- Added checkboxes for toggling visibility of title screen background layers (BG1 and BG2). - Implemented a new method for rendering the composite view of the title screen. - Introduced functionality for loading and saving custom maps from external binary files, enhancing user flexibility in map management. Benefits: - Improves user experience by allowing dynamic control over layer visibility during title screen editing. - Expands the capabilities of the ScreenEditor with custom map handling, facilitating easier map modifications and sharing.
160 lines
5.2 KiB
C++
160 lines
5.2 KiB
C++
#ifndef YAZE_APP_EDITOR_SCREEN_EDITOR_H
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#define YAZE_APP_EDITOR_SCREEN_EDITOR_H
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#include <array>
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#include "absl/status/status.h"
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#include "app/editor/editor.h"
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#include "app/gfx/core/bitmap.h"
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#include "app/gfx/types/snes_palette.h"
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#include "app/gui/app/editor_card_manager.h"
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#include "app/gfx/render/tilemap.h"
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#include "app/gui/canvas/canvas.h"
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#include "app/rom.h"
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#include "zelda3/screen/dungeon_map.h"
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#include "zelda3/screen/inventory.h"
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#include "zelda3/screen/title_screen.h"
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#include "zelda3/screen/overworld_map_screen.h"
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#include "app/gui/app/editor_layout.h"
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#include "imgui/imgui.h"
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namespace yaze {
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namespace editor {
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/**
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* @brief The ScreenEditor class allows the user to edit a variety of screens in
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* the game or create a custom menu.
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*
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* This class is currently a work in progress (WIP) and provides functionality
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* for updating the screens, saving dungeon maps, drawing different types of
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* screens, loading dungeon maps, and managing various properties related to the
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* editor.
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*
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* The screens that can be edited include the title screen, naming screen,
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* overworld map, inventory menu, and more.
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*/
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class ScreenEditor : public Editor {
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public:
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explicit ScreenEditor(Rom* rom = nullptr) : rom_(rom) {
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screen_canvas_.SetCanvasSize(ImVec2(512, 512));
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type_ = EditorType::kScreen;
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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 { return absl::UnimplementedError("Undo"); }
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absl::Status Redo() override { return absl::UnimplementedError("Redo"); }
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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 { return absl::UnimplementedError("Save"); }
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void set_rom(Rom* rom) { rom_ = rom; }
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Rom* rom() const { return rom_; }
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std::vector<zelda3::DungeonMap> dungeon_maps_;
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private:
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void DrawTitleScreenEditor();
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void DrawNamingScreenEditor();
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void DrawOverworldMapEditor();
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void DrawInventoryMenuEditor();
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void DrawInventoryItemIcons();
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void DrawToolset();
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void DrawDungeonMapToolset();
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void DrawInventoryToolset();
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// Title screen layer editing
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void DrawTitleScreenCompositeCanvas();
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void DrawTitleScreenBG1Canvas();
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void DrawTitleScreenBG2Canvas();
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void DrawTitleScreenBlocksetSelector();
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absl::Status LoadDungeonMapTile16(const std::vector<uint8_t>& gfx_data,
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bool bin_mode = false);
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absl::Status SaveDungeonMapTile16();
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void DrawDungeonMapScreen(int i);
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void DrawDungeonMapsTabs();
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void DrawDungeonMapsEditor();
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void DrawDungeonMapsRoomGfx();
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void LoadBinaryGfx();
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enum class EditingMode { DRAW, EDIT };
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EditingMode current_mode_ = EditingMode::DRAW;
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bool binary_gfx_loaded_ = false;
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uint8_t selected_room = 0;
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int selected_tile16_ = 0;
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int selected_tile8_ = 0;
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int selected_dungeon = 0;
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int floor_number = 1;
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bool copy_button_pressed = false;
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bool paste_button_pressed = false;
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zelda3::DungeonMapLabels dungeon_map_labels_;
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gfx::SnesPalette palette_;
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gfx::BitmapTable sheets_;
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gfx::Tilemap tile16_blockset_;
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gfx::Tilemap tile8_tilemap_; // Tilemap for 8x8 tiles with on-demand caching
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std::array<gfx::TileInfo, 4> current_tile16_info;
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gui::Canvas current_tile_canvas_{"##CurrentTileCanvas", ImVec2(32, 32),
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gui::CanvasGridSize::k16x16, 2.0f};
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gui::Canvas screen_canvas_;
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gui::Canvas tilesheet_canvas_;
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gui::Canvas tilemap_canvas_{"##TilemapCanvas", ImVec2(128 + 2, (192) + 4),
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gui::CanvasGridSize::k8x8, 2.f};
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// Title screen canvases
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// Title screen is 32x32 tiles at 8x8 pixels = 256x256 pixels total
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gui::Canvas title_bg1_canvas_{"##TitleBG1Canvas", ImVec2(256, 256),
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gui::CanvasGridSize::k8x8, 2.0f};
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gui::Canvas title_bg2_canvas_{"##TitleBG2Canvas", ImVec2(256, 256),
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gui::CanvasGridSize::k8x8, 2.0f};
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// Blockset is 128 pixels wide x 512 pixels tall (16x64 8x8 tiles)
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gui::Canvas title_blockset_canvas_{"##TitleBlocksetCanvas",
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ImVec2(128, 512),
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gui::CanvasGridSize::k8x8, 2.0f};
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zelda3::Inventory inventory_;
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zelda3::TitleScreen title_screen_;
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zelda3::OverworldMapScreen ow_map_screen_;
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// Title screen state
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int selected_title_tile16_ = 0;
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bool title_screen_loaded_ = false;
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bool title_h_flip_ = false;
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bool title_v_flip_ = false;
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int title_palette_ = 0;
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bool show_title_bg1_ = true;
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bool show_title_bg2_ = true;
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// Overworld map screen state
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int selected_ow_tile_ = 0;
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bool ow_map_loaded_ = false;
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bool ow_show_dark_world_ = false;
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// Overworld map canvases
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gui::Canvas ow_map_canvas_{"##OWMapCanvas", ImVec2(512, 512),
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gui::CanvasGridSize::k8x8, 1.0f};
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gui::Canvas ow_tileset_canvas_{"##OWTilesetCanvas", ImVec2(128, 128),
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gui::CanvasGridSize::k8x8, 2.0f};
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Rom* rom_;
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absl::Status status_;
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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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