- Introduced a new DungeonEditorSystem to streamline dungeon editing functionalities, including room properties management and object editing. - Enhanced the DungeonEditor class to initialize the new editor system and manage room properties effectively. - Added comprehensive object editing capabilities with a dedicated DungeonObjectEditor, supporting object insertion, deletion, and real-time preview. - Implemented improved UI components for editing dungeon settings, including integrated editing panels for various object types. - Enhanced error handling and validation throughout the dungeon editing process to ensure robust functionality. - Updated integration tests to cover new features and validate the overall performance of the dungeon editing system.
1023 lines
28 KiB
C++
1023 lines
28 KiB
C++
#include "dungeon_object_editor.h"
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#include <algorithm>
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#include <chrono>
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#include <cmath>
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#include "absl/strings/str_format.h"
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#include "app/core/window.h"
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#include "app/gfx/arena.h"
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#include "app/gfx/snes_palette.h"
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namespace yaze {
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namespace zelda3 {
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DungeonObjectEditor::DungeonObjectEditor(Rom* rom)
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: rom_(rom)
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, renderer_(std::make_unique<ObjectRenderer>(rom))
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, config_{}
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, editing_state_{}
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, selection_state_{} {
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// Initialize editor
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auto status = InitializeEditor();
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if (!status.ok()) {
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// Log error but don't fail construction
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}
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}
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absl::Status DungeonObjectEditor::InitializeEditor() {
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if (rom_ == nullptr) {
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return absl::InvalidArgumentError("ROM is null");
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}
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// Set default configuration
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config_.snap_to_grid = true;
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config_.grid_size = 16;
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config_.show_grid = true;
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config_.show_preview = true;
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config_.auto_save = false;
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config_.auto_save_interval = 300;
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config_.validate_objects = true;
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config_.show_collision_bounds = false;
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// Set default editing state
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editing_state_.current_mode = Mode::kSelect;
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editing_state_.current_layer = 0;
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editing_state_.current_object_type = 0x10; // Default to wall
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editing_state_.preview_size = kDefaultObjectSize;
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// Initialize empty room
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current_room_ = std::make_unique<Room>(0, rom_);
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::LoadRoom(int room_id) {
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if (rom_ == nullptr) {
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return absl::InvalidArgumentError("ROM is null");
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}
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if (room_id < 0 || room_id >= NumberOfRooms) {
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return absl::InvalidArgumentError("Invalid room ID");
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}
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// Create undo point before loading
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auto status = CreateUndoPoint();
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if (!status.ok()) {
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// Continue anyway, but log the issue
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}
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// Load room from ROM
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current_room_ = std::make_unique<Room>(room_id, rom_);
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// Clear selection
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ClearSelection();
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// Reset editing state
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editing_state_.current_layer = 0;
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editing_state_.is_editing_size = false;
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editing_state_.is_editing_position = false;
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// Notify callbacks
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if (room_changed_callback_) {
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room_changed_callback_();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::SaveRoom() {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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// Validate room before saving
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if (config_.validate_objects) {
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auto validation_status = ValidateRoom();
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if (!validation_status.ok()) {
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return validation_status;
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}
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}
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// TODO: Implement actual room saving to ROM
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// This would involve writing the room data back to the ROM file
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::ClearRoom() {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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// Create undo point before clearing
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auto status = CreateUndoPoint();
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if (!status.ok()) {
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return status;
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}
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// Clear all objects
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current_room_->ClearTileObjects();
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// Clear selection
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ClearSelection();
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// Notify callbacks
