Files
yaze/src/app/editor/dungeon/dungeon_canvas_viewer.cc
2025-10-12 22:01:52 -04:00

925 lines
36 KiB
C++

#include "dungeon_canvas_viewer.h"
#include "absl/strings/str_format.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
#include "app/gui/input.h"
#include "app/rom.h"
#include "zelda3/dungeon/room.h"
#include "zelda3/sprite/sprite.h"
#include "imgui/imgui.h"
#include "util/log.h"
namespace yaze::editor {
// DrawDungeonTabView() removed - DungeonEditorV2 uses EditorCard system for flexible docking
void DungeonCanvasViewer::Draw(int room_id) {
DrawDungeonCanvas(room_id);
}
void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
// Validate room_id and ROM
if (room_id < 0 || room_id >= 0x128) {
ImGui::Text("Invalid room ID: %d", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
ImGui::BeginGroup();
// CRITICAL: Canvas coordinate system for dungeons
// The canvas system uses a two-stage scaling model:
// 1. Canvas size: UNSCALED content dimensions (512x512 for dungeon rooms)
// 2. Viewport size: canvas_size * global_scale (handles zoom)
// 3. Grid lines: grid_step * global_scale (auto-scales with zoom)
// 4. Bitmaps: drawn with scale = global_scale (matches viewport)
constexpr int kRoomPixelWidth = 512; // 64 tiles * 8 pixels (UNSCALED)
constexpr int kRoomPixelHeight = 512;
constexpr int kDungeonTileSize = 8; // Dungeon tiles are 8x8 pixels
// Configure canvas for dungeon display
canvas_.SetCanvasSize(ImVec2(kRoomPixelWidth, kRoomPixelHeight));
canvas_.SetGridSize(gui::CanvasGridSize::k8x8); // Match dungeon tile size
// DEBUG: Log canvas configuration
static int debug_frame_count = 0;
if (debug_frame_count++ % 60 == 0) { // Log once per second (assuming 60fps)
LOG_DEBUG("[DungeonCanvas]", "Canvas config: size=(%.0f,%.0f) scale=%.2f grid=%.0f",
canvas_.width(), canvas_.height(), canvas_.global_scale(), canvas_.custom_step());
LOG_DEBUG("[DungeonCanvas]", "Canvas viewport: p0=(%.0f,%.0f) p1=(%.0f,%.0f)",
canvas_.zero_point().x, canvas_.zero_point().y,
canvas_.zero_point().x + canvas_.width() * canvas_.global_scale(),
canvas_.zero_point().y + canvas_.height() * canvas_.global_scale());
}
if (rooms_) {
auto& room = (*rooms_)[room_id];
// Store previous values to detect changes
static int prev_blockset = -1;
static int prev_palette = -1;
static int prev_layout = -1;
static int prev_spriteset = -1;
// Room properties in organized table
if (ImGui::BeginTable("##RoomProperties", 4, ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Borders)) {
ImGui::TableSetupColumn("Graphics");
ImGui::TableSetupColumn("Layout");
ImGui::TableSetupColumn("Floors");
ImGui::TableSetupColumn("Message");
ImGui::TableHeadersRow();
ImGui::TableNextRow();
// Column 1: Graphics (Blockset, Spriteset, Palette)
ImGui::TableNextColumn();
gui::InputHexByte("Gfx", &room.blockset, 50.f);
gui::InputHexByte("Sprite", &room.spriteset, 50.f);
gui::InputHexByte("Palette", &room.palette, 50.f);
// Column 2: Layout
ImGui::TableNextColumn();
gui::InputHexByte("Layout", &room.layout, 50.f);
// Column 3: Floors
ImGui::TableNextColumn();
uint8_t floor1_val = room.floor1();
uint8_t floor2_val = room.floor2();
if (gui::InputHexByte("Floor1", &floor1_val, 50.f) && ImGui::IsItemDeactivatedAfterEdit()) {
room.set_floor1(floor1_val);
if (room.rom() && room.rom()->is_loaded()) {
room.RenderRoomGraphics();
}
}
if (gui::InputHexByte("Floor2", &floor2_val, 50.f) && ImGui::IsItemDeactivatedAfterEdit()) {
room.set_floor2(floor2_val);
