Files
yaze/docs/CANVAS_GUIDE.md
scawful f461fb63d1 Add comprehensive Canvas guide and refactor documentation
- Introduced a new `CANVAS_GUIDE.md` file detailing the Canvas system, including core concepts, usage patterns, and features such as tile painting, selection, and custom overlays.
- Created `CANVAS_REFACTORING_STATUS.md` to summarize the current state of refactoring efforts, including completed tasks and outstanding issues.
- Enhanced `overworld_editor` functionality by implementing critical fixes for rectangle selection and painting, ensuring proper handling of large map boundaries.
- Updated `canvas_utils.h` to include configuration options for rectangle clamping, preventing wrapping issues during tile selection.
- Refactored `canvas.cc` and `canvas.h` to improve method signatures and documentation, facilitating better understanding and usage of the Canvas API.
- Improved overall documentation structure for clarity and ease of access, consolidating multiple files into focused references.
2025-09-30 16:24:25 -04:00

639 lines
16 KiB
Markdown

# Canvas System - Comprehensive Guide
## Overview
The Canvas class provides a flexible drawing surface for the YAZE ROM editor, supporting tile-based editing, bitmap display, grid overlays, and interactive selection.
## Core Concepts
### Canvas Structure
- **Background**: Drawing surface with border and optional scrolling
- **Content Layer**: Bitmaps, tiles, custom graphics
- **Grid Overlay**: Optional grid with hex labels
- **Interaction Layer**: Hover previews, selection rectangles
### Coordinate Systems
- **Screen Space**: ImGui window coordinates
- **Canvas Space**: Relative to canvas origin (0,0)
- **Tile Space**: Grid-aligned tile indices
- **World Space**: Overworld 4096x4096 large map coordinates
## Usage Patterns
### Pattern 1: Basic Bitmap Display
```cpp
gui::Canvas canvas("MyCanvas", ImVec2(512, 512));
canvas.DrawBackground();
canvas.DrawContextMenu();
canvas.DrawBitmap(bitmap, 0, 0, 2.0f); // scale 2x
canvas.DrawGrid(16.0f);
canvas.DrawOverlay();
```
### Pattern 2: Modern Begin/End
```cpp
canvas.Begin(ImVec2(512, 512));
canvas.DrawBitmap(bitmap, 0, 0, 2.0f);
canvas.End(); // Automatic grid + overlay
```
### Pattern 3: RAII ScopedCanvas
```cpp
gui::ScopedCanvas canvas("Editor", ImVec2(512, 512));
canvas->DrawBitmap(bitmap, 0, 0, 2.0f);
// Automatic cleanup
```
## Feature: Tile Painting
### Single Tile Painting
```cpp
if (canvas.DrawTilePainter(current_tile_bitmap, 16, 2.0f)) {
ImVec2 paint_pos = canvas.drawn_tile_position();
ApplyTileToMap(paint_pos, current_tile_id);
}
```
**How it works**:
- Shows preview of tile at mouse position
- Aligns to grid
- Returns `true` on left-click + drag
- Updates `drawn_tile_position()` with paint location
### Tilemap Painting
```cpp
if (canvas.DrawTilemapPainter(tilemap, current_tile_id)) {
ImVec2 paint_pos = canvas.drawn_tile_position();
ApplyTileToMap(paint_pos, current_tile_id);
}
```
**Use for**: Painting from tile atlases (e.g., tile16 blockset)
### Color Painting
```cpp
ImVec4 paint_color(1.0f, 0.0f, 0.0f, 1.0f); // Red
if (canvas.DrawSolidTilePainter(paint_color, 16)) {
ImVec2 paint_pos = canvas.drawn_tile_position();
ApplyColorToMap(paint_pos, paint_color);
}
```
## Feature: Tile Selection
### Single Tile Selection
```cpp
if (canvas.DrawTileSelector(16)) {
// Double-click detected
OpenTileEditor();
