord("Room ID", &current_entrance.room_, 50.f, true);
SameLine();
gui::InputHexByte("Dungeon ID", &current_entrance.dungeon_id_, 50.f, true);
gui::InputHexByte("Blockset", &current_entrance.blockset_, 50.f, true);
SameLine();
gui::InputHexByte("Music", &current_entrance.music_, 50.f, true);
SameLine();
gui::InputHexByte("Floor", &current_entrance.floor_);
Separator();
gui::InputHexWord("Player X ", &current_entrance.x_position_);
SameLine();
gui::InputHexWord("Player Y ", &current_entrance.y_position_);
gui::InputHexWord("Camera X", &current_entrance.camera_trigger_x_);
SameLine();
gui::InputHexWord("Camera Y", &current_entrance.camera_trigger_y_);
gui::InputHexWord("Scroll X ", &current_entrance.camera_x_);
SameLine();
gui::InputHexWord("Scroll Y ", &current_entrance.camera_y_);
gui::InputHexWord("Exit", &current_entrance.exit_, 50.f, true);
Separator();
Text("Camera Boundaries");
Separator();
Text("\t\t\t\t\tNorth East South West");
gui::InputHexByte("Quadrant", &current_entrance.camera_boundary_qn_, 50.f,
true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qe_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qs_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_qw_, 50.f, true);
gui::InputHexByte("Full room", &current_entrance.camera_boundary_fn_, 50.f,
true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fe_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fs_, 50.f, true);
SameLine();
gui::InputHexByte("", &current_entrance.camera_boundary_fw_, 50.f, true);
if (BeginChild("EntranceSelector", ImVec2(0, 0), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
for (int i = 0; i < 0x85 + 7; i++) {
rom()->resource_label()->SelectableLabelWithNameEdit(
current_entrance_id_ == i, "Dungeon Entrance Names",
util::HexByte(i), zelda3::kEntranceNames[i].data());
if (ImGui::IsItemClicked()) {
current_entrance_id_ = i;
if (!active_rooms_.contains(i)) {
active_rooms_.push_back(entrances_[i].room_);
}
}
}
}
EndChild();
}
}
void DungeonEditor::DrawDungeonTabView() {
static int next_tab_id = 0;
if (BeginTabBar("MyTabBar", kDungeonTabBarFlags)) {
if (ImGui::TabItemButton(ICON_MD_ADD, kDungeonTabFlags)) {
if (std::find(active_rooms_.begin(), active_rooms_.end(),
current_room_id_) != active_rooms_.end()) {
// Room is already open
next_tab_id++;
}
active_rooms_.push_back(next_tab_id++); // Add new tab
}
// Submit our regular tabs
for (int n = 0; n < active_rooms_.Size;) {
bool open = true;
if (active_rooms_[n] > sizeof(zelda3::kRoomNames) / 4) {
active_rooms_.erase(active_rooms_.Data + n);
continue;
}
if (BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(), &open,
ImGuiTabItemFlags_None)) {
current_active_room_tab_ = n; // Track which tab is currently active
DrawDungeonCanvas(active_rooms_[n]);
EndTabItem();
}
if (!open)
active_rooms_.erase(active_rooms_.Data + n);
else
n++;
}
EndTabBar();
}
Separator();
}
void DungeonEditor::DrawDungeonCanvas(int room_id) {
// Validate room_id and ROM
if (room_id < 0 || room_id >= rooms_.size()) {
ImGui::Text("Invalid room ID: %d", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
ImGui::BeginGroup();
gui::InputHexByte("Layout", &rooms_[room_id].layout);
SameLine();
gui::InputHexByte("Blockset", &rooms_[room_id].blockset);
SameLine();
gui::InputHexByte("Spriteset", &rooms_[room_id].spriteset);
SameLine();
gui::InputHexByte("Palette", &rooms_[room_id].palette);
gui::InputHexByte("Floor1", &rooms_[room_id].floor1);
SameLine();
gui::InputHexByte("Floor2", &rooms_[room_id].floor2);
SameLine();
gui::InputHexWord("Message ID", &rooms_[room_id].message_id_);
SameLine();
if (Button("Load Room Graphics")) {
(void)LoadAndRenderRoomGraphics(room_id);
}
ImGui::SameLine();
if (ImGui::Button("Reload All Graphics")) {
(void)ReloadAllRoomGraphics();
}
// Debug and control popup
static bool show_debug_popup = false;
if (ImGui::Button("Room Debug Info")) {
show_debug_popup = true;
}
if (show_debug_popup) {
ImGui::OpenPopup("Room Debug Info");
show_debug_popup = false;
}
if (ImGui::BeginPopupModal("Room Debug Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
static bool show_objects = false;
ImGui::Checkbox("Show Object Outlines", &show_objects);
static bool render_objects = true;
ImGui::Checkbox("Render Objects", &render_objects);
static bool show_object_info = false;
ImGui::Checkbox("Show Object Info", &show_object_info);
static bool show_layout_objects = false;
ImGui::Checkbox("Show Layout Objects", &show_layout_objects);
if (ImGui::Button("Clear Object Cache")) {
object_render_cache_.clear();
}
ImGui::SameLine();
ImGui::Text("Cache: %zu objects", object_render_cache_.size());
// Object statistics and metadata
ImGui::Separator();
ImGui::Text("Room Statistics:");
ImGui::Text("Objects: %zu", rooms_[room_id].GetTileObjects().size());
ImGui::Text("Layout Objects: %zu",
rooms_[room_id].GetLayout().GetObjects().size());
ImGui::Text("Sprites: %llu", static_cast<unsigned long long>(rooms_[room_id].GetSprites().size()));
ImGui::Text("Chests: %zu", rooms_[room_id].GetChests().size());
// Palette information
ImGui::Text("Current Palette Group: %llu", static_cast<unsigned long long>(current_palette_group_id_));
ImGui::Text("Palette Hash: %#016llx", last_palette_hash_);
// Object type breakdown
ImGui::Separator();
ImGui::Text("Object Type Breakdown:");
std::map<int, int> object_type_counts;
for (const auto &obj : rooms_[room_id].GetTileObjects()) {
object_type_counts[obj.id_]++;
}
for (const auto &[type, count] : object_type_counts) {
ImGui::Text("Type 0x%02X: %d objects", type, count);
}
// Layout object type breakdown
ImGui::Separator();
ImGui::Text("Layout Object Types:");
auto walls = rooms_[room_id].GetLayout().GetObjectsByType(
zelda3::RoomLayoutObject::Type::kWall);
auto floors = rooms_[room_id].GetLayout().GetObjectsByType(
zelda3::RoomLayoutObject::Type::kFloor);
auto doors = rooms_[room_id].GetLayout().GetObjectsByType(
zelda3::RoomLayoutObject::Type::kDoor);
ImGui::Text("Walls: %zu", walls.size());
ImGui::Text("Floors: %zu", floors.size());
ImGui::Text("Doors: %zu", doors.size());
// Object selection and editing
static int selected_object_id = -1;
if (ImGui::Button("Select Object")) {
// This would open an object selection dialog
// For now, just cycle through objects
if (!rooms_[room_id].GetTileObjects().empty()) {
selected_object_id =
(selected_object_id + 1) % rooms_[room_id].GetTileObjects().size();