if (room.rom() && room.rom()->is_loaded()) {
room.RenderRoomGraphics();
}
}
// Column 4: Message
ImGui::TableNextColumn();
gui::InputHexWord("MsgID", &room.message_id_, 70.f);
ImGui::EndTable();
}
// Advanced room properties (Effect, Tags, Layer Merge)
ImGui::Separator();
if (ImGui::BeginTable("##AdvancedProperties", 3, ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Borders)) {
ImGui::TableSetupColumn("Effect");
ImGui::TableSetupColumn("Tag 1");
ImGui::TableSetupColumn("Tag 2");
ImGui::TableHeadersRow();
ImGui::TableNextRow();
// Effect dropdown
ImGui::TableNextColumn();
const char* effect_names[] = {"Nothing", "One", "Moving Floor", "Moving Water", "Four", "Red Flashes", "Torch Show Floor", "Ganon Room"};
int effect_val = static_cast<int>(room.effect());
if (ImGui::Combo("##Effect", &effect_val, effect_names, 8)) {
room.SetEffect(static_cast<zelda3::EffectKey>(effect_val));
}
// Tag 1 dropdown (abbreviated for space)
ImGui::TableNextColumn();
const char* tag_names[] = {"Nothing", "NW Kill", "NE Kill", "SW Kill", "SE Kill", "W Kill", "E Kill", "N Kill", "S Kill",
"Clear Quad", "Clear Room", "NW Push", "NE Push", "SW Push", "SE Push", "W Push", "E Push",
"N Push", "S Push", "Push Block", "Pull Lever", "Clear Level", "Switch Hold", "Switch Toggle"};
int tag1_val = static_cast<int>(room.tag1());
if (ImGui::Combo("##Tag1", &tag1_val, tag_names, 24)) {
room.SetTag1(static_cast<zelda3::TagKey>(tag1_val));
}
// Tag 2 dropdown
ImGui::TableNextColumn();
int tag2_val = static_cast<int>(room.tag2());
if (ImGui::Combo("##Tag2", &tag2_val, tag_names, 24)) {
room.SetTag2(static_cast<zelda3::TagKey>(tag2_val));
}
ImGui::EndTable();
}
// Layer visibility and merge controls
ImGui::Separator();
if (ImGui::BeginTable("##LayerControls", 4, ImGuiTableFlags_SizingStretchSame)) {
ImGui::TableNextRow();
ImGui::TableNextColumn();
auto& layer_settings = GetRoomLayerSettings(room_id);
ImGui::Checkbox("BG1", &layer_settings.bg1_visible);
ImGui::TableNextColumn();
ImGui::Checkbox("BG2", &layer_settings.bg2_visible);
ImGui::TableNextColumn();
// BG2 layer type
const char* bg2_types[] = {"Norm", "Trans", "Add", "Dark", "Off"};
ImGui::SetNextItemWidth(-FLT_MIN);
ImGui::Combo("##BG2Type", &layer_settings.bg2_layer_type, bg2_types, 5);
ImGui::TableNextColumn();
// Layer merge type
const char* merge_types[] = {"Off", "Parallax", "Dark", "On top", "Translucent", "Addition", "Normal", "Transparent", "Dark room"};
int merge_val = room.layer_merging().ID;
if (ImGui::Combo("##Merge", &merge_val, merge_types, 9)) {
room.SetLayerMerging(zelda3::kLayerMergeTypeList[merge_val]);
}
ImGui::EndTable();
}
// Check if critical properties changed and trigger reload
if (prev_blockset != room.blockset || prev_palette != room.palette ||
prev_layout != room.layout || prev_spriteset != room.spriteset) {
// Only reload if ROM is properly loaded
if (room.rom() && room.rom()->is_loaded()) {
// Force reload of room graphics
// Room buffers are now self-contained - no need for separate palette operations
room.LoadRoomGraphics(room.blockset);
room.RenderRoomGraphics(); // Applies palettes internally
}
prev_blockset = room.blockset;
prev_palette = room.palette;
prev_layout = room.layout;
prev_spriteset = room.spriteset;
}
}
ImGui::EndGroup();
// CRITICAL: Draw canvas with explicit size to ensure viewport matches content
// Pass the unscaled room size directly to DrawBackground
canvas_.DrawBackground(ImVec2(kRoomPixelWidth, kRoomPixelHeight));