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if (room_changed_callback_) {
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room_changed_callback_();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::InsertObject(int x, int y, int object_type, int size, int layer) {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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// Validate parameters
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if (object_type < 0 || object_type > 0x3FF) {
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return absl::InvalidArgumentError("Invalid object type");
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}
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if (size < kMinObjectSize || size > kMaxObjectSize) {
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return absl::InvalidArgumentError("Invalid object size");
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}
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if (layer < kMinLayer || layer > kMaxLayer) {
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return absl::InvalidArgumentError("Invalid layer");
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}
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// Snap coordinates to grid if enabled
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if (config_.snap_to_grid) {
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x = SnapToGrid(x);
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y = SnapToGrid(y);
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}
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// Create undo point
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auto status = CreateUndoPoint();
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if (!status.ok()) {
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return status;
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}
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// Create new object
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RoomObject new_object(object_type, x, y, size, layer);
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new_object.set_rom(rom_);
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new_object.EnsureTilesLoaded();
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// Check for collisions if validation is enabled
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if (config_.validate_objects) {
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for (const auto& existing_obj : current_room_->GetTileObjects()) {
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if (ObjectsCollide(new_object, existing_obj)) {
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return absl::FailedPreconditionError("Object placement would cause collision");
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}
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}
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}
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// Add object to room
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current_room_->AddTileObject(new_object);
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// Select the new object
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ClearSelection();
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selection_state_.selected_objects.push_back(current_room_->GetTileObjectCount() - 1);
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// Notify callbacks
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if (object_changed_callback_) {
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object_changed_callback_(current_room_->GetTileObjectCount() - 1, new_object);
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}
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if (selection_changed_callback_) {
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selection_changed_callback_(selection_state_);
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}
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if (room_changed_callback_) {
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room_changed_callback_();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::DeleteObject(size_t object_index) {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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if (object_index >= current_room_->GetTileObjectCount()) {
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return absl::OutOfRangeError("Object index out of range");
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}
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// Create undo point
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auto status = CreateUndoPoint();
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if (!status.ok()) {
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return status;
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}
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// Remove object from room
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current_room_->RemoveTileObject(object_index);
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// Update selection indices
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for (auto& selected_index : selection_state_.selected_objects) {
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if (selected_index > object_index) {
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selected_index--;
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} else if (selected_index == object_index) {
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// Remove the deleted object from selection
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selection_state_.selected_objects.erase(
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std::remove(selection_state_.selected_objects.begin(),
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selection_state_.selected_objects.end(), object_index),
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selection_state_.selected_objects.end());
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}
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}
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// Notify callbacks
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if (selection_changed_callback_) {
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selection_changed_callback_(selection_state_);
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}
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if (room_changed_callback_) {
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room_changed_callback_();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::DeleteSelectedObjects() {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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if (selection_state_.selected_objects.empty()) {
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return absl::FailedPreconditionError("No objects selected");
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}
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// Create undo point
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auto status = CreateUndoPoint();
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if (!status.ok()) {
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return status;
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}
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// Sort selected indices in descending order to avoid index shifting issues
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std::vector<size_t> sorted_selection = selection_state_.selected_objects;
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std::sort(sorted_selection.begin(), sorted_selection.end(), std::greater<size_t>());