}
}
if (selected_object_id >= 0 &&
selected_object_id < (int)rooms_[room_id].GetTileObjects().size()) {
const auto &selected_obj =
rooms_[room_id].GetTileObjects()[selected_object_id];
ImGui::Separator();
ImGui::Text("Selected Object:");
ImGui::Text("ID: 0x%02X", selected_obj.id_);
ImGui::Text("Position: (%d, %d)", selected_obj.x_, selected_obj.y_);
ImGui::Text("Size: 0x%02X", selected_obj.size_);
ImGui::Text("Layer: %d", static_cast<int>(selected_obj.layer_));
ImGui::Text("Tile Count: %d", selected_obj.GetTileCount());
// Object editing controls
if (ImGui::Button("Edit Object")) {
// This would open an object editing dialog
}
ImGui::SameLine();
if (ImGui::Button("Delete Object")) {
// This would remove the object from the room
}
}
if (ImGui::Button("Close")) {
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
ImGui::EndGroup();
canvas_.DrawBackground();
canvas_.DrawContextMenu();
if (is_loaded_) {
// Automatically load room graphics if not already loaded
if (rooms_[room_id].blocks().empty()) {
(void)LoadAndRenderRoomGraphics(room_id);
}
// Load room objects if not already loaded
if (rooms_[room_id].GetTileObjects().empty()) {
rooms_[room_id].LoadObjects();
}
// Render background layers with proper positioning
RenderRoomBackgroundLayers(room_id);
// Render room objects on top of background using the room's palette
if (current_palette_id_ < current_palette_group_.size()) {
auto room_palette = current_palette_group_[current_palette_id_];
for (const auto& object : rooms_[room_id].GetTileObjects()) {
RenderObjectInCanvas(object, room_palette);
}
}
}
canvas_.DrawGrid();
canvas_.DrawOverlay();
}
void DungeonEditor::RenderObjectInCanvas(const zelda3::RoomObject &object,
const gfx::SnesPalette &palette) {
// Validate ROM is loaded
if (!rom_ || !rom_->is_loaded()) {
return;
}
// Create a mutable copy of the object to ensure tiles are loaded
auto mutable_object = object;
mutable_object.set_rom(rom_);
mutable_object.EnsureTilesLoaded();
// Check if tiles were loaded successfully
if (mutable_object.tiles().empty()) {
return; // Skip objects without tiles
}
// Calculate palette hash for caching
uint64_t palette_hash = 0;
for (size_t i = 0; i < palette.size() && i < 16; ++i) {
palette_hash ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 +
(palette_hash << 6) + (palette_hash >> 2);
}
// Convert room coordinates to canvas coordinates using helper function
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
// Check if object is within canvas bounds (accounting for scrolling)
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
return; // Skip objects outside visible area
}
// Check cache first
for (auto &cached : object_render_cache_) {
if (cached.object_id == object.id_ && cached.object_x == object.x_ &&
cached.object_y == object.y_ && cached.object_size == object.size_ &&
cached.palette_hash == palette_hash && cached.is_valid) {
// Use cached bitmap - canvas handles scrolling internally
canvas_.DrawBitmap(cached.rendered_bitmap, canvas_x, canvas_y, 1.0f, 255);
return;
}
}
// Render the object to a bitmap
auto render_result = object_renderer_.RenderObject(mutable_object, palette);
if (!render_result.ok()) {
return; // Skip if rendering failed
}
auto object_bitmap = std::move(render_result.value());
// Set the palette for the bitmap
object_bitmap.SetPalette(palette);
// Render the bitmap to a texture so it can be drawn
core::Renderer::Get().RenderBitmap(&object_bitmap);
// Draw the object bitmap to the canvas
// Canvas will handle scrolling and coordinate transformation
canvas_.DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
// Cache the rendered bitmap (create a copy for caching)
ObjectRenderCache cache_entry;
cache_entry.object_id = object.id_;
cache_entry.object_x = object.x_;
cache_entry.object_y = object.y_;
cache_entry.object_size = object.size_;
cache_entry.palette_hash = palette_hash;
cache_entry.rendered_bitmap = object_bitmap; // Copy instead of move
cache_entry.is_valid = true;
// Add to cache (limit cache size)
if (object_render_cache_.size() >= 100) {
object_render_cache_.erase(object_render_cache_.begin());
}
object_render_cache_.push_back(std::move(cache_entry));
}
void DungeonEditor::DisplayObjectInfo(const zelda3::RoomObject &object,
int canvas_x, int canvas_y) {
// Display object information as text overlay
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
object.x_, object.y_, object.size_);
// Draw text at the object position
canvas_.DrawText(info_text, canvas_x, canvas_y - 12);
}
void DungeonEditor::RenderLayoutObjects(const zelda3::RoomLayout &layout,
const gfx::SnesPalette &palette) {
// Render layout objects (walls, floors, etc.) as simple colored rectangles
// This provides a visual representation of the room's structure
for (const auto &layout_obj : layout.GetObjects()) {
// Convert room coordinates to canvas coordinates using helper function
auto [canvas_x, canvas_y] =
RoomToCanvasCoordinates(layout_obj.x(), layout_obj.y());
// Check if layout object is within canvas bounds
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
continue; // Skip objects outside visible area
}
// Choose color based on object type
gfx::SnesColor color;
switch (layout_obj.type()) {
case zelda3::RoomLayoutObject::Type::kWall:
color = gfx::SnesColor(0x7FFF); // Gray
break;
case zelda3::RoomLayoutObject::Type::kFloor:
color = gfx::SnesColor(0x4210); // Dark brown
break;
case zelda3::RoomLayoutObject::Type::kCeiling:
color = gfx::SnesColor(0x739C); // Light gray
break;
case zelda3::RoomLayoutObject::Type::kPit:
color = gfx::SnesColor(0x0000); // Black
break;
case zelda3::RoomLayoutObject::Type::kWater:
color = gfx::SnesColor(0x001F); // Blue
break;
case zelda3::RoomLayoutObject::Type::kStairs:
color = gfx::SnesColor(0x7E0F); // Yellow
break;
case zelda3::RoomLayoutObject::Type::kDoor:
color = gfx::SnesColor(0xF800); // Red
break;
default:
color = gfx::SnesColor(0x7C1F); // Magenta for unknown
break;
}
// Draw a simple rectangle for the layout object
// This is a placeholder - in a real implementation, you'd render the actual
// tile
canvas_.DrawRect(canvas_x, canvas_y, 16, 16,
gui::ConvertSnesColorToImVec4(color));
}
}
void DungeonEditor::DrawRoomGraphics() {
const auto height = 0x40;
room_gfx_canvas_.DrawBackground();
room_gfx_canvas_.DrawContextMenu();
room_gfx_canvas_.DrawTileSelector(32);
if (is_loaded_) {