// DEBUG: Log canvas state after DrawBackground
if (debug_frame_count % 60 == 1) {
LOG_DEBUG("[DungeonCanvas]", "After DrawBackground: canvas_sz=(%.0f,%.0f) canvas_p0=(%.0f,%.0f) canvas_p1=(%.0f,%.0f)",
canvas_.canvas_size().x, canvas_.canvas_size().y,
canvas_.zero_point().x, canvas_.zero_point().y,
canvas_.zero_point().x + canvas_.canvas_size().x, canvas_.zero_point().y + canvas_.canvas_size().y);
}
// Add dungeon-specific context menu items
canvas_.ClearContextMenuItems();
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
auto& layer_settings = GetRoomLayerSettings(room_id);
// Add object placement option
canvas_.AddContextMenuItem({
ICON_MD_ADD " Place Object",
[]() {
// TODO: Show object palette/selector
},
"Ctrl+P"
});
// Add object deletion for selected objects
canvas_.AddContextMenuItem({
ICON_MD_DELETE " Delete Selected",
[this]() {
object_interaction_.HandleDeleteSelected();
},
"Del"
});
// Add room property quick toggles
canvas_.AddContextMenuItem({
ICON_MD_LAYERS " Toggle BG1",
[this, room_id]() {
auto& settings = GetRoomLayerSettings(room_id);
settings.bg1_visible = !settings.bg1_visible;
},
"1"
});
canvas_.AddContextMenuItem({
ICON_MD_LAYERS " Toggle BG2",
[this, room_id]() {
auto& settings = GetRoomLayerSettings(room_id);
settings.bg2_visible = !settings.bg2_visible;
},
"2"
});
// Add re-render option
canvas_.AddContextMenuItem({
ICON_MD_REFRESH " Re-render Room",
[&room]() {
room.RenderRoomGraphics();
},
"Ctrl+R"
});
// === DEBUG MENU ===
gui::Canvas::ContextMenuItem debug_menu;
debug_menu.label = ICON_MD_BUG_REPORT " Debug";
// Show room info
debug_menu.subitems.push_back({
ICON_MD_INFO " Show Room Info",
[this, room_id]() {
show_room_debug_info_ = !show_room_debug_info_;
}
});
// Show texture info
debug_menu.subitems.push_back({
ICON_MD_IMAGE " Show Texture Debug",
[this]() {
show_texture_debug_ = !show_texture_debug_;
}
});
// Show object bounds with sub-menu for categories
gui::Canvas::ContextMenuItem object_bounds_menu;
object_bounds_menu.label = ICON_MD_CROP_SQUARE " Show Object Bounds";
object_bounds_menu.callback = [this]() {
show_object_bounds_ = !show_object_bounds_;
};
// Sub-menu for filtering by type
object_bounds_menu.subitems.push_back({
"Type 1 (0x00-0xFF)",
[this]() {
object_outline_toggles_.show_type1_objects = !object_outline_toggles_.show_type1_objects;
}
});
object_bounds_menu.subitems.push_back({
"Type 2 (0x100-0x1FF)",
[this]() {
object_outline_toggles_.show_type2_objects = !object_outline_toggles_.show_type2_objects;
}
});
object_bounds_menu.subitems.push_back({
"Type 3 (0xF00-0xFFF)",
[this]() {
object_outline_toggles_.show_type3_objects = !object_outline_toggles_.show_type3_objects;
}
});
// Separator
gui::Canvas::ContextMenuItem sep;
sep.label = "---";
sep.enabled_condition = []() { return false; };
object_bounds_menu.subitems.push_back(sep);
// Sub-menu for filtering by layer
object_bounds_menu.subitems.push_back({
"Layer 0 (BG1)",
[this]() {
object_outline_toggles_.show_layer0_objects = !object_outline_toggles_.show_layer0_objects;
}
});
object_bounds_menu.subitems.push_back({
"Layer 1 (BG2)",
[this]() {
object_outline_toggles_.show_layer1_objects = !object_outline_toggles_.show_layer1_objects;
}
});
object_bounds_menu.subitems.push_back({
"Layer 2 (BG3)",
[this]() {
object_outline_toggles_.show_layer2_objects = !object_outline_toggles_.show_layer2_objects;
}
});
debug_menu.subitems.push_back(object_bounds_menu);