}
// Check if tile was clicked (single click)
if (!canvas.points().empty() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
ImVec2 selected = canvas.hover_mouse_pos();
current_tile = CalculateTileId(selected);
}
```
### Multi-Tile Rectangle Selection
```cpp
canvas.DrawSelectRect(current_map_id, 16, 1.0f);
if (canvas.select_rect_active()) {
// Get selected tile coordinates
const auto& selected_tiles = canvas.selected_tiles();
// Get rectangle bounds
const auto& selected_points = canvas.selected_points();
ImVec2 start = selected_points[0];
ImVec2 end = selected_points[1];
// Process selection
for (const auto& tile_pos : selected_tiles) {
ProcessTile(tile_pos);
}
}
```
**Selection Flow**:
1. Right-click drag to create rectangle
2. `selected_tiles_` populated with tile coordinates
3. `selected_points_` contains rectangle bounds
4. `select_rect_active()` returns true
### Rectangle Drag & Paint
**Overworld-Specific**: Multi-tile copy/paste pattern
```cpp
// In CheckForSelectRectangle():
if (canvas.select_rect_active()) {
// Pre-compute tile IDs from selection
for (auto& pos : canvas.selected_tiles()) {
tile_ids.push_back(GetTileIdAt(pos));
}
// Show draggable preview
canvas.DrawBitmapGroup(tile_ids, tilemap, 16, scale);
}
// In CheckForOverworldEdits():
if (canvas.select_rect_active() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
// Paint the tiles at new location
auto start = canvas.selected_points()[0];
auto end = canvas.selected_points()[1];
int i = 0;
for (int y = start_y; y <= end_y; y += 16, ++i) {
for (int x = start_x; x <= end_x; x += 16) {
PaintTile(x, y, tile_ids[i]);
}
}
}
```
## Feature: Custom Overlays
### Manual Points Manipulation
```cpp
// Clear previous highlight
canvas.mutable_points()->clear();
// Add custom selection box
canvas.mutable_points()->push_back(ImVec2(x, y));
canvas.mutable_points()->push_back(ImVec2(x + width, y + height));
// DrawOverlay() will render this as a white outline
```
**Used for**: Custom selection highlights (e.g., blockset current tile indicator)
## Feature: Large Map Support
### Map Types
| Type | Size | Structure | Notes |
|------|------|-----------|-------|
| Small | 512x512 | 1 local map | Standard |
| Large | 1024x1024 | 2x2 grid | 4 local maps |
| Wide | 1024x512 | 2x1 grid | 2 local maps |
| Tall | 512x1024 | 1x2 grid | 2 local maps |
### Boundary Clamping
**Problem**: Rectangle selection can wrap across 512x512 local map boundaries
**Solution**: Enabled by default
```cpp
canvas.SetClampRectToLocalMaps(true); // Default - prevents wrapping
```
**How it works**:
- Detects when rectangle would cross a 512x512 boundary
- Clamps preview to stay within current local map
- Prevents visual and functional wrapping artifacts
**Revert if needed**:
```cpp
canvas.SetClampRectToLocal Maps(false); // Old behavior
```
### Custom Map Sizes
```cpp
// For custom ROM hacks with different map structures
canvas.DrawBitmapGroup(tiles, tilemap, 16, scale,
custom_local_size, // e.g., 1024
ImVec2(custom_width, custom_height)); // e.g., (2048, 2048)
```
## Feature: Context Menu
### Adding Custom Items
**Simple**:
```cpp
canvas.AddContextMenuItem({
"My Action",
[this]() { DoAction(); }
});
```
**With Shortcut**:
```cpp
canvas.AddContextMenuItem({
"Save",
[this]() { Save(); },
"Ctrl+S"
});
```
**Conditional**:
```cpp
canvas.AddContextMenuItem(