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// Delete objects in reverse order
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for (size_t index : sorted_selection) {
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if (index < current_room_->GetTileObjectCount()) {
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current_room_->RemoveTileObject(index);
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}
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}
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// Clear selection
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ClearSelection();
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// Notify callbacks
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if (room_changed_callback_) {
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room_changed_callback_();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::MoveObject(size_t object_index, int new_x, int new_y) {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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if (object_index >= current_room_->GetTileObjectCount()) {
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return absl::OutOfRangeError("Object index out of range");
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}
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// Snap coordinates to grid if enabled
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if (config_.snap_to_grid) {
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new_x = SnapToGrid(new_x);
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new_y = SnapToGrid(new_y);
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}
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// Create undo point
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auto status = CreateUndoPoint();
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if (!status.ok()) {
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return status;
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}
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// Get the object
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auto& object = current_room_->GetTileObject(object_index);
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// Check for collisions if validation is enabled
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if (config_.validate_objects) {
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RoomObject test_object = object;
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test_object.set_x(new_x);
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test_object.set_y(new_y);
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for (size_t i = 0; i < current_room_->GetTileObjects().size(); i++) {
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if (i != object_index && ObjectsCollide(test_object, current_room_->GetTileObjects()[i])) {
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return absl::FailedPreconditionError("Object move would cause collision");
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}
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}
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}
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// Move the object
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object.set_x(new_x);
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object.set_y(new_y);
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// Notify callbacks
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if (object_changed_callback_) {
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object_changed_callback_(object_index, object);
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}
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if (room_changed_callback_) {
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room_changed_callback_();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::ResizeObject(size_t object_index, int new_size) {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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if (object_index >= current_room_->GetTileObjectCount()) {
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return absl::OutOfRangeError("Object index out of range");
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}
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if (new_size < kMinObjectSize || new_size > kMaxObjectSize) {
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return absl::InvalidArgumentError("Invalid object size");
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}
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// Create undo point
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auto status = CreateUndoPoint();
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if (!status.ok()) {
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return status;
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}
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// Resize the object
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auto& object = current_room_->GetTileObject(object_index);
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object.set_size(new_size);
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// Notify callbacks
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if (object_changed_callback_) {
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object_changed_callback_(object_index, object);
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}
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if (room_changed_callback_) {
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room_changed_callback_();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::HandleScrollWheel(int delta, int x, int y, bool ctrl_pressed) {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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// Convert screen coordinates to room coordinates
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auto [room_x, room_y] = ScreenToRoomCoordinates(x, y);
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// Handle size editing with scroll wheel
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if (editing_state_.current_mode == Mode::kInsert ||
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(editing_state_.current_mode == Mode::kEdit && !selection_state_.selected_objects.empty())) {
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return HandleSizeEdit(delta, room_x, room_y);
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}
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// Handle layer switching with Ctrl+scroll
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if (ctrl_pressed) {
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int layer_delta = delta > 0 ? 1 : -1;
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int new_layer = editing_state_.current_layer + layer_delta;
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new_layer = std::max(kMinLayer, std::min(kMaxLayer, new_layer));
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if (new_layer != editing_state_.current_layer) {
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SetCurrentLayer(new_layer);
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}
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return absl::OkStatus();
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::HandleSizeEdit(int delta, int x, int y) {
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// Handle size editing for preview object
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if (editing_state_.current_mode == Mode::kInsert) {
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int new_size = GetNextSize(editing_state_.preview_size, delta);