// Show layer info
debug_menu.subitems.push_back({
ICON_MD_LAYERS " Show Layer Info",
[this]() {
show_layer_info_ = !show_layer_info_;
}
});
// Force reload room
debug_menu.subitems.push_back({
ICON_MD_REFRESH " Force Reload",
[&room, room_id]() {
room.LoadObjects();
room.LoadRoomGraphics(room.blockset);
room.RenderRoomGraphics();
}
});
// Log room state
debug_menu.subitems.push_back({
ICON_MD_PRINT " Log Room State",
[&room, room_id]() {
LOG_DEBUG("DungeonDebug", "=== Room %03X Debug ===", room_id);
LOG_DEBUG("DungeonDebug", "Blockset: %d, Palette: %d, Layout: %d",
room.blockset, room.palette, room.layout);
LOG_DEBUG("DungeonDebug", "Objects: %zu, Sprites: %zu",
room.GetTileObjects().size(), room.GetSprites().size());
LOG_DEBUG("DungeonDebug", "BG1: %dx%d, BG2: %dx%d",
room.bg1_buffer().bitmap().width(), room.bg1_buffer().bitmap().height(),
room.bg2_buffer().bitmap().width(), room.bg2_buffer().bitmap().height());
}
});
canvas_.AddContextMenuItem(debug_menu);
}
canvas_.DrawContextMenu();
// Draw persistent debug overlays
if (show_room_debug_info_ && rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
ImGui::SetNextWindowPos(ImVec2(canvas_.zero_point().x + 10, canvas_.zero_point().y + 10), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(300, 0), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Room Debug Info", &show_room_debug_info_, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Room: 0x%03X (%d)", room_id, room_id);
ImGui::Separator();
ImGui::Text("Graphics");
ImGui::Text(" Blockset: 0x%02X", room.blockset);
ImGui::Text(" Palette: 0x%02X", room.palette);
ImGui::Text(" Layout: 0x%02X", room.layout);
ImGui::Text(" Spriteset: 0x%02X", room.spriteset);
ImGui::Separator();
ImGui::Text("Content");
ImGui::Text(" Objects: %zu", room.GetTileObjects().size());
ImGui::Text(" Sprites: %zu", room.GetSprites().size());
ImGui::Separator();
ImGui::Text("Buffers");
auto& bg1 = room.bg1_buffer().bitmap();
auto& bg2 = room.bg2_buffer().bitmap();
ImGui::Text(" BG1: %dx%d %s", bg1.width(), bg1.height(),
bg1.texture() ? "(has texture)" : "(NO TEXTURE)");
ImGui::Text(" BG2: %dx%d %s", bg2.width(), bg2.height(),
bg2.texture() ? "(has texture)" : "(NO TEXTURE)");
ImGui::Separator();
ImGui::Text("Layers");
auto& layer_settings = GetRoomLayerSettings(room_id);
ImGui::Checkbox("BG1 Visible", &layer_settings.bg1_visible);
ImGui::Checkbox("BG2 Visible", &layer_settings.bg2_visible);
ImGui::SliderInt("BG2 Type", &layer_settings.bg2_layer_type, 0, 4);
ImGui::Separator();
ImGui::Text("Layout Override");
static bool enable_override = false;
ImGui::Checkbox("Enable Override", &enable_override);
if (enable_override) {
ImGui::SliderInt("Layout ID", &layout_override_, 0, 7);
} else {
layout_override_ = -1; // Disable override
}
if (show_object_bounds_) {
ImGui::Separator();
ImGui::Text("Object Outline Filters");
ImGui::Text("By Type:");
ImGui::Checkbox("Type 1", &object_outline_toggles_.show_type1_objects);
ImGui::Checkbox("Type 2", &object_outline_toggles_.show_type2_objects);
ImGui::Checkbox("Type 3", &object_outline_toggles_.show_type3_objects);
ImGui::Text("By Layer:");
ImGui::Checkbox("Layer 0", &object_outline_toggles_.show_layer0_objects);
ImGui::Checkbox("Layer 1", &object_outline_toggles_.show_layer1_objects);
ImGui::Checkbox("Layer 2", &object_outline_toggles_.show_layer2_objects);
}
}
ImGui::End();
}
if (show_texture_debug_ && rooms_ && rom_->is_loaded()) {