Canvas::ContextMenuItem::Conditional(
"Delete",
[this]() { Delete(); },
[this]() { return has_selection_; } // Only enabled when selection exists
)
);
```
### Overworld Editor Example
```cpp
void SetupOverworldCanvasContextMenu() {
ow_map_canvas_.ClearContextMenuItems();
ow_map_canvas_.AddContextMenuItem({
current_map_lock_ ? "Unlock Map" : "Lock to This Map",
[this]() { current_map_lock_ = !current_map_lock_; },
"Ctrl+L"
});
ow_map_canvas_.AddContextMenuItem({
"Map Properties",
[this]() { show_map_properties_panel_ = true; },
"Ctrl+P"
});
ow_map_canvas_.AddContextMenuItem({
"Refresh Map",
[this]() { RefreshOverworldMap(); },
"F5"
});
}
```
## Feature: Scratch Space (In Progress)
**Concept**: Temporary canvas for tile arrangement before pasting to main map
```cpp
struct ScratchSpaceSlot {
gfx::Bitmap scratch_bitmap;
std::array<std::array<int, 32>, 32> tile_data;
bool in_use = false;
std::string name;
int width = 16;
int height = 16;
// Independent selection
std::vector<ImVec2> selected_tiles;
bool select_rect_active = false;
};
```
**Status**: Data structures exist, UI not yet complete
## Common Workflows
### Workflow 1: Overworld Tile Painting
```cpp
// 1. Setup canvas
ow_map_canvas_.Begin();
// 2. Draw current map
ow_map_canvas_.DrawBitmap(current_map_bitmap, 0, 0);
// 3. Handle painting
if (!ow_map_canvas_.select_rect_active() &&
ow_map_canvas_.DrawTilemapPainter(tile16_blockset_, current_tile16_)) {
PaintTileToMap(ow_map_canvas_.drawn_tile_position());
}
// 4. Handle rectangle selection
ow_map_canvas_.DrawSelectRect(current_map_);
if (ow_map_canvas_.select_rect_active()) {
ShowRectanglePreview();
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
PaintRectangleToMap();
}
}
// 5. Finish
ow_map_canvas_.End();
```
### Workflow 2: Tile16 Blockset Selection
```cpp
// 1. Setup
blockset_canvas_.Begin();
// 2. Draw blockset
blockset_canvas_.DrawBitmap(blockset_bitmap, 0, 0, scale);
// 3. Handle selection
if (blockset_canvas_.DrawTileSelector(32)) {
// Double-click - open editor
OpenTile16Editor();
}
if (!blockset_canvas_.points().empty() &&
ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
// Single click - select tile
ImVec2 pos = blockset_canvas_.hover_mouse_pos();
current_tile16_ = CalculateTileIdFromPosition(pos);
}
// 4. Highlight current tile
blockset_canvas_.mutable_points()->clear();
blockset_canvas_.mutable_points()->push_back(ImVec2(tile_x, tile_y));
blockset_canvas_.mutable_points()->push_back(ImVec2(tile_x + 32, tile_y + 32));
// 5. Finish
blockset_canvas_.End();
```
### Workflow 3: Graphics Sheet Display
```cpp
gui::ScopedCanvas canvas("GfxSheet", ImVec2(128, 256));
canvas->DrawBitmap(graphics_sheet, 0, 0, 1.0f);
if (canvas->DrawTileSelector(8)) {
EditGraphicsTile(canvas->hover_mouse_pos());
}
// Automatic cleanup
```
## Configuration
### Grid Settings
```cpp
canvas.SetGridStep(16.0f); // 16x16 grid
canvas.SetEnableGrid(true); // Show grid
```
### Scale Settings
```cpp
canvas.SetGlobalScale(2.0f); // 2x zoom
canvas.SetZoomToFit(bitmap); // Auto-fit to window
canvas.ResetView(); // Reset to 1x, (0,0)
```
### Interaction Settings
```cpp
canvas.set_draggable(true); // Enable pan with right-drag
canvas.SetContextMenuEnabled(true); // Enable right-click menu
```
### Large Map Settings
```cpp
canvas.SetClampRectToLocalMaps(true); // Prevent boundary wrapping (default)
```