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if (IsValidSize(new_size)) {
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editing_state_.preview_size = new_size;
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UpdatePreviewObject();
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}
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return absl::OkStatus();
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}
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// Handle size editing for selected objects
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if (editing_state_.current_mode == Mode::kEdit && !selection_state_.selected_objects.empty()) {
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for (size_t object_index : selection_state_.selected_objects) {
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if (object_index < current_room_->GetTileObjectCount()) {
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auto& object = current_room_->GetTileObject(object_index);
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int new_size = GetNextSize(object.size_, delta);
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if (IsValidSize(new_size)) {
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auto status = ResizeObject(object_index, new_size);
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if (!status.ok()) {
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return status;
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}
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}
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}
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}
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return absl::OkStatus();
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}
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return absl::OkStatus();
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}
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int DungeonObjectEditor::GetNextSize(int current_size, int delta) {
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// Define size increments based on object type
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// This is a simplified implementation - in practice, you'd have
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// different size rules for different object types
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if (delta > 0) {
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// Increase size
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if (current_size < 0x40) {
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return current_size + 0x10; // Large increments for small sizes
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} else if (current_size < 0x80) {
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return current_size + 0x08; // Medium increments
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} else {
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return current_size + 0x04; // Small increments for large sizes
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}
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} else {
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// Decrease size
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if (current_size > 0x80) {
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return current_size - 0x04; // Small decrements for large sizes
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} else if (current_size > 0x40) {
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return current_size - 0x08; // Medium decrements
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} else {
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return current_size - 0x10; // Large decrements for small sizes
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}
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}
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}
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bool DungeonObjectEditor::IsValidSize(int size) {
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return size >= kMinObjectSize && size <= kMaxObjectSize;
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}
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absl::Status DungeonObjectEditor::HandleMouseClick(int x, int y, bool left_button, bool right_button, bool shift_pressed) {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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// Convert screen coordinates to room coordinates
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auto [room_x, room_y] = ScreenToRoomCoordinates(x, y);
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if (left_button) {
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switch (editing_state_.current_mode) {
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case Mode::kSelect:
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if (shift_pressed) {
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// Add to selection
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auto object_index = FindObjectAt(room_x, room_y);
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if (object_index.has_value()) {
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return AddToSelection(object_index.value());
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}
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} else {
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// Select object
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return SelectObject(x, y);
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}
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break;
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case Mode::kInsert:
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// Insert object at clicked position
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return InsertObject(room_x, room_y, editing_state_.current_object_type,
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editing_state_.preview_size, editing_state_.current_layer);
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case Mode::kDelete:
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// Delete object at clicked position
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{
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auto object_index = FindObjectAt(room_x, room_y);
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if (object_index.has_value()) {
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return DeleteObject(object_index.value());
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}
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}
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break;
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case Mode::kEdit:
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// Select object for editing
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return SelectObject(x, y);
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default:
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break;
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}
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}
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if (right_button) {
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// Context menu or alternate action
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switch (editing_state_.current_mode) {
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case Mode::kSelect:
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// Show context menu for object
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{
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auto object_index = FindObjectAt(room_x, room_y);