// Use the currently active room tab
int active_room_id = 0;
if (!active_rooms_.empty() && current_active_room_tab_ < active_rooms_.Size) {
active_room_id = active_rooms_[current_active_room_tab_];
}
auto blocks = rooms_[active_room_id].blocks();
// Load graphics for this room if not already loaded
if (blocks.empty()) {
(void)LoadAndRenderRoomGraphics(active_room_id);
blocks = rooms_[active_room_id].blocks();
}
int current_block = 0;
const int max_blocks_per_row = 4; // Limit blocks per row to fit canvas
const int block_width = 0x100; // 256 pixels per block
const int block_height = 0x40; // 64 pixels per block
for (int block : blocks) {
if (current_block >= 16) break; // Only show first 16 blocks
// Ensure the graphics sheet is loaded and has a valid texture
if (block < gfx::Arena::Get().gfx_sheets().size()) {
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
// Calculate position in a grid layout instead of horizontal concatenation
int row = current_block / max_blocks_per_row;
int col = current_block % max_blocks_per_row;
int x = room_gfx_canvas_.zero_point().x + 2 + (col * block_width);
int y = room_gfx_canvas_.zero_point().y + 2 + (row * block_height);
// Ensure we don't exceed canvas bounds
if (x + block_width <= room_gfx_canvas_.zero_point().x + room_gfx_canvas_.width() &&
y + block_height <= room_gfx_canvas_.zero_point().y + room_gfx_canvas_.height()) {
// Only draw if the texture is valid
if (gfx_sheet.texture() != 0) {
room_gfx_canvas_.draw_list()->AddImage(
(ImTextureID)(intptr_t)gfx_sheet.texture(),
ImVec2(x, y),
ImVec2(x + block_width, y + block_height));
}
}
}
current_block += 1;
}
}
room_gfx_canvas_.DrawGrid(32.0f);
room_gfx_canvas_.DrawOverlay();
}
void DungeonEditor::DrawTileSelector() {
if (BeginTabBar("##TabBar", ImGuiTabBarFlags_FittingPolicyScroll)) {
if (BeginTabItem("Room Graphics")) {
if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)3);
BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
DrawRoomGraphics();
}
EndChild();
EndTabItem();
}
if (BeginTabItem("Object Renderer")) {
DrawObjectRenderer();
EndTabItem();
}
EndTabBar();
}
}
void DungeonEditor::DrawObjectRenderer() {
if (BeginTable("DungeonObjectEditorTable", 2, kDungeonObjectTableFlags,
ImVec2(0, 0))) {
TableSetupColumn("Dungeon Objects", ImGuiTableColumnFlags_WidthStretch,
ImGui::GetContentRegionAvail().x);
TableSetupColumn("Canvas");
TableNextColumn();
BeginChild("DungeonObjectButtons", ImVec2(250, 0), true);
static int selected_object = 0;
int i = 0;
for (const auto object_name : zelda3::Type1RoomObjectNames) {
if (ImGui::Selectable(object_name.data(), selected_object == i)) {
selected_object = i;
// Create a test object and render it
auto test_object =
zelda3::RoomObject(i, 8, 8, 0x12, 0); // Center in canvas
test_object.set_rom(rom_);
test_object.EnsureTilesLoaded();
// Get current palette
auto palette =
rom()->palette_group().dungeon_main[current_palette_group_id_];
// Render object preview
auto result = object_renderer_.GetObjectPreview(test_object, palette);
if (result.ok()) {
object_loaded_ = true;
preview_object_ = test_object; // Store for rendering
preview_palette_ = palette;
}
}
i += 1;
}
EndChild();
// Right side of the table - Canvas
TableNextColumn();
BeginChild("DungeonObjectCanvas", ImVec2(276, 0x10 * 0x40 + 1), true);
object_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
object_canvas_.DrawContextMenu();
object_canvas_.DrawTileSelector(32);
object_canvas_.DrawGrid(32.0f);
// Render object preview if available
if (object_loaded_ && preview_object_.id_ >= 0) {
// Render preview object at center of canvas (object_canvas_ is 256x256)
int preview_x = 128 - 16; // Center horizontally (256/2 - 16 for 32x32 object)
int preview_y = 128 - 16; // Center vertically
auto preview_result =
object_renderer_.RenderObject(preview_object_, preview_palette_);
if (preview_result.ok()) {
auto preview_bitmap = std::move(preview_result.value());
preview_bitmap.SetPalette(preview_palette_);
core::Renderer::Get().RenderBitmap(&preview_bitmap);
object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f,
255);
}
}
object_canvas_.DrawOverlay();
EndChild();
ImGui::EndTable();
}
if (object_loaded_) {
ImGui::Begin("Object Preview", &object_loaded_, 0);
ImGui::Text("Object ID: 0x%02X", preview_object_.id_);
ImGui::Text("Position: (%d, %d)", preview_object_.x_, preview_object_.y_);
ImGui::Text("Size: 0x%02X", preview_object_.size_);
ImGui::Text("Layer: %d", static_cast<int>(preview_object_.layer_));
ImGui::End();
}
}
void DungeonEditor::CalculateUsageStats() {
for (const auto &room : rooms_) {
if (blockset_usage_.find(room.blockset) == blockset_usage_.end()) {
blockset_usage_[room.blockset] = 1;
} else {
blockset_usage_[room.blockset] += 1;
}
if (spriteset_usage_.find(room.spriteset) == spriteset_usage_.end()) {
spriteset_usage_[room.spriteset] = 1;
} else {
spriteset_usage_[room.spriteset] += 1;
}
if (palette_usage_.find(room.palette) == palette_usage_.end()) {
palette_usage_[room.palette] = 1;
} else {
palette_usage_[room.palette] += 1;
}
}
}
void DungeonEditor::RenderSetUsage(
const absl::flat_hash_map<uint16_t, int> &usage_map, uint16_t &selected_set,
int spriteset_offset) {
// Sort the usage map by set number
std::vector<std::pair<uint16_t, int>> sorted_usage(usage_map.begin(),
usage_map.end());
std::sort(sorted_usage.begin(), sorted_usage.end(),
[](const auto &a, const auto &b) { return a.first < b.first; });
for (const auto &[set, count] : sorted_usage) {
std::string display_str;
if (spriteset_offset != 0x00) {
display_str = absl::StrFormat("%#02x, %#02x: %d", set,
(set + spriteset_offset), count);
} else {
display_str =
absl::StrFormat("%#02x: %d", (set + spriteset_offset), count);
}
if (ImGui::Selectable(display_str.c_str(), selected_set == set)) {
selected_set = set; // Update the selected set when clicked
}
}
}
namespace {
// Calculate the unused sets in a usage map
// Range for blocksets 0-0x24
// Range for spritesets 0-0x8F
// Range for palettes 0-0x47
template <typename T>
void RenderUnusedSets(const absl::flat_hash_map<T, int> &usage_map, int max_set,
int spriteset_offset = 0x00) {
std::vector<int> unused_sets;
for (int i = 0; i < max_set; i++) {
if (usage_map.find(i) == usage_map.end()) {
unused_sets.push_back(i);
}
}
for (const auto &set : unused_sets) {
if (spriteset_offset != 0x00) {
Text("%#02x, %#02x", set, (set + spriteset_offset));