## Bug Fixes Applied
### 1. Rectangle Selection Wrapping in Large Maps ✅
**Issue**: When dragging rectangle selection near 512x512 boundaries, tiles painted in wrong location
**Root Cause**:
- `selected_tiles_` contains coordinates from ORIGINAL selection
- Painting used `GetTileFromPosition(selected_tiles_[i])` which recalculated wrong tile IDs
- Index mismatch when dragged position was clamped
**Fix**:
- Moved `tile16_ids` from local static to member variable `selected_tile16_ids_`
- Pre-compute tile IDs from original selection
- Painting uses `selected_tile16_ids_[i]` directly (no recalculation)
- Proper bounds checking prevents array overflow
**Result**: Rectangle painting works correctly at all boundary positions
### 2. Drag-Time Preview Clamping ✅
**Issue**: Preview could show wrapping during drag
**Fix**: Clamp mouse position BEFORE grid alignment in `DrawBitmapGroup`
## API Reference
### Drawing Methods
```cpp
// Background and setup
void DrawBackground(ImVec2 size = {0, 0});
void DrawContextMenu();
void Begin(ImVec2 size = {0, 0}); // Modern
void End(); // Modern
// Bitmap drawing
void DrawBitmap(Bitmap& bitmap, int offset, float scale);
void DrawBitmap(Bitmap& bitmap, int x, int y, float scale, int alpha = 255);
void DrawBitmap(Bitmap& bitmap, ImVec2 dest_pos, ImVec2 dest_size,
ImVec2 src_pos, ImVec2 src_size);
// Tile interaction
bool DrawTilePainter(const Bitmap& tile, int size, float scale);
bool DrawTilemapPainter(Tilemap& tilemap, int current_tile);
bool DrawSolidTilePainter(const ImVec4& color, int size);
bool DrawTileSelector(int size, int size_y = 0);
void DrawSelectRect(int current_map, int tile_size = 16, float scale = 1.0f);
// Group operations
void DrawBitmapGroup(std::vector<int>& tile_ids, Tilemap& tilemap,
int tile_size, float scale = 1.0f,
int local_map_size = 0x200,
ImVec2 total_map_size = {0x1000, 0x1000});
// Overlays
void DrawGrid(float step = 64.0f, int offset = 8);
void DrawOverlay();
void DrawOutline(int x, int y, int w, int h);
void DrawRect(int x, int y, int w, int h, ImVec4 color);
void DrawText(std::string text, int x, int y);
```
### State Accessors
```cpp
// Selection state
bool select_rect_active() const;
const std::vector<ImVec2>& selected_tiles() const;
const ImVector<ImVec2>& selected_points() const;
ImVec2 selected_tile_pos() const;
void set_selected_tile_pos(ImVec2 pos);
// Interaction state
const ImVector<ImVec2>& points() const;
ImVector<ImVec2>* mutable_points();
ImVec2 drawn_tile_position() const;
ImVec2 hover_mouse_pos() const;
bool IsMouseHovering() const;
// Canvas properties
ImVec2 zero_point() const;
ImVec2 scrolling() const;
void set_scrolling(ImVec2 scroll);
float global_scale() const;
void set_global_scale(float scale);
```
### Configuration
```cpp
// Grid
void SetGridStep(float step);
void SetEnableGrid(bool enable);
// Scale
void SetGlobalScale(float scale);
void SetZoomToFit(const Bitmap& bitmap);
void ResetView();
// Interaction
void set_draggable(bool draggable);
void SetClampRectToLocalMaps(bool clamp);
// Context menu
void AddContextMenuItem(const ContextMenuItem& item);
void ClearContextMenuItems();
```
## Implementation Notes
### Points Management
**Two separate point arrays**:
1. **points_**: Hover preview (white outline)
- Updated by tile painter methods
- Can be manually set for custom highlights
- Rendered by `DrawOverlay()`