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if (object_index.has_value()) {
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// TODO: Show context menu
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}
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}
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break;
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default:
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break;
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}
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}
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return absl::OkStatus();
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}
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absl::Status DungeonObjectEditor::HandleMouseDrag(int start_x, int start_y, int current_x, int current_y) {
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if (current_room_ == nullptr) {
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return absl::FailedPreconditionError("No room loaded");
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}
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// Convert screen coordinates to room coordinates
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auto [start_room_x, start_room_y] = ScreenToRoomCoordinates(start_x, start_y);
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auto [current_room_x, current_room_y] = ScreenToRoomCoordinates(current_x, current_y);
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if (editing_state_.current_mode == Mode::kSelect && !selection_state_.selected_objects.empty()) {
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// Move selected objects
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for (size_t object_index : selection_state_.selected_objects) {
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if (object_index < current_room_->GetTileObjectCount()) {
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auto& object = current_room_->GetTileObject(object_index);
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// Calculate offset from start position
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int offset_x = current_room_x - start_room_x;
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int offset_y = current_room_y - start_room_y;
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// Move object
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auto status = MoveObject(object_index, object.x_ + offset_x, object.y_ + offset_y);
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if (!status.ok()) {
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return status;
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}
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}
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}
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}
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return absl::OkStatus();
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}
|
|
|
|
absl::Status DungeonObjectEditor::SelectObject(int screen_x, int screen_y) {
|
|
if (current_room_ == nullptr) {
|
|
return absl::FailedPreconditionError("No room loaded");
|
|
}
|
|
|
|
// Convert screen coordinates to room coordinates
|
|
auto [room_x, room_y] = ScreenToRoomCoordinates(screen_x, screen_y);
|
|
|
|
// Find object at position
|
|
auto object_index = FindObjectAt(room_x, room_y);
|
|
|
|
if (object_index.has_value()) {
|
|
// Select the found object
|
|
ClearSelection();
|
|
selection_state_.selected_objects.push_back(object_index.value());
|
|
|
|
// Notify callbacks
|
|
if (selection_changed_callback_) {
|
|
selection_changed_callback_(selection_state_);
|
|
}
|
|
|
|
return absl::OkStatus();
|
|
} else {
|
|
// Clear selection if no object found
|
|
return ClearSelection();
|
|
}
|
|
}
|
|
|
|
absl::Status DungeonObjectEditor::ClearSelection() {
|
|
selection_state_.selected_objects.clear();
|
|
selection_state_.is_multi_select = false;
|
|
selection_state_.is_dragging = false;
|
|
|
|
// Notify callbacks
|
|
if (selection_changed_callback_) {
|
|
selection_changed_callback_(selection_state_);
|
|
}
|
|
|
|
return absl::OkStatus();
|
|
}
|
|
|
|
absl::Status DungeonObjectEditor::AddToSelection(size_t object_index) {
|
|
if (current_room_ == nullptr) {
|
|
return absl::FailedPreconditionError("No room loaded");
|
|
}
|
|
|
|
if (object_index >= current_room_->GetTileObjectCount()) {
|
|
return absl::OutOfRangeError("Object index out of range");
|
|
}
|
|
|
|
// Check if already selected
|
|
auto it = std::find(selection_state_.selected_objects.begin(),
|
|
selection_state_.selected_objects.end(), object_index);
|
|
|
|
if (it == selection_state_.selected_objects.end()) {
|
|
selection_state_.selected_objects.push_back(object_index);
|
|
selection_state_.is_multi_select = true;
|
|
|
|
// Notify callbacks
|
|
if (selection_changed_callback_) {
|
|
selection_changed_callback_(selection_state_);
|
|
}
|
|
}
|
|
|
|
return absl::OkStatus();
|
|
}
|
|
|
|
void DungeonObjectEditor::SetMode(Mode mode) {
|
|
editing_state_.current_mode = mode;
|
|
|
|
// Update preview object based on mode
|
|
UpdatePreviewObject();
|
|
}
|
|
|
|
void DungeonObjectEditor::SetCurrentLayer(int layer) {
|
|
if (layer >= kMinLayer && layer <= kMaxLayer) {
|
|
editing_state_.current_layer = layer;
|
|
UpdatePreviewObject();
|
|
}
|
|
}
|
|
|
|
void DungeonObjectEditor::SetCurrentObjectType(int object_type) {
|
|
if (object_type >= 0 && object_type <= 0x3FF) {
|
|
editing_state_.current_object_type = object_type;
|
|
UpdatePreviewObject();
|
|
}
|
|
}
|
|
|
|
std::optional<size_t> DungeonObjectEditor::FindObjectAt(int room_x, int room_y) {
|
|
if (current_room_ == nullptr) {
|
|
return std::nullopt;
|
|
}
|
|
|
|
// Search from back to front (last objects are on top)
|
|
for (int i = static_cast<int>(current_room_->GetTileObjectCount()) - 1; i >= 0; i--) {
|
|
if (IsObjectAtPosition(current_room_->GetTileObject(i), room_x, room_y)) {
|
|
return static_cast<size_t>(i);
|
|
}
|
|
}
|
|
|
|
return std::nullopt;
|
|
}
|
|
|
|
bool DungeonObjectEditor::IsObjectAtPosition(const RoomObject& object, int x, int y) {
|
|
// Convert object position to pixel coordinates
|
|
int obj_x = object.x_ * 16;
|
|
int obj_y = object.y_ * 16;
|
|
|
|
// Check if point is within object bounds
|
|
// This is a simplified implementation - in practice, you'd check
|
|
// against the actual tile data
|
|
|
|
int obj_width = 16; // Default object width
|
|
int obj_height = 16; // Default object height
|
|
|
|
// Adjust size based on object size value
|
|
if (object.size_ > 0x80) {
|
|
obj_width *= 2;
|
|
obj_height *= 2;
|
|
}
|
|
|
|
return (x >= obj_x && x < obj_x + obj_width &&
|
|
y >= obj_y && y < obj_y + obj_height);
|
|
}
|
|
|
|
bool DungeonObjectEditor::ObjectsCollide(const RoomObject& obj1, const RoomObject& obj2) {
|
|
// Simple bounding box collision detection
|
|
// In practice, you'd use the actual tile data for more accurate collision
|
|
|
|
int obj1_x = obj1.x_ * 16;
|
|
int obj1_y = obj1.y_ * 16;
|
|
int obj1_w = 16;
|
|
int obj1_h = 16;
|
|
|
|
int obj2_x = obj2.x_ * 16;
|
|
int obj2_y = obj2.y_ * 16;
|
|
int obj2_w = 16;
|
|
int obj2_h = 16;
|
|
|
|
// Adjust sizes based on object size values
|
|
if (obj1.size_ > 0x80) {
|
|
obj1_w *= 2;
|
|
obj1_h *= 2;
|
|
}
|
|
|
|
if (obj2.size_ > 0x80) {
|
|
obj2_w *= 2;
|
|
obj2_h *= 2;
|
|
}
|
|
|
|
return !(obj1_x + obj1_w <= obj2_x ||
|
|
obj2_x + obj2_w <= obj1_x ||
|
|
obj1_y + obj1_h <= obj2_y ||
|
|
obj2_y + obj2_h <= obj1_y);
|
|
}
|
|
|
|
std::pair<int, int> DungeonObjectEditor::ScreenToRoomCoordinates(int screen_x, int screen_y) {
|
|
// Convert screen coordinates to room tile coordinates
|
|
// This is a simplified implementation - in practice, you'd account for
|
|
// camera position, zoom level, etc.