ImGui::SetNextWindowPos(ImVec2(canvas_.zero_point().x + 320, canvas_.zero_point().y + 10), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(250, 0), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Texture Debug", &show_texture_debug_, ImGuiWindowFlags_NoCollapse)) {
auto& room = (*rooms_)[room_id];
auto& bg1 = room.bg1_buffer().bitmap();
auto& bg2 = room.bg2_buffer().bitmap();
ImGui::Text("BG1 Bitmap");
ImGui::Text(" Size: %dx%d", bg1.width(), bg1.height());
ImGui::Text(" Active: %s", bg1.is_active() ? "YES" : "NO");
ImGui::Text(" Texture: 0x%p", bg1.texture());
ImGui::Text(" Modified: %s", bg1.modified() ? "YES" : "NO");
if (bg1.texture()) {
ImGui::Text(" Preview:");
ImGui::Image((ImTextureID)(intptr_t)bg1.texture(), ImVec2(128, 128));
}
ImGui::Separator();
ImGui::Text("BG2 Bitmap");
ImGui::Text(" Size: %dx%d", bg2.width(), bg2.height());
ImGui::Text(" Active: %s", bg2.is_active() ? "YES" : "NO");
ImGui::Text(" Texture: 0x%p", bg2.texture());
ImGui::Text(" Modified: %s", bg2.modified() ? "YES" : "NO");
if (bg2.texture()) {
ImGui::Text(" Preview:");
ImGui::Image((ImTextureID)(intptr_t)bg2.texture(), ImVec2(128, 128));
}
}
ImGui::End();
}
if (show_layer_info_) {
ImGui::SetNextWindowPos(ImVec2(canvas_.zero_point().x + 580, canvas_.zero_point().y + 10), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(200, 0), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Layer Info", &show_layer_info_, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Canvas Scale: %.2f", canvas_.global_scale());
ImGui::Text("Canvas Size: %.0fx%.0f", canvas_.width(), canvas_.height());
auto& layer_settings = GetRoomLayerSettings(room_id);
ImGui::Separator();
ImGui::Text("Layer Visibility:");
ImGui::Text(" BG1: %s", layer_settings.bg1_visible ? "VISIBLE" : "hidden");
ImGui::Text(" BG2: %s", layer_settings.bg2_visible ? "VISIBLE" : "hidden");
ImGui::Text("BG2 Type: %d", layer_settings.bg2_layer_type);
const char* bg2_type_names[] = {"Normal", "Translucent", "Addition", "Dark", "Off"};
ImGui::Text(" (%s)", bg2_type_names[std::min(layer_settings.bg2_layer_type, 4)]);
}
ImGui::End();
}
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
// Update object interaction context
object_interaction_.SetCurrentRoom(rooms_, room_id);
// Check if THIS ROOM's buffers need rendering (not global arena!)
auto& bg1_bitmap = room.bg1_buffer().bitmap();
bool needs_render = !bg1_bitmap.is_active() || bg1_bitmap.width() == 0;
// Render immediately if needed (but only once per room change)
static int last_rendered_room = -1;
static bool has_rendered = false;
if (needs_render && (last_rendered_room != room_id || !has_rendered)) {
printf("[DungeonCanvasViewer] Loading and rendering graphics for room %d\n", room_id);
(void)LoadAndRenderRoomGraphics(room_id);
last_rendered_room = room_id;
has_rendered = true;
}
// Load room objects if not already loaded
if (room.GetTileObjects().empty()) {
room.LoadObjects();
}
// CRITICAL: Process texture queue BEFORE drawing to ensure textures are ready
// This must happen before DrawRoomBackgroundLayers() attempts to draw bitmaps
if (rom_ && rom_->is_loaded()) {
gfx::Arena::Get().ProcessTextureQueue(nullptr);
}
// Draw the room's background layers to canvas
// This already includes objects rendered by ObjectDrawer in Room::RenderObjectsToBackground()
DrawRoomBackgroundLayers(room_id);
// Render sprites as simple 16x16 squares with labels
// (Sprites are not part of the background buffers)
RenderSprites(room);