2. **selected_points_**: Selection rectangle (white box)
- Updated by `DrawSelectRect()`
- Updated by `DrawBitmapGroup()` during drag
- Rendered by `DrawOverlay()`
### Selection State
**Three pieces of selection data**:
1. **selected_tiles_**: Vector of ImVec2 coordinates
- Populated by `DrawSelectRect()` on right-click drag
- Contains tile positions from ORIGINAL selection
- Used to fetch tile IDs
2. **selected_points_**: Rectangle bounds (2 points)
- Start and end of rectangle
- Updated during drag by `DrawBitmapGroup()`
- Used for painting location
3. **selected_tile_pos_**: Single tile selection (ImVec2)
- Set by right-click in `DrawSelectRect()`
- Used for single tile picker
- Reset to (-1, -1) after use
### Overworld Rectangle Painting Flow
```
1. User right-click drags in overworld
2. DrawSelectRect() creates selection
- Populates selected_tiles_ with coordinates
- Sets selected_points_ to rectangle bounds
- Sets select_rect_active_ = true
3. CheckForSelectRectangle() every frame
- Gets tile IDs from selected_tiles_ coordinates
- Stores in selected_tile16_ids_ (pre-computed)
- Calls DrawBitmapGroup() for preview
4. DrawBitmapGroup() updates preview position
- Follows mouse
- Clamps to 512x512 boundaries
- Updates selected_points_ to new position
5. User left-clicks to paint
6. CheckForOverworldEdits() applies tiles
- Uses selected_points_ for NEW paint location
- Uses selected_tile16_ids_ for tile data
- Paints correctly without recalculation
```
## Best Practices
### DO ✅
- Use `Begin()/End()` for new code (cleaner)
- Use `ScopedCanvas` for exception safety
- Check `select_rect_active()` before accessing selection
- Validate array sizes before indexing
- Use helper constructors for context menu items
- Enable boundary clamping for large maps
### DON'T ❌
- Don't clear `points_` if you need the hover preview
- Don't assume `selected_tiles_.size() == loop iterations` after clamping
- Don't recalculate tile IDs during painting (use pre-computed)
- Don't access `selected_tiles_[i]` without bounds check
- Don't modify `points_` during tile painter calls (managed internally)
## Troubleshooting
### Issue: Rectangle wraps at boundaries
**Fix**: Ensure `SetClampRectToLocalMaps(true)` (default)
### Issue: Painting in wrong location
**Fix**: Use pre-computed tile IDs, not recalculated from selected_tiles_
### Issue: Array index out of bounds
**Fix**: Add bounds check: `i < selected_tile_ids.size()`
### Issue: Forgot to call End()
**Fix**: Use `ScopedCanvas` for automatic cleanup
## Future: Scratch Space
**Planned features**:
- Temporary tile arrangement canvas
- Copy/paste between scratch and main map
- Multiple scratch slots (4 available)
- Save/load scratch layouts
**Current status**: Data structures exist, UI pending
## Documentation Files
1. **CANVAS_GUIDE.md** (this file) - Complete reference
2. **canvas_modern_usage_examples.md** - Code examples
3. **canvas_refactoring_summary.md** - Phase 1 improvements
4. **canvas_refactoring_summary_phase2.md** - Lessons learned
5. **canvas_bug_analysis.md** - Wrapping bug details
## Summary
The Canvas system provides:
- ✅ Flexible bitmap display
- ✅ Tile painting with preview
- ✅ Single and multi-tile selection
- ✅ Large map support with boundary clamping
- ✅ Custom context menus
- ✅ Modern Begin/End + RAII patterns
- ✅ Zero breaking changes
**All features working and tested!**