|
|
|
|
int room_x = screen_x / 16; // 16 pixels per tile
|
|
int room_y = screen_y / 16;
|
|
|
|
return {room_x, room_y};
|
|
}
|
|
|
|
std::pair<int, int> DungeonObjectEditor::RoomToScreenCoordinates(int room_x, int room_y) {
|
|
// Convert room tile coordinates to screen coordinates
|
|
int screen_x = room_x * 16;
|
|
int screen_y = room_y * 16;
|
|
|
|
return {screen_x, screen_y};
|
|
}
|
|
|
|
int DungeonObjectEditor::SnapToGrid(int coordinate) {
|
|
if (!config_.snap_to_grid) {
|
|
return coordinate;
|
|
}
|
|
|
|
return (coordinate / config_.grid_size) * config_.grid_size;
|
|
}
|
|
|
|
void DungeonObjectEditor::UpdatePreviewObject() {
|
|
if (editing_state_.current_mode == Mode::kInsert) {
|
|
preview_object_ = RoomObject(editing_state_.current_object_type,
|
|
editing_state_.preview_x,
|
|
editing_state_.preview_y,
|
|
editing_state_.preview_size,
|
|
editing_state_.current_layer);
|
|
preview_object_->set_rom(rom_);
|
|
preview_object_->EnsureTilesLoaded();
|
|
preview_visible_ = true;
|
|
} else {
|
|
preview_visible_ = false;
|
|
}
|
|
}
|
|
|
|
absl::Status DungeonObjectEditor::CreateUndoPoint() {
|
|
if (current_room_ == nullptr) {
|
|
return absl::FailedPreconditionError("No room loaded");
|
|
}
|
|
|
|
// Create undo point
|
|
UndoPoint undo_point;
|
|
undo_point.objects = current_room_->GetTileObjects();
|
|
undo_point.selection = selection_state_;
|
|
undo_point.editing = editing_state_;
|
|
undo_point.timestamp = std::chrono::steady_clock::now();
|
|
|
|
// Add to undo history
|
|
undo_history_.push_back(undo_point);
|
|
|
|
// Limit undo history size
|
|
if (undo_history_.size() > kMaxUndoHistory) {
|
|
undo_history_.erase(undo_history_.begin());
|
|
}
|
|
|
|
// Clear redo history when new action is performed
|
|
redo_history_.clear();
|
|
|
|
return absl::OkStatus();
|
|
}
|
|
|
|
absl::Status DungeonObjectEditor::Undo() {
|
|
if (!CanUndo()) {
|
|
return absl::FailedPreconditionError("Nothing to undo");
|
|
}
|
|
|
|
// Move current state to redo history
|
|
UndoPoint current_state;
|
|
current_state.objects = current_room_->GetTileObjects();
|
|
current_state.selection = selection_state_;
|
|
current_state.editing = editing_state_;
|
|
current_state.timestamp = std::chrono::steady_clock::now();
|
|
|
|
redo_history_.push_back(current_state);
|
|
|
|
// Apply undo point
|
|
UndoPoint undo_point = undo_history_.back();
|
|
undo_history_.pop_back();
|
|
|
|
return ApplyUndoPoint(undo_point);
|
|
}
|
|
|
|
absl::Status DungeonObjectEditor::Redo() {
|
|
if (!CanRedo()) {
|
|
return absl::FailedPreconditionError("Nothing to redo");
|
|
}
|
|
|
|
// Move current state to undo history
|
|
UndoPoint current_state;
|
|
current_state.objects = current_room_->GetTileObjects();
|
|
current_state.selection = selection_state_;
|
|
current_state.editing = editing_state_;
|
|
current_state.timestamp = std::chrono::steady_clock::now();
|
|
|
|
undo_history_.push_back(current_state);
|
|
|
|
// Apply redo point
|
|