// Handle object interaction if enabled
if (object_interaction_enabled_) {
object_interaction_.HandleCanvasMouseInput();
object_interaction_.CheckForObjectSelection();
object_interaction_.DrawSelectBox();
object_interaction_.DrawSelectionHighlights(); // Draw selection highlights on top
object_interaction_.ShowContextMenu(); // Show dungeon-aware context menu
}
}
// Draw optional overlays on top of background bitmap
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
// Draw the room layout first as the base layer
// VISUALIZATION: Draw object position rectangles (for debugging)
// This shows where objects are placed regardless of whether graphics render
if (show_object_bounds_) {
DrawObjectPositionOutlines(room);
}
}
canvas_.DrawGrid();
canvas_.DrawOverlay();
// Draw layer information overlay
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
std::string layer_info = absl::StrFormat(
"Room %03X - Objects: %zu, Sprites: %zu\n"
"Layers are game concept: Objects exist on different levels\n"
"connected by stair objects for player navigation",
room_id, room.GetTileObjects().size(), room.GetSprites().size());
canvas_.DrawText(layer_info, 10, canvas_.height() - 60);
}
}
void DungeonCanvasViewer::DisplayObjectInfo(const zelda3::RoomObject &object,
int canvas_x, int canvas_y) {
// Display object information as text overlay
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
object.x_, object.y_, object.size_);
// Draw text at the object position
canvas_.DrawText(info_text, canvas_x, canvas_y - 12);
}
void DungeonCanvasViewer::RenderSprites(const zelda3::Room& room) {
// Render sprites as simple 8x8 squares with sprite name/ID
for (const auto& sprite : room.GetSprites()) {
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(sprite.x(), sprite.y());
if (IsWithinCanvasBounds(canvas_x, canvas_y, 8)) {
// Draw 8x8 square for sprite
ImVec4 sprite_color;
// Color-code sprites based on layer
if (sprite.layer() == 0) {
sprite_color = ImVec4(0.2f, 0.8f, 0.2f, 0.8f); // Green for layer 0
} else {
sprite_color = ImVec4(0.2f, 0.2f, 0.8f, 0.8f); // Blue for layer 1
}
canvas_.DrawRect(canvas_x, canvas_y, 8, 8, sprite_color);
// Draw sprite border
canvas_.DrawRect(canvas_x, canvas_y, 8, 8, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Draw sprite ID and name
std::string sprite_text;
if (sprite.id() >= 0) { // sprite.id() is uint8_t so always < 256
// Extract just the sprite name part (remove ID prefix)
std::string full_name = zelda3::kSpriteDefaultNames[sprite.id()];
auto space_pos = full_name.find(' ');
if (space_pos != std::string::npos && space_pos < full_name.length() - 1) {
std::string sprite_name = full_name.substr(space_pos + 1);
// Truncate long names
if (sprite_name.length() > 8) {
sprite_name = sprite_name.substr(0, 8) + "...";
}
sprite_text = absl::StrFormat("%02X\n%s", sprite.id(), sprite_name.c_str());
} else {
sprite_text = absl::StrFormat("%02X", sprite.id());
}
} else {
sprite_text = absl::StrFormat("%02X", sprite.id());
}
canvas_.DrawText(sprite_text, canvas_x + 18, canvas_y);
}
}
}
// Coordinate conversion helper functions
std::pair<int, int> DungeonCanvasViewer::RoomToCanvasCoordinates(int room_x,
int room_y) const {
// Convert room coordinates (tile units) to UNSCALED canvas pixel coordinates
// Dungeon tiles are 8x8 pixels (not 16x16!)
// IMPORTANT: Return UNSCALED coordinates - Canvas drawing functions apply scale internally
// Do NOT multiply by scale here or we get double-scaling!