} else {
Text("%#02x", set);
}
}
}
} // namespace
void DungeonEditor::DrawUsageStats() {
if (Button("Refresh")) {
selected_blockset_ = 0xFFFF;
selected_spriteset_ = 0xFFFF;
selected_palette_ = 0xFFFF;
spriteset_usage_.clear();
blockset_usage_.clear();
palette_usage_.clear();
CalculateUsageStats();
}
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
if (BeginTable("DungeonUsageStatsTable", 8,
kDungeonTableFlags | ImGuiTableFlags_SizingFixedFit,
ImGui::GetContentRegionAvail())) {
TableSetupColumn("Blockset Usage");
TableSetupColumn("Unused Blockset");
TableSetupColumn("Palette Usage");
TableSetupColumn("Unused Palette");
TableSetupColumn("Spriteset Usage");
TableSetupColumn("Unused Spriteset");
TableSetupColumn("Usage Grid");
TableSetupColumn("Group Preview");
TableHeadersRow();
ImGui::PopStyleVar(2);
TableNextColumn();
BeginChild("BlocksetUsageScroll", ImVec2(0, 0), true,
ImGuiWindowFlags_HorizontalScrollbar);
RenderSetUsage(blockset_usage_, selected_blockset_);
EndChild();
TableNextColumn();
BeginChild("UnusedBlocksetScroll", ImVec2(0, 0), true,
ImGuiWindowFlags_HorizontalScrollbar);
RenderUnusedSets(blockset_usage_, 0x25);
EndChild();
TableNextColumn();
BeginChild("PaletteUsageScroll", ImVec2(0, 0), true,
ImGuiWindowFlags_HorizontalScrollbar);
RenderSetUsage(palette_usage_, selected_palette_);
EndChild();
TableNextColumn();
BeginChild("UnusedPaletteScroll", ImVec2(0, 0), true,
ImGuiWindowFlags_HorizontalScrollbar);
RenderUnusedSets(palette_usage_, 0x48);
EndChild();
TableNextColumn();
BeginChild("SpritesetUsageScroll", ImVec2(0, 0), true,
ImGuiWindowFlags_HorizontalScrollbar);
RenderSetUsage(spriteset_usage_, selected_spriteset_, 0x40);
EndChild();
TableNextColumn();
BeginChild("UnusedSpritesetScroll", ImVec2(0, 0), true,
ImGuiWindowFlags_HorizontalScrollbar);
RenderUnusedSets(spriteset_usage_, 0x90, 0x40);
EndChild();
TableNextColumn();
BeginChild("UsageGrid", ImVec2(0, 0), true,
ImGuiWindowFlags_HorizontalScrollbar);
Text("%s", absl::StrFormat("Total size of all rooms: %d hex format: %#06x",
total_room_size_, total_room_size_)
.c_str());
DrawUsageGrid();
EndChild();
TableNextColumn();
if (selected_blockset_ < 0x25) {
gfx_group_editor_.SetSelectedBlockset(selected_blockset_);
gfx_group_editor_.DrawBlocksetViewer(true);
} else if (selected_spriteset_ < 0x90) {
gfx_group_editor_.SetSelectedSpriteset(selected_spriteset_ + 0x40);
gfx_group_editor_.DrawSpritesetViewer(true);
}
}
ImGui::EndTable();
}
void DungeonEditor::DrawUsageGrid() {
int totalSquares = 296;
int squaresWide = 16;
int squaresTall = (totalSquares + squaresWide - 1) /
squaresWide; // Ceiling of totalSquares/squaresWide
for (int row = 0; row < squaresTall; ++row) {
ImGui::NewLine();
for (int col = 0; col < squaresWide; ++col) {
// Check if we have reached 295 squares
if (row * squaresWide + col >= totalSquares) {
break;
}
// Determine if this square should be highlighted
const auto &room = rooms_[row * squaresWide + col];
// Create a button or selectable for each square
ImGui::BeginGroup();
ImVec4 color = room_palette_[room.palette];
color.x = color.x / 255;
color.y = color.y / 255;
color.z = color.z / 255;
color.w = 1.0f;
if (room_sizes_[row * squaresWide + col] > 0xFFFF) {
color = ImVec4(1.0f, 0.0f, 0.0f, 1.0f); // Or any highlight color
}
if (room_sizes_[row * squaresWide + col] == 0) {
color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Or any highlight color
}
ImGui::PushStyleColor(ImGuiCol_Button, color);
// Make the button text darker
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
bool highlight = room.blockset == selected_blockset_ ||
room.spriteset == selected_spriteset_ ||
room.palette == selected_palette_;
// Set highlight color if needed
if (highlight) {
ImGui::PushStyleColor(
ImGuiCol_Button,
ImVec4(1.0f, 0.5f, 0.0f, 1.0f)); // Or any highlight color
}
if (Button(absl::StrFormat("%#llx", static_cast<unsigned long long>(room_sizes_[row * squaresWide + col]))
.c_str(),
ImVec2(55, 30))) {
// Switch over to the room editor tab
// and add a room tab by the ID of the square
// that was clicked
}
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {
ImGui::OpenPopup(
absl::StrFormat("RoomContextMenu%d", row * squaresWide + col)
.c_str());
}
ImGui::PopStyleColor(2);
ImGui::EndGroup();
// Reset style if it was highlighted
if (highlight) {
ImGui::PopStyleColor();
}
// Check if the square is hovered
if (ImGui::IsItemHovered()) {
// Display a tooltip with all the room properties
ImGui::BeginTooltip();
Text("Room ID: %d", row * squaresWide + col);
Text("Blockset: %#02x", room.blockset);
Text("Spriteset: %#02x", room.spriteset);
Text("Palette: %#02x", room.palette);
Text("Floor1: %#02x", room.floor1);
Text("Floor2: %#02x", room.floor2);
Text("Message ID: %#04x", room.message_id_);
Text("Size: %#016llx", static_cast<unsigned long long>(
room_sizes_[row * squaresWide + col]));
Text("Size Pointer: %#016llx",
room_size_pointers_[row * squaresWide + col]);
ImGui::EndTooltip();
}
// Keep squares in the same line
SameLine();
}
}
}
// New editor method implementations
void DungeonEditor::DrawObjectEditor() {
if (!object_editor_) {
ImGui::Text("Object editor not initialized");
return;
}
ImGui::Text("Object Editor");
ImGui::Separator();
// Display current editing mode
auto mode = object_editor_->GetMode();
const char *mode_names[] = {"Select", "Insert", "Delete",
"Edit", "Layer", "Preview"};
ImGui::Text("Mode: %s", mode_names[static_cast<int>(mode)]);
// Mode selection
if (ImGui::Button("Select Mode")) {
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kSelect);
}
ImGui::SameLine();
if (ImGui::Button("Insert Mode")) {
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kInsert);
}
ImGui::SameLine();
if (ImGui::Button("Edit Mode")) {
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kEdit);
}
// Layer selection
int current_layer = object_editor_->GetCurrentLayer();
if (ImGui::SliderInt("Layer", &current_layer, 0, 2)) {
object_editor_->SetCurrentLayer(current_layer);
}
// Object type selection
int current_object_type = object_editor_->GetCurrentObjectType();
if (ImGui::InputInt("Object Type", &current_object_type, 1, 16)) {
if (current_object_type >= 0 && current_object_type <= 0x3FF) {
object_editor_->SetCurrentObjectType(current_object_type);
}
}
// Editor configuration
auto config = object_editor_->GetConfig();
if (ImGui::Checkbox("Snap to Grid", &config.snap_to_grid)) {