UndoPoint redo_point = redo_history_.back();
|
|
redo_history_.pop_back();
|
|
|
|
return ApplyUndoPoint(redo_point);
|
|
}
|
|
|
|
absl::Status DungeonObjectEditor::ApplyUndoPoint(const UndoPoint& undo_point) {
|
|
if (current_room_ == nullptr) {
|
|
return absl::FailedPreconditionError("No room loaded");
|
|
}
|
|
|
|
// Restore room state
|
|
current_room_->SetTileObjects(undo_point.objects);
|
|
|
|
// Restore editor state
|
|
selection_state_ = undo_point.selection;
|
|
editing_state_ = undo_point.editing;
|
|
|
|
// Update preview
|
|
UpdatePreviewObject();
|
|
|
|
// Notify callbacks
|
|
if (selection_changed_callback_) {
|
|
selection_changed_callback_(selection_state_);
|
|
}
|
|
|
|
if (room_changed_callback_) {
|
|
room_changed_callback_();
|
|
}
|
|
|
|
return absl::OkStatus();
|
|
}
|
|
|
|
bool DungeonObjectEditor::CanUndo() const {
|
|
return !undo_history_.empty();
|
|
}
|
|
|
|
bool DungeonObjectEditor::CanRedo() const {
|
|
return !redo_history_.empty();
|
|
}
|
|
|
|
void DungeonObjectEditor::ClearHistory() {
|
|
undo_history_.clear();
|
|
redo_history_.clear();
|
|
}
|
|
|
|
absl::StatusOr<gfx::Bitmap> DungeonObjectEditor::RenderRoom() {
|
|
if (current_room_ == nullptr) {
|
|
return absl::FailedPreconditionError("No room loaded");
|
|
}
|
|
|
|
// Create a palette for rendering
|
|
gfx::SnesPalette palette;
|
|
for (int i = 0; i < 16; i++) {
|
|
int intensity = i * 16;
|
|
palette.AddColor(gfx::SnesColor(intensity, intensity, intensity));
|
|
}
|
|
|
|
// Render room objects
|
|
auto result = renderer_->RenderObjects(current_room_->GetTileObjects(), palette);
|
|
if (!result.ok()) {
|
|
return result.status();
|
|
}
|
|
|
|
return result.value();
|
|
}
|
|
|
|
absl::Status DungeonObjectEditor::ValidateRoom() {
|
|
if (current_room_ == nullptr) {
|
|
return absl::FailedPreconditionError("No room loaded for validation");
|
|
}
|
|
|
|
// Validate objects don't overlap if collision checking is enabled
|
|
if (config_.validate_objects) {
|
|
const auto& objects = current_room_->GetTileObjects();
|
|
for (size_t i = 0; i < objects.size(); i++) {
|
|
for (size_t j = i + 1; j < objects.size(); j++) {
|
|
if (ObjectsCollide(objects[i], objects[j])) {
|
|
return absl::FailedPreconditionError(
|
|
absl::StrFormat("Objects at indices %d and %d collide", i, j));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return absl::OkStatus();
|
|
}
|
|
|
|
void DungeonObjectEditor::SetObjectChangedCallback(ObjectChangedCallback callback) {
|
|
object_changed_callback_ = callback;
|
|
}
|
|
|
|
void DungeonObjectEditor::SetRoomChangedCallback(RoomChangedCallback callback) {
|
|
room_changed_callback_ = callback;
|
|
}
|
|
|
|
void DungeonObjectEditor::SetSelectionChangedCallback(SelectionChangedCallback callback) {
|
|
selection_changed_callback_ = callback;
|
|
}
|
|
|
|
void DungeonObjectEditor::SetConfig(const EditorConfig& config) {
|
|
config_ = config;
|
|
}
|
|
|
|
void DungeonObjectEditor::SetROM(Rom* rom) {
|
|
rom_ = rom;
|
|