// Simple conversion: tile units → pixel units (no scale, no offset)
return {room_x * 8, room_y * 8};
}
std::pair<int, int> DungeonCanvasViewer::CanvasToRoomCoordinates(int canvas_x,
int canvas_y) const {
// Convert canvas screen coordinates (pixels) to room coordinates (tile units)
// Input: Screen-space coordinates (affected by zoom/scale)
// Output: Logical tile coordinates (0-63 for each axis)
// IMPORTANT: Mouse coordinates are in screen space, must undo scale first
float scale = canvas_.global_scale();
if (scale <= 0.0f) scale = 1.0f; // Prevent division by zero
// Step 1: Convert screen space → logical pixel space
int logical_x = static_cast<int>(canvas_x / scale);
int logical_y = static_cast<int>(canvas_y / scale);
// Step 2: Convert logical pixels → tile units (8 pixels per tile)
return {logical_x / 8, logical_y / 8};
}
bool DungeonCanvasViewer::IsWithinCanvasBounds(int canvas_x, int canvas_y,
int margin) const {
// Check if coordinates are within canvas bounds with optional margin
auto canvas_width = canvas_.width();
auto canvas_height = canvas_.height();
return (canvas_x >= -margin && canvas_y >= -margin &&
canvas_x <= canvas_width + margin &&
canvas_y <= canvas_height + margin);
}
void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height) {
// Default base size
width = 8;
height = 8;
// For walls, use the size field to determine length and orientation
if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
// Wall objects: size determines length and orientation
uint8_t size_x = object.size_ & 0x0F;
uint8_t size_y = (object.size_ >> 4) & 0x0F;
// Walls can be horizontal or vertical based on size parameters
if (size_x > size_y) {
// Horizontal wall
width = 8 + size_x * 8; // Each unit adds 8 pixels
height = 8;
} else if (size_y > size_x) {
// Vertical wall
width = 8;
height = 8 + size_y * 8;
} else {
// Square wall or corner
width = 8 + size_x * 4;
height = 8 + size_y * 4;
}
} else {
// For other objects, use standard size calculation
width = 8 + (object.size_ & 0x0F) * 4;
height = 8 + ((object.size_ >> 4) & 0x0F) * 4;
}
// Clamp to reasonable limits
width = std::min(width, 256);
height = std::min(height, 256);
}
// Room layout visualization
// Object visualization methods
void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
// Draw colored rectangles showing object positions
// This helps visualize object placement even if graphics don't render correctly
const auto& objects = room.GetTileObjects();
for (const auto& obj : objects) {
// Filter by object type (default to true if unknown type)
bool show_this_type = true; // Default to showing
if (obj.id_ < 0x100) {
show_this_type = object_outline_toggles_.show_type1_objects;
} else if (obj.id_ >= 0x100 && obj.id_ < 0x200) {
show_this_type = object_outline_toggles_.show_type2_objects;
} else if (obj.id_ >= 0xF00) {
show_this_type = object_outline_toggles_.show_type3_objects;
}
// else: unknown type, use default (true)
// Filter by layer (default to true if unknown layer)
bool show_this_layer = true; // Default to showing
if (obj.GetLayerValue() == 0) {
show_this_layer = object_outline_toggles_.show_layer0_objects;
} else if (obj.GetLayerValue() == 1) {
show_this_layer = object_outline_toggles_.show_layer1_objects;
} else if (obj.GetLayerValue() == 2) {
show_this_layer = object_outline_toggles_.show_layer2_objects;
}
// else: unknown layer, use default (true)
// Skip if filtered out
if (!show_this_type || !show_this_layer) {
continue;
}
// Convert object position (tile coordinates) to canvas pixel coordinates (UNSCALED)
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(obj.x(), obj.y());
// Calculate object dimensions based on type and size (UNSCALED logical pixels)
int width = 8; // Default 8x8 pixels
int height = 8;
// Use ZScream pattern: size field determines dimensions
// Lower nibble = horizontal size, upper nibble = vertical size
int size_h = (obj.size() & 0x0F);
int size_v = (obj.size() >> 4) & 0x0F;
// Objects are typically (size+1) tiles wide/tall (8 pixels per tile)
width = (size_h + 1) * 8;
height = (size_v + 1) * 8;
// IMPORTANT: Do NOT apply canvas scale here - DrawRect handles it
// Clamp to reasonable sizes (in logical space)
width = std::min(width, 512);
height = std::min(height, 512);
// Color-code by layer
ImVec4 outline_color;
if (obj.GetLayerValue() == 0) {
outline_color = ImVec4(1.0f, 0.0f, 0.0f, 0.5f); // Red for layer 0
} else if (obj.GetLayerValue() == 1) {