(void)object_editor_->SetConfig(config);
}
if (ImGui::Checkbox("Show Grid", &config.show_grid)) {
(void)object_editor_->SetConfig(config);
}
if (ImGui::Checkbox("Show Preview", &config.show_preview)) {
(void)object_editor_->SetConfig(config);
}
// Object count and selection info
ImGui::Separator();
ImGui::Text("Objects: %zu", object_editor_->GetObjectCount());
auto selection = object_editor_->GetSelection();
if (!selection.selected_objects.empty()) {
ImGui::Text("Selected: %zu objects", selection.selected_objects.size());
}
// Undo/Redo status
ImGui::Separator();
ImGui::Text("Undo: %s",
object_editor_->CanUndo() ? "Available" : "Not Available");
ImGui::Text("Redo: %s",
object_editor_->CanRedo() ? "Available" : "Not Available");
}
void DungeonEditor::DrawSpriteEditor() {
if (!dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
ImGui::Text("Sprite Editor");
ImGui::Separator();
// Display current room sprites
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto sprites_result = dungeon_editor_system_->GetSpritesByRoom(current_room);
if (sprites_result.ok()) {
auto sprites = sprites_result.value();
ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
for (const auto &sprite : sprites) {
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d)", sprite.sprite_id,
static_cast<int>(sprite.type), sprite.x, sprite.y);
}
} else {
ImGui::Text("Error loading sprites: %s",
sprites_result.status().message().data());
}
// Sprite placement controls
static int new_sprite_id = 0;
static int new_sprite_x = 0;
static int new_sprite_y = 0;
static int new_sprite_layer = 0;
ImGui::Separator();
ImGui::Text("Add New Sprite");
ImGui::InputInt("Sprite ID", &new_sprite_id);
ImGui::InputInt("X Position", &new_sprite_x);
ImGui::InputInt("Y Position", &new_sprite_y);
ImGui::SliderInt("Layer", &new_sprite_layer, 0, 2);
if (ImGui::Button("Add Sprite")) {
zelda3::DungeonEditorSystem::SpriteData sprite_data;
sprite_data.sprite_id = new_sprite_id;
sprite_data.type = zelda3::DungeonEditorSystem::SpriteType::kEnemy;
sprite_data.x = new_sprite_x;
sprite_data.y = new_sprite_y;
sprite_data.layer = new_sprite_layer;
auto status = dungeon_editor_system_->AddSprite(sprite_data);
if (!status.ok()) {
ImGui::Text("Error adding sprite: %s", status.message().data());
}
}
}
void DungeonEditor::DrawItemEditor() {
if (!dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
ImGui::Text("Item Editor");
ImGui::Separator();
// Display current room items
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto items_result = dungeon_editor_system_->GetItemsByRoom(current_room);
if (items_result.ok()) {
auto items = items_result.value();
ImGui::Text("Items in room %d: %zu", current_room, items.size());
for (const auto &item : items) {
ImGui::Text("ID: %d, Type: %d, Position: (%d, %d), Hidden: %s",
item.item_id, static_cast<int>(item.type), item.x, item.y,
item.is_hidden ? "Yes" : "No");
}
} else {
ImGui::Text("Error loading items: %s",
items_result.status().message().data());
}
// Item placement controls
static int new_item_id = 0;
static int new_item_x = 0;
static int new_item_y = 0;
static bool new_item_hidden = false;
ImGui::Separator();
ImGui::Text("Add New Item");
ImGui::InputInt("Item ID", &new_item_id);
ImGui::InputInt("X Position", &new_item_x);
ImGui::InputInt("Y Position", &new_item_y);
ImGui::Checkbox("Hidden", &new_item_hidden);
if (ImGui::Button("Add Item")) {
zelda3::DungeonEditorSystem::ItemData item_data;
item_data.item_id = new_item_id;
item_data.type = zelda3::DungeonEditorSystem::ItemType::kKey;
item_data.x = new_item_x;
item_data.y = new_item_y;
item_data.room_id = current_room;
item_data.is_hidden = new_item_hidden;
auto status = dungeon_editor_system_->AddItem(item_data);
if (!status.ok()) {
ImGui::Text("Error adding item: %s", status.message().data());
}
}
}
void DungeonEditor::DrawEntranceEditor() {
if (!dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
ImGui::Text("Entrance Editor");
ImGui::Separator();
// Display current room entrances
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto entrances_result =
dungeon_editor_system_->GetEntrancesByRoom(current_room);
if (entrances_result.ok()) {
auto entrances = entrances_result.value();
ImGui::Text("Entrances in room %d: %zu", current_room, entrances.size());
for (const auto &entrance : entrances) {
ImGui::Text(
"ID: %d, Type: %d, Target Room: %d, Target Position: (%d, %d)",
entrance.entrance_id, static_cast<int>(entrance.type),
entrance.target_room_id, entrance.target_x, entrance.target_y);
}
} else {
ImGui::Text("Error loading entrances: %s",
entrances_result.status().message().data());
}
// Entrance creation controls
static int target_room_id = 0;
static int target_x = 0;
static int target_y = 0;
static int source_x = 0;
static int source_y = 0;
ImGui::Separator();
ImGui::Text("Create New Entrance");
ImGui::InputInt("Target Room ID", &target_room_id);
ImGui::InputInt("Source X", &source_x);
ImGui::InputInt("Source Y", &source_y);
ImGui::InputInt("Target X", &target_x);
ImGui::InputInt("Target Y", &target_y);
if (ImGui::Button("Connect Rooms")) {
auto status = dungeon_editor_system_->ConnectRooms(
current_room, target_room_id, source_x, source_y, target_x, target_y);
if (!status.ok()) {
ImGui::Text("Error connecting rooms: %s", status.message().data());
}
}
}
void DungeonEditor::DrawDoorEditor() {
if (!dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
ImGui::Text("Door Editor");
ImGui::Separator();
// Display current room doors
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto doors_result = dungeon_editor_system_->GetDoorsByRoom(current_room);
if (doors_result.ok()) {
auto doors = doors_result.value();
ImGui::Text("Doors in room %d: %zu", current_room, doors.size());
for (const auto &door : doors) {
ImGui::Text("ID: %d, Position: (%d, %d), Direction: %d, Target Room: %d",
door.door_id, door.x, door.y, door.direction,
door.target_room_id);
}
} else {
ImGui::Text("Error loading doors: %s",
doors_result.status().message().data());
}
// Door creation controls
static int door_x = 0;
static int door_y = 0;
static int door_direction = 0;
static int door_target_room = 0;
static int door_target_x = 0;
static int door_target_y = 0;
static bool door_locked = false;
static bool door_requires_key = false;
static int door_key_type = 0;
ImGui::Separator();
ImGui::Text("Create New Door");