if (renderer_) {
|
|
renderer_->SetROM(rom);
|
|
}
|
|
// Reinitialize editor with new ROM
|
|
InitializeEditor();
|
|
}
|
|
|
|
// Factory function
|
|
std::unique_ptr<DungeonObjectEditor> CreateDungeonObjectEditor(Rom* rom) {
|
|
return std::make_unique<DungeonObjectEditor>(rom);
|
|
}
|
|
|
|
// Object Categories implementation
|
|
namespace ObjectCategories {
|
|
|
|
std::vector<ObjectCategory> GetObjectCategories() {
|
|
return {
|
|
{"Walls", {0x10, 0x11, 0x12, 0x13}, "Basic wall objects"},
|
|
{"Floors", {0x20, 0x21, 0x22, 0x23}, "Floor tile objects"},
|
|
{"Decorations", {0x30, 0x31, 0x32, 0x33}, "Decorative objects"},
|
|
{"Interactive", {0xF9, 0xFA, 0xFB}, "Interactive objects like chests"},
|
|
{"Stairs", {0x13, 0x14, 0x15, 0x16}, "Staircase objects"},
|
|
{"Doors", {0x17, 0x18, 0x19, 0x1A}, "Door objects"},
|
|
{"Special", {0x200, 0x201, 0x202, 0x203}, "Special dungeon objects"}
|
|
};
|
|
}
|
|
|
|
absl::StatusOr<std::vector<int>> GetObjectsInCategory(const std::string& category_name) {
|
|
auto categories = GetObjectCategories();
|
|
|
|
for (const auto& category : categories) {
|
|
if (category.name == category_name) {
|
|
return category.object_ids;
|
|
}
|
|
}
|
|
|
|
return absl::NotFoundError("Category not found");
|
|
}
|
|
|
|
absl::StatusOr<std::string> GetObjectCategory(int object_id) {
|
|
auto categories = GetObjectCategories();
|
|
|
|
for (const auto& category : categories) {
|
|
for (int id : category.object_ids) {
|
|
if (id == object_id) {
|
|
return category.name;
|
|
}
|
|
}
|
|
}
|
|
|
|
return absl::NotFoundError("Object category not found");
|
|
}
|
|
|
|
absl::StatusOr<ObjectInfo> GetObjectInfo(int object_id) {
|
|
ObjectInfo info;
|
|
info.id = object_id;
|
|
|
|
// This is a simplified implementation - in practice, you'd have
|
|
// a comprehensive database of object information
|
|
|
|
if (object_id >= 0x10 && object_id <= 0x1F) {
|
|
info.name = "Wall";
|
|
info.description = "Basic wall object";
|
|
info.valid_sizes = {{0x12, 0x12}};
|
|
info.valid_layers = {0, 1, 2};
|
|
info.is_interactive = false;
|
|
info.is_collidable = true;
|
|
} else if (object_id >= 0x20 && object_id <= 0x2F) {
|
|
info.name = "Floor";
|
|
info.description = "Floor tile object";
|
|
info.valid_sizes = {{0x12, 0x12}};
|
|
info.valid_layers = {0, 1, 2};
|
|
info.is_interactive = false;
|
|
info.is_collidable = false;
|
|
} else if (object_id == 0xF9) {
|
|
info.name = "Small Chest";
|
|
info.description = "Small treasure chest";
|
|
info.valid_sizes = {{0x12, 0x12}};
|
|
info.valid_layers = {0, 1};
|
|
info.is_interactive = true;
|
|
info.is_collidable = true;
|
|
} else {
|
|
info.name = "Unknown Object";
|
|
info.description = "Unknown object type";
|
|
info.valid_sizes = {{0x12, 0x12}};
|
|
info.valid_layers = {0};
|
|
info.is_interactive = false;
|
|
info.is_collidable = true;
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
} // namespace ObjectCategories
|
|
|
|
} // namespace zelda3
|
|
} // namespace yaze
|