Files
yaze/src/app/editor/dungeon/dungeon_editor.h
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

240 lines
7.6 KiB
C++

#ifndef YAZE_APP_EDITOR_DUNGEONEDITOR_H
#define YAZE_APP_EDITOR_DUNGEONEDITOR_H
#include "absl/container/flat_hash_map.h"
#include "app/editor/editor.h"
#include "app/editor/graphics/gfx_group_editor.h"
#include "app/editor/graphics/palette_editor.h"
#include "app/gui/canvas.h"
#include "app/rom.h"
#include "imgui/imgui.h"
#include "zelda3/dungeon/object_renderer.h"
#include "zelda3/dungeon/dungeon_editor_system.h"
#include "zelda3/dungeon/dungeon_object_editor.h"
#include "zelda3/dungeon/room.h"
#include "zelda3/dungeon/room_entrance.h"
#include "zelda3/dungeon/room_object.h"
#include "dungeon_room_selector.h"
#include "dungeon_canvas_viewer.h"
#include "dungeon_object_selector.h"
namespace yaze {
namespace editor {
constexpr ImGuiTabItemFlags kDungeonTabFlags =
ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip;
constexpr ImGuiTabBarFlags kDungeonTabBarFlags =
ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable |
ImGuiTabBarFlags_FittingPolicyResizeDown |
ImGuiTabBarFlags_TabListPopupButton;
constexpr ImGuiTableFlags kDungeonTableFlags =
ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable |
ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter |
ImGuiTableFlags_BordersV;
/**
* @brief DungeonEditor class for editing dungeons.
*
* This class provides a comprehensive dungeon editing interface that integrates
* with the new unified dungeon editing system. It includes object editing with
* scroll wheel support, sprite management, item placement, entrance/exit editing,
* and advanced dungeon features.
*/
class DungeonEditor : public Editor {
public:
explicit DungeonEditor(Rom* rom = nullptr)
: rom_(rom), object_renderer_(rom), preview_object_(0, 0, 0, 0, 0) {
type_ = EditorType::kDungeon;
// Initialize the new dungeon editor system
if (rom) {
dungeon_editor_system_ = std::make_unique<zelda3::DungeonEditorSystem>(rom);
object_editor_ = std::make_shared<zelda3::DungeonObjectEditor>(rom);
}
}
void Initialize() override;
absl::Status Load() override;
absl::Status Update() override;
absl::Status Undo() override;
absl::Status Redo() override;
absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
absl::Status Find() override { return absl::UnimplementedError("Find"); }
absl::Status Save() override;
void add_room(int i) { active_rooms_.push_back(i); }
void set_rom(Rom* rom) { rom_ = rom; }
Rom* rom() const { return rom_; }
private:
absl::Status RefreshGraphics();
void LoadDungeonRoomSize();
absl::Status UpdateDungeonRoomView();
void DrawToolset();
void DrawRoomSelector();
void DrawEntranceSelector();
void DrawDungeonTabView();
void DrawDungeonCanvas(int room_id);
void DrawRoomGraphics();
void DrawTileSelector();
void DrawObjectRenderer();
// New editing mode interfaces
void DrawObjectEditor();
void DrawSpriteEditor();
void DrawItemEditor();
void DrawEntranceEditor();
void DrawDoorEditor();
void DrawChestEditor();
void DrawPropertiesEditor();
// Integrated editing panels
void DrawIntegratedEditingPanels();
void DrawCompactObjectEditor();
void DrawCompactSpriteEditor();
void DrawCompactItemEditor();
void DrawCompactEntranceEditor();
void DrawCompactDoorEditor();
void DrawCompactChestEditor();
void DrawCompactPropertiesEditor();
// Object rendering methods
void RenderObjectInCanvas(const zelda3::RoomObject& object,
const gfx::SnesPalette& palette);
void DisplayObjectInfo(const zelda3::RoomObject& object, int canvas_x,