ImGui::InputInt("Door X", &door_x);
ImGui::InputInt("Door Y", &door_y);
ImGui::SliderInt("Direction", &door_direction, 0, 3);
ImGui::InputInt("Target Room", &door_target_room);
ImGui::InputInt("Target X", &door_target_x);
ImGui::InputInt("Target Y", &door_target_y);
ImGui::Checkbox("Locked", &door_locked);
ImGui::Checkbox("Requires Key", &door_requires_key);
ImGui::InputInt("Key Type", &door_key_type);
if (ImGui::Button("Add Door")) {
zelda3::DungeonEditorSystem::DoorData door_data;
door_data.room_id = current_room;
door_data.x = door_x;
door_data.y = door_y;
door_data.direction = door_direction;
door_data.target_room_id = door_target_room;
door_data.target_x = door_target_x;
door_data.target_y = door_target_y;
door_data.is_locked = door_locked;
door_data.requires_key = door_requires_key;
door_data.key_type = door_key_type;
auto status = dungeon_editor_system_->AddDoor(door_data);
if (!status.ok()) {
ImGui::Text("Error adding door: %s", status.message().data());
}
}
}
void DungeonEditor::DrawChestEditor() {
if (!dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
ImGui::Text("Chest Editor");
ImGui::Separator();
// Display current room chests
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto chests_result = dungeon_editor_system_->GetChestsByRoom(current_room);
if (chests_result.ok()) {
auto chests = chests_result.value();
ImGui::Text("Chests in room %d: %zu", current_room, chests.size());
for (const auto &chest : chests) {
ImGui::Text("ID: %d, Position: (%d, %d), Big: %s, Item: %d, Quantity: %d",
chest.chest_id, chest.x, chest.y,
chest.is_big_chest ? "Yes" : "No", chest.item_id,
chest.item_quantity);
}
} else {
ImGui::Text("Error loading chests: %s",
chests_result.status().message().data());
}
// Chest creation controls
static int chest_x = 0;
static int chest_y = 0;
static bool chest_big = false;
static int chest_item_id = 0;
static int chest_item_quantity = 1;
ImGui::Separator();
ImGui::Text("Create New Chest");
ImGui::InputInt("Chest X", &chest_x);
ImGui::InputInt("Chest Y", &chest_y);
ImGui::Checkbox("Big Chest", &chest_big);
ImGui::InputInt("Item ID", &chest_item_id);
ImGui::InputInt("Item Quantity", &chest_item_quantity);
if (ImGui::Button("Add Chest")) {
zelda3::DungeonEditorSystem::ChestData chest_data;
chest_data.room_id = current_room;
chest_data.x = chest_x;
chest_data.y = chest_y;
chest_data.is_big_chest = chest_big;
chest_data.item_id = chest_item_id;
chest_data.item_quantity = chest_item_quantity;
auto status = dungeon_editor_system_->AddChest(chest_data);
if (!status.ok()) {
ImGui::Text("Error adding chest: %s", status.message().data());
}
}
}
void DungeonEditor::DrawIntegratedEditingPanels() {
if (!dungeon_editor_system_ || !object_editor_) {
ImGui::Text("Editor systems not initialized");
return;
}
// Create a tabbed interface for different editing modes
if (ImGui::BeginTabBar("##EditingPanels")) {
// Object Editor Tab
if (ImGui::BeginTabItem("Objects")) {
DrawCompactObjectEditor();
ImGui::EndTabItem();
}
// Sprite Editor Tab
if (ImGui::BeginTabItem("Sprites")) {
DrawCompactSpriteEditor();
ImGui::EndTabItem();
}
// Item Editor Tab
if (ImGui::BeginTabItem("Items")) {
DrawCompactItemEditor();
ImGui::EndTabItem();
}
// Entrance Editor Tab
if (ImGui::BeginTabItem("Entrances")) {
DrawCompactEntranceEditor();
ImGui::EndTabItem();
}
// Door Editor Tab
if (ImGui::BeginTabItem("Doors")) {
DrawCompactDoorEditor();
ImGui::EndTabItem();
}
// Chest Editor Tab
if (ImGui::BeginTabItem("Chests")) {
DrawCompactChestEditor();
ImGui::EndTabItem();
}
// Properties Tab
if (ImGui::BeginTabItem("Properties")) {
DrawCompactPropertiesEditor();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void DungeonEditor::DrawCompactObjectEditor() {
ImGui::Text("Object Editor");
ImGui::Separator();
// Display current editing mode
auto mode = object_editor_->GetMode();
const char *mode_names[] = {"Select", "Insert", "Delete",
"Edit", "Layer", "Preview"};
ImGui::Text("Mode: %s", mode_names[static_cast<int>(mode)]);
// Compact mode selection
if (ImGui::Button("Select"))
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kSelect);
ImGui::SameLine();
if (ImGui::Button("Insert"))
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kInsert);
ImGui::SameLine();
if (ImGui::Button("Edit"))
object_editor_->SetMode(zelda3::DungeonObjectEditor::Mode::kEdit);
// Layer and object type selection
int current_layer = object_editor_->GetCurrentLayer();
if (ImGui::SliderInt("Layer", &current_layer, 0, 2)) {
object_editor_->SetCurrentLayer(current_layer);
}
int current_object_type = object_editor_->GetCurrentObjectType();
if (ImGui::InputInt("Object Type", &current_object_type, 1, 16)) {
if (current_object_type >= 0 && current_object_type <= 0x3FF) {
object_editor_->SetCurrentObjectType(current_object_type);
}
}
// Quick configuration checkboxes
auto config = object_editor_->GetConfig();
if (ImGui::Checkbox("Snap to Grid", &config.snap_to_grid)) {
(void)object_editor_->SetConfig(config);
}
ImGui::SameLine();
if (ImGui::Checkbox("Show Grid", &config.show_grid)) {
(void)object_editor_->SetConfig(config);
}
// Object count and selection info
ImGui::Separator();
ImGui::Text("Objects: %zu", object_editor_->GetObjectCount());
auto selection = object_editor_->GetSelection();
if (!selection.selected_objects.empty()) {
ImGui::Text("Selected: %zu", selection.selected_objects.size());
}
// Undo/Redo buttons
ImGui::Separator();
if (ImGui::Button("Undo") && object_editor_->CanUndo()) {
(void)object_editor_->Undo();
}
ImGui::SameLine();
if (ImGui::Button("Redo") && object_editor_->CanRedo()) {
(void)object_editor_->Redo();
}
}
void DungeonEditor::DrawCompactSpriteEditor() {
ImGui::Text("Sprite Editor");
ImGui::Separator();
// Display current room sprites
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto sprites_result = dungeon_editor_system_->GetSpritesByRoom(current_room);
if (sprites_result.ok()) {
auto sprites = sprites_result.value();
ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
// Show first few sprites in compact format
int display_count = std::min(3, static_cast<int>(sprites.size()));
for (int i = 0; i < display_count; ++i) {
const auto &sprite = sprites[i];
ImGui::Text("ID:%d Type:%d (%d,%d)", sprite.sprite_id,
static_cast<int>(sprite.type), sprite.x, sprite.y);
}
if (sprites.size() > 3) {
ImGui::Text("... and %zu more", sprites.size() - 3);
}
} else {
ImGui::Text("Error loading sprites");
}
// Quick sprite placement
ImGui::Separator();
ImGui::Text("Quick Add Sprite");
static int new_sprite_id = 0;
static int new_sprite_x = 0;
static int new_sprite_y = 0;
ImGui::InputInt("ID", &new_sprite_id);
ImGui::InputInt("X", &new_sprite_x);
ImGui::InputInt("Y", &new_sprite_y);
if (ImGui::Button("Add Sprite")) {
zelda3::DungeonEditorSystem::SpriteData sprite_data;
sprite_data.sprite_id = new_sprite_id;
sprite_data.type = zelda3::DungeonEditorSystem::SpriteType::kEnemy;
sprite_data.x = new_sprite_x;
sprite_data.y = new_sprite_y;
sprite_data.layer = 0;
auto status = dungeon_editor_system_->AddSprite(sprite_data);
if (!status.ok()) {
ImGui::Text("Error adding sprite");
}
}
}
void DungeonEditor::DrawCompactItemEditor() {
ImGui::Text("Item Editor");
ImGui::Separator();
// Display current room items
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto items_result = dungeon_editor_system_->GetItemsByRoom(current_room);
if (items_result.ok()) {
auto items = items_result.value();
ImGui::Text("Items in room %d: %zu", current_room, items.size());
// Show first few items in compact format
int display_count = std::min(3, static_cast<int>(items.size()));
for (int i = 0; i < display_count; ++i) {
const auto &item = items[i];
ImGui::Text("ID:%d Type:%d (%d,%d)", item.item_id,
static_cast<int>(item.type), item.x, item.y);
}
if (items.size() > 3) {
ImGui::Text("... and %zu more", items.size() - 3);
}
} else {
ImGui::Text("Error loading items");
}
// Quick item placement
ImGui::Separator();
ImGui::Text("Quick Add Item");
static int new_item_id = 0;
static int new_item_x = 0;
static int new_item_y = 0;
ImGui::InputInt("ID", &new_item_id);
ImGui::InputInt("X", &new_item_x);
ImGui::InputInt("Y", &new_item_y);
if (ImGui::Button("Add Item")) {
zelda3::DungeonEditorSystem::ItemData item_data;
item_data.item_id = new_item_id;
item_data.type = zelda3::DungeonEditorSystem::ItemType::kKey;
item_data.x = new_item_x;
item_data.y = new_item_y;
item_data.room_id = current_room;
item_data.is_hidden = false;
auto status = dungeon_editor_system_->AddItem(item_data);
if (!status.ok()) {
ImGui::Text("Error adding item");
}
}
}
void DungeonEditor::DrawCompactEntranceEditor() {
ImGui::Text("Entrance Editor");
ImGui::Separator();
// Display current room entrances
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto entrances_result =
dungeon_editor_system_->GetEntrancesByRoom(current_room);
if (entrances_result.ok()) {
auto entrances = entrances_result.value();
ImGui::Text("Entrances: %zu", entrances.size());
for (const auto &entrance : entrances) {
ImGui::Text("ID:%d -> Room:%d (%d,%d)", entrance.entrance_id,
entrance.target_room_id, entrance.target_x,
entrance.target_y);
}
} else {
ImGui::Text("Error loading entrances");
}
// Quick room connection
ImGui::Separator();
ImGui::Text("Connect Rooms");
static int target_room_id = 0;
static int source_x = 0;
static int source_y = 0;
static int target_x = 0;
static int target_y = 0;
ImGui::InputInt("Target Room", &target_room_id);
ImGui::InputInt("Source X", &source_x);
ImGui::InputInt("Source Y", &source_y);
ImGui::InputInt("Target X", &target_x);
ImGui::InputInt("Target Y", &target_y);
if (ImGui::Button("Connect")) {
auto status = dungeon_editor_system_->ConnectRooms(
current_room, target_room_id, source_x, source_y, target_x, target_y);
if (!status.ok()) {
ImGui::Text("Error connecting rooms");
}
}
}
void DungeonEditor::DrawCompactDoorEditor() {
ImGui::Text("Door Editor");
ImGui::Separator();
// Display current room doors
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto doors_result = dungeon_editor_system_->GetDoorsByRoom(current_room);
if (doors_result.ok()) {
auto doors = doors_result.value();
ImGui::Text("Doors: %zu", doors.size());
for (const auto &door : doors) {
ImGui::Text("ID:%d (%d,%d) -> Room:%d", door.door_id, door.x, door.y,
door.target_room_id);
}
} else {
ImGui::Text("Error loading doors");
}
// Quick door creation
ImGui::Separator();
ImGui::Text("Add Door");
static int door_x = 0;
static int door_y = 0;
static int door_direction = 0;
static int door_target_room = 0;
ImGui::InputInt("X", &door_x);
ImGui::InputInt("Y", &door_y);
ImGui::SliderInt("Dir", &door_direction, 0, 3);
ImGui::InputInt("Target", &door_target_room);
if (ImGui::Button("Add Door")) {
zelda3::DungeonEditorSystem::DoorData door_data;
door_data.room_id = current_room;
door_data.x = door_x;
door_data.y = door_y;
door_data.direction = door_direction;
door_data.target_room_id = door_target_room;
door_data.target_x = door_x;
door_data.target_y = door_y;
door_data.is_locked = false;
door_data.requires_key = false;
door_data.key_type = 0;
auto status = dungeon_editor_system_->AddDoor(door_data);
if (!status.ok()) {
ImGui::Text("Error adding door");
}
}
}
void DungeonEditor::DrawCompactChestEditor() {
ImGui::Text("Chest Editor");
ImGui::Separator();
// Display current room chests
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto chests_result = dungeon_editor_system_->GetChestsByRoom(current_room);
if (chests_result.ok()) {
auto chests = chests_result.value();
ImGui::Text("Chests: %zu", chests.size());
for (const auto &chest : chests) {
ImGui::Text("ID:%d (%d,%d) Item:%d", chest.chest_id, chest.x, chest.y,
chest.item_id);
}
} else {
ImGui::Text("Error loading chests");
}
// Quick chest creation
ImGui::Separator();
ImGui::Text("Add Chest");
static int chest_x = 0;
static int chest_y = 0;
static int chest_item_id = 0;
static bool chest_big = false;
ImGui::InputInt("X", &chest_x);
ImGui::InputInt("Y", &chest_y);
ImGui::InputInt("Item ID", &chest_item_id);
ImGui::Checkbox("Big", &chest_big);
if (ImGui::Button("Add Chest")) {
zelda3::DungeonEditorSystem::ChestData chest_data;
chest_data.room_id = current_room;
chest_data.x = chest_x;
chest_data.y = chest_y;
chest_data.is_big_chest = chest_big;
chest_data.item_id = chest_item_id;
chest_data.item_quantity = 1;
auto status = dungeon_editor_system_->AddChest(chest_data);
if (!status.ok()) {
ImGui::Text("Error adding chest");
}
}
}
void DungeonEditor::DrawCompactPropertiesEditor() {
ImGui::Text("Room Properties");
ImGui::Separator();
auto current_room = dungeon_editor_system_->GetCurrentRoom();
auto properties_result =
dungeon_editor_system_->GetRoomProperties(current_room);
if (properties_result.ok()) {