outline_color = ImVec4(0.0f, 1.0f, 0.0f, 0.5f); // Green for layer 1
} else {
outline_color = ImVec4(0.0f, 0.0f, 1.0f, 0.5f); // Blue for layer 2
}
// Draw outline rectangle
canvas_.DrawRect(canvas_x, canvas_y, width, height, outline_color);
// Draw object ID label (smaller, less obtrusive)
std::string label = absl::StrFormat("%02X", obj.id_);
canvas_.DrawText(label, canvas_x + 1, canvas_y + 1);
}
}
// Room graphics management methods
absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
LOG_DEBUG("[LoadAndRender]", "START room_id=%d", room_id);
if (room_id < 0 || room_id >= 128) {
LOG_DEBUG("[LoadAndRender]", "ERROR: Invalid room ID");
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
LOG_DEBUG("[LoadAndRender]", "ERROR: ROM not loaded");
return absl::FailedPreconditionError("ROM not loaded");
}
if (!rooms_) {
LOG_DEBUG("[LoadAndRender]", "ERROR: Room data not available");
return absl::FailedPreconditionError("Room data not available");
}
auto& room = (*rooms_)[room_id];
LOG_DEBUG("[LoadAndRender]", "Got room reference");
// Load room graphics with proper blockset
LOG_DEBUG("[LoadAndRender]", "Loading graphics for blockset %d", room.blockset);
room.LoadRoomGraphics(room.blockset);
LOG_DEBUG("[LoadAndRender]", "Graphics loaded");
// Load the room's palette with bounds checking
if (room.palette < rom_->paletteset_ids.size() &&
!rom_->paletteset_ids[room.palette].empty()) {
auto dungeon_palette_ptr = rom_->paletteset_ids[room.palette][0];
auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
if (palette_id.ok()) {
current_palette_group_id_ = palette_id.value() / 180;
if (current_palette_group_id_ < rom_->palette_group().dungeon_main.size()) {
auto full_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
// TODO: Fix palette assignment to buffer.
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette, 16));
LOG_DEBUG("[LoadAndRender]", "Palette loaded: group_id=%zu", current_palette_group_id_);
}
}
}
// Render the room graphics (self-contained - handles all palette application)
LOG_DEBUG("[LoadAndRender]", "Calling room.RenderRoomGraphics()...");
room.RenderRoomGraphics();
LOG_DEBUG("[LoadAndRender]", "RenderRoomGraphics() complete - room buffers self-contained");
LOG_DEBUG("[LoadAndRender]", "SUCCESS");
return absl::OkStatus();
}
void DungeonCanvasViewer::DrawRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= zelda3::NumberOfRooms || !rooms_) return;
auto& room = (*rooms_)[room_id];
auto& layer_settings = GetRoomLayerSettings(room_id);
// Use THIS room's own buffers, not global arena!
auto& bg1_bitmap = room.bg1_buffer().bitmap();
auto& bg2_bitmap = room.bg2_buffer().bitmap();
// Draw BG1 layer if visible and active
if (layer_settings.bg1_visible && bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
if (!bg1_bitmap.texture()) {
// Queue texture creation for background layer 1 via Arena's deferred system
// BATCHING FIX: Don't process immediately - let the main loop handle batching
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::CREATE, &bg1_bitmap);
// Queue will be processed at the end of the frame in DrawDungeonCanvas()
// This allows multiple rooms to batch their texture operations together
}
// Only draw if texture was successfully created
if (bg1_bitmap.texture()) {
// Use canvas global scale so bitmap scales with zoom
float scale = canvas_.global_scale();
LOG_DEBUG("DungeonCanvasViewer", "Drawing BG1 bitmap to canvas with texture %p, scale=%.2f", bg1_bitmap.texture(), scale);
canvas_.DrawBitmap(bg1_bitmap, 0, 0, scale, 255);
} else {
LOG_DEBUG("DungeonCanvasViewer", "ERROR: BG1 bitmap has no texture!");
}
}
// Draw BG2 layer if visible and active
if (layer_settings.bg2_visible && bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
if (!bg2_bitmap.texture()) {
// Queue texture creation for background layer 2 via Arena's deferred system
// BATCHING FIX: Don't process immediately - let the main loop handle batching
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::CREATE, &bg2_bitmap);
// Queue will be processed at the end of the frame in DrawDungeonCanvas()
// This allows multiple rooms to batch their texture operations together
}
// Only draw if texture was successfully created
if (bg2_bitmap.texture()) {
// Use the selected BG2 layer type alpha value
const int bg2_alpha_values[] = {255, 191, 127, 64, 0};
int alpha_value = bg2_alpha_values[std::min(layer_settings.bg2_layer_type, 4)];
// Use canvas global scale so bