- Integrated new components: DungeonToolset, DungeonObjectInteraction, DungeonRenderer, DungeonRoomLoader, and DungeonUsageTracker to streamline dungeon editing functionalities. - Updated DungeonEditor to utilize the new components for room loading, object interaction, and rendering, improving code organization and maintainability. - Enhanced object selection and placement features, including drag-and-drop functionality and improved UI interactions. - Removed legacy methods and refactored existing code to delegate responsibilities to the new components, ensuring a cleaner architecture. - Added support for usage tracking of blocksets, spritesets, and palettes across dungeon rooms, providing insights for optimization.
178 lines
5.6 KiB
C++
178 lines
5.6 KiB
C++
#ifndef YAZE_APP_EDITOR_DUNGEONEDITOR_H
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#define YAZE_APP_EDITOR_DUNGEONEDITOR_H
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#include "absl/container/flat_hash_map.h"
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#include "app/editor/editor.h"
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#include "app/editor/graphics/gfx_group_editor.h"
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#include "app/editor/graphics/palette_editor.h"
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#include "app/gui/canvas.h"
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#include "app/rom.h"
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#include "imgui/imgui.h"
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#include "zelda3/dungeon/object_renderer.h"
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#include "zelda3/dungeon/dungeon_editor_system.h"
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#include "zelda3/dungeon/dungeon_object_editor.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_entrance.h"
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#include "zelda3/dungeon/room_object.h"
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#include "dungeon_room_selector.h"
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#include "dungeon_canvas_viewer.h"
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#include "dungeon_object_selector.h"
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#include "dungeon_toolset.h"
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#include "dungeon_object_interaction.h"
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#include "dungeon_renderer.h"
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#include "dungeon_room_loader.h"
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#include "dungeon_usage_tracker.h"
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namespace yaze {
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namespace editor {
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constexpr ImGuiTabItemFlags kDungeonTabFlags =
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ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip;
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constexpr ImGuiTabBarFlags kDungeonTabBarFlags =
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ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable |
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ImGuiTabBarFlags_FittingPolicyResizeDown |
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ImGuiTabBarFlags_TabListPopupButton;
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constexpr ImGuiTableFlags kDungeonTableFlags =
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ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable |
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ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter |
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ImGuiTableFlags_BordersV;
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/**
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* @brief DungeonEditor class for editing dungeons.
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*
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* This class provides a comprehensive dungeon editing interface that integrates
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* with the new unified dungeon editing system. It includes object editing with
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* scroll wheel support, sprite management, item placement, entrance/exit editing,
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* and advanced dungeon features.
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*/
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class DungeonEditor : public Editor {
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public:
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explicit DungeonEditor(Rom* rom = nullptr)
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: rom_(rom), object_renderer_(rom), preview_object_(0, 0, 0, 0, 0),
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room_selector_(rom), canvas_viewer_(rom), object_selector_(rom),
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object_interaction_(&canvas_), renderer_(&canvas_, rom), room_loader_(rom) {
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type_ = EditorType::kDungeon;
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// Initialize the new dungeon editor system
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if (rom) {
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dungeon_editor_system_ = std::make_unique<zelda3::DungeonEditorSystem>(rom);
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object_editor_ = std::make_shared<zelda3::DungeonObjectEditor>(rom);
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}
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}
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void Initialize() override;
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absl::Status Load() override;
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absl::Status Update() override;
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absl::Status Undo() override;
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absl::Status Redo() override;
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absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
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absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
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absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
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absl::Status Find() override { return absl::UnimplementedError("Find"); }
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absl::Status Save() override;
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void add_room(int i) { active_rooms_.push_back(i); }
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void set_rom(Rom* rom) {
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rom_ = rom;
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// Update the new UI components with the new ROM
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room_selector_.set_rom(rom_);
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canvas_viewer_.SetRom(rom_);
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object_selector_.SetRom(rom_);
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}
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Rom* rom() const { return rom_; }
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private:
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absl::Status RefreshGraphics();
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void LoadDungeonRoomSize();
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absl::Status UpdateDungeonRoomView();
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void DrawDungeonTabView();
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void DrawDungeonCanvas(int room_id);
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// Enhanced UI methods
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void DrawCanvasAndPropertiesPanel();
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void DrawRoomPropertiesDebugPopup();
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// Room selection management
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void OnRoomSelected(int room_id);
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void DrawRoomGraphics();
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void DrawTileSelector();
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void DrawObjectRenderer();
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// Legacy methods (delegated to components)
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absl::Status LoadAndRenderRoomGraphics(int room_id);
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absl::Status ReloadAllRoomGraphics();
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absl::Status UpdateRoomBackgroundLayers(int room_id);
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// Object preview system
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zelda3::RoomObject preview_object_;
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gfx::SnesPalette preview_palette_;
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bool is_loaded_ = false;
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bool object_loaded_ = false;
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bool palette_showing_ = false;
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bool refresh_graphics_ = false;
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// New editor system integration
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std::unique_ptr<zelda3::DungeonEditorSystem> dungeon_editor_system_;
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std::shared_ptr<zelda3::DungeonObjectEditor> object_editor_;
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bool show_object_editor_ = false;
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bool show_sprite_editor_ = false;
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bool show_item_editor_ = false;
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bool show_entrance_editor_ = false;
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bool show_door_editor_ = false;
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bool show_chest_editor_ = false;
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bool show_properties_editor_ = false;
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uint16_t current_entrance_id_ = 0;
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uint16_t current_room_id_ = 0;
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uint64_t current_palette_id_ = 0;
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uint64_t current_palette_group_id_ = 0;
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ImVector<int> active_rooms_;
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int current_active_room_tab_ = 0; // Track which room tab is currently active
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GfxGroupEditor gfx_group_editor_;
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PaletteEditor palette_editor_;
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gfx::SnesPalette current_palette_;
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gfx::SnesPalette full_palette_;
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gfx::PaletteGroup current_palette_group_;
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gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
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gui::Canvas room_gfx_canvas_{"##RoomGfxCanvas",
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ImVec2(0x100 + 1, 0x10 * 0x40 + 1)};
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gui::Canvas object_canvas_;
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std::array<gfx::Bitmap, kNumGfxSheets> graphics_bin_;
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std::array<zelda3::Room, 0x128> rooms_ = {};
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std::array<zelda3::RoomEntrance, 0x8C> entrances_ = {};
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zelda3::ObjectRenderer object_renderer_;
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// UI components
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DungeonRoomSelector room_selector_;
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DungeonCanvasViewer canvas_viewer_;
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DungeonObjectSelector object_selector_;
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// Refactored components
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DungeonToolset toolset_;
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DungeonObjectInteraction object_interaction_;
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DungeonRenderer renderer_;
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DungeonRoomLoader room_loader_;
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DungeonUsageTracker usage_tracker_;
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absl::Status status_;
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Rom* rom_;
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};
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} // namespace editor
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} // namespace yaze
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#endif
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