auto properties = properties_result.value();
static char room_name[128] = {0};
static int dungeon_id = 0;
static int floor_level = 0;
static bool is_boss_room = false;
static bool is_save_room = false;
static int music_id = 0;
// Copy current values
strncpy(room_name, properties.name.c_str(), sizeof(room_name) - 1);
dungeon_id = properties.dungeon_id;
floor_level = properties.floor_level;
is_boss_room = properties.is_boss_room;
is_save_room = properties.is_save_room;
music_id = properties.music_id;
ImGui::InputText("Name", room_name, sizeof(room_name));
ImGui::InputInt("Dungeon ID", &dungeon_id);
ImGui::InputInt("Floor", &floor_level);
ImGui::InputInt("Music", &music_id);
ImGui::Checkbox("Boss Room", &is_boss_room);
ImGui::Checkbox("Save Room", &is_save_room);
if (ImGui::Button("Save Properties")) {
zelda3::DungeonEditorSystem::RoomProperties new_properties;
new_properties.room_id = current_room;
new_properties.name = room_name;
new_properties.dungeon_id = dungeon_id;
new_properties.floor_level = floor_level;
new_properties.is_boss_room = is_boss_room;
new_properties.is_save_room = is_save_room;
new_properties.music_id = music_id;
auto status = dungeon_editor_system_->SetRoomProperties(current_room,
new_properties);
if (!status.ok()) {
ImGui::Text("Error saving properties");
}
}
} else {
ImGui::Text("Error loading properties");
}
// Dungeon settings summary
ImGui::Separator();
ImGui::Text("Dungeon Settings");
auto dungeon_settings_result = dungeon_editor_system_->GetDungeonSettings();
if (dungeon_settings_result.ok()) {
auto settings = dungeon_settings_result.value();
ImGui::Text("Dungeon: %s", settings.name.c_str());
ImGui::Text("Rooms: %d", settings.total_rooms);
ImGui::Text("Start: %d", settings.starting_room_id);
ImGui::Text("Boss: %d", settings.boss_room_id);
}
}
// Coordinate conversion helper functions
std::pair<int, int> DungeonEditor::RoomToCanvasCoordinates(int room_x,
int room_y) const {
// Convert room coordinates (16x16 tile units) to canvas coordinates (pixels)
return {room_x * 16, room_y * 16};
}
std::pair<int, int> DungeonEditor::CanvasToRoomCoordinates(int canvas_x,
int canvas_y) const {
// Convert canvas coordinates (pixels) to room coordinates (16x16 tile units)
return {canvas_x / 16, canvas_y / 16};
}
bool DungeonEditor::IsWithinCanvasBounds(int canvas_x, int canvas_y,
int margin) const {
// Check if coordinates are within canvas bounds with optional margin
auto canvas_width = canvas_.width();
auto canvas_height = canvas_.height();
return (canvas_x >= -margin && canvas_y >= -margin &&
canvas_x <= canvas_width + margin &&
canvas_y <= canvas_height + margin);
}
// Room graphics management methods
absl::Status DungeonEditor::LoadAndRenderRoomGraphics(int room_id) {
if (room_id < 0 || room_id >= rooms_.size()) {
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
auto& room = rooms_[room_id];
// Load room graphics with proper blockset
(void)room.LoadRoomGraphics(room.blockset);
// Load the room's palette with bounds checking
if (room.palette < rom()->paletteset_ids.size() &&
!rom()->paletteset_ids[room.palette].empty()) {
auto dungeon_palette_ptr = rom()->paletteset_ids[room.palette][0];
auto palette_id = rom()->ReadWord(0xDEC4B + dungeon_palette_ptr);
if (palette_id.ok()) {
current_palette_group_id_ = palette_id.value() / 180;
if (current_palette_group_id_ < rom()->palette_group().dungeon_main.size()) {
full_palette_ = rom()->palette_group().dungeon_main[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette_));
}
}
}
// Render the room graphics to the graphics arena
(void)room.RenderRoomGraphics();
// Update the background layers with proper palette
RETURN_IF_ERROR(UpdateRoomBackgroundLayers(room_id));
// Refresh the graphics system
refresh_graphics_ = true;
return absl::OkStatus();
}
absl::Status DungeonEditor::ReloadAllRoomGraphics() {
// Reload graphics for all currently loaded rooms
for (int room_id = 0; room_id < rooms_.size(); ++room_id) {
RETURN_IF_ERROR(LoadAndRenderRoomGraphics(room_id));
}
return absl::OkStatus();
}
absl::Status DungeonEditor::UpdateRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= rooms_.size()) {
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
auto& room = rooms_[room_id];
// Validate palette group access
if (current_palette_group_id_ >= rom()->palette_group().dungeon_main.size()) {
return absl::FailedPreconditionError("Invalid palette group ID");
}
// Get the current room's palette
auto current_palette = rom()->palette_group().dungeon_main[current_palette_group_id_];
// Update BG1 (background layer 1) with proper palette
if (room.blocks().size() >= 8) {
for (int i = 0; i < 8; i++) {
int block = room.blocks()[i];
if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
if (current_palette_id_ < current_palette_group_.size()) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
current_palette_group_[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
}
}
}
// Update BG2 (background layer 2) with sprite auxiliary palette
if (room.blocks().size() >= 16) {
auto sprites_aux1_pal_group = rom()->palette_group().sprites_aux1;
if (current_palette_id_ < sprites_aux1_pal_group.size()) {
for (int i = 8; i < 16; i++) {
int block = room.blocks()[i];
if (block >= 0 && block < gfx::Arena::Get().gfx_sheets().size()) {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
sprites_aux1_pal_group[current_palette_id_], 0);
core::Renderer::Get().UpdateBitmap(&gfx::Arena::Get().gfx_sheets()[block]);
}
}
}
}
return absl::OkStatus();
}
void DungeonEditor::RenderRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= rooms_.size()) {
return;
}
if (!rom_ || !rom_->is_loaded()) {
return;
}
auto& room = rooms_[room_id];
// Get canvas dimensions to limit rendering
int canvas_width = canvas_.width();
int canvas_height = canvas_.height();
// Validate canvas dimensions
if (canvas_width <= 0 || canvas_height <= 0) {
return;
}
// Render the room's background layers using the graphics arena
// BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
// Scale the background to fit the canvas
float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
}
// BG2 (background layer 2) - sprite graphics (overlay)
auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
// Scale the background to fit the canvas
float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200); // Semi-transparent overlay
}
}
} // namespace yaze::editor