int canvas_y);
void RenderLayoutObjects(const zelda3::RoomLayout& layout,
const gfx::SnesPalette& palette);
// Coordinate conversion helpers
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const;
bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
// Room graphics management
absl::Status LoadAndRenderRoomGraphics(int room_id);
absl::Status ReloadAllRoomGraphics();
absl::Status UpdateRoomBackgroundLayers(int room_id);
void RenderRoomBackgroundLayers(int room_id);
// Object rendering cache to avoid re-rendering the same objects
struct ObjectRenderCache {
int object_id;
int object_x, object_y, object_size;
uint64_t palette_hash;
gfx::Bitmap rendered_bitmap;
bool is_valid;
};
std::vector<ObjectRenderCache> object_render_cache_;
uint64_t last_palette_hash_ = 0;
// Object preview system
zelda3::RoomObject preview_object_;
gfx::SnesPalette preview_palette_;
void CalculateUsageStats();
void DrawUsageStats();
void DrawUsageGrid();
void RenderSetUsage(const absl::flat_hash_map<uint16_t, int>& usage_map,
uint16_t& selected_set, int spriteset_offset = 0x00);
enum BackgroundType {
kNoBackground,
kBackground1,
kBackground2,
kBackground3,
kBackgroundAny,
};
// Updated placement types to match new editor system
enum PlacementType {
kNoType,
kObject, // Object editing mode
kSprite, // Sprite editing mode
kItem, // Item placement mode
kEntrance, // Entrance/exit editing mode
kDoor, // Door configuration mode
kChest, // Chest management mode
kBlock // Legacy block mode
};
int background_type_ = kNoBackground;
int placement_type_ = kNoType;
bool is_loaded_ = false;
bool object_loaded_ = false;
bool palette_showing_ = false;
bool refresh_graphics_ = false;
// New editor system integration
std::unique_ptr<zelda3::DungeonEditorSystem> dungeon_editor_system_;
std::shared_ptr<zelda3::DungeonObjectEditor> object_editor_;
bool show_object_editor_ = false;
bool show_sprite_editor_ = false;
bool show_item_editor_ = false;
bool show_entrance_editor_ = false;
bool show_door_editor_ = false;
bool show_chest_editor_ = false;
bool show_properties_editor_ = false;
uint16_t current_entrance_id_ = 0;
uint16_t current_room_id_ = 0;
uint64_t current_palette_id_ = 0;
uint64_t current_palette_group_id_ = 0;
ImVector<int> active_rooms_;
int current_active_room_tab_ = 0; // Track which room tab is currently active
GfxGroupEditor gfx_group_editor_;
PaletteEditor palette_editor_;
gfx::SnesPalette current_palette_;
gfx::SnesPalette full_palette_;
gfx::PaletteGroup current_palette_group_;
gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
gui::Canvas room_gfx_canvas_{"##RoomGfxCanvas",
ImVec2(0x100 + 1, 0x10 * 0x40 + 1)};
gui::Canvas object_canvas_;
std::array<gfx::Bitmap, kNumGfxSheets> graphics_bin_;
std::array<zelda3::Room, 0x128> rooms_ = {};
std::array<zelda3::RoomEntrance, 0x8C> entrances_ = {};
zelda3::ObjectRenderer object_renderer_;
absl::flat_hash_map<uint16_t, int> spriteset_usage_;
absl::flat_hash_map<uint16_t, int> blockset_usage_;
absl::flat_hash_map<uint16_t, int> palette_usage_;
std::vector<int64_t> room_size_pointers_;
std::vector<int64_t> room_sizes_;
uint16_t selected_blockset_ = 0xFFFF; // 0xFFFF indicates no selection
uint16_t selected_spriteset_ = 0xFFFF;
uint16_t selected_palette_ = 0xFFFF;
uint64_t total_room_size_ = 0;
std::unordered_map<int, int> room_size_addresses_;
std::unordered_map<int, ImVec4> room_palette_;
absl::Status status_;
Rom* rom_;
};
} // namespace editor
} // namespace yaze
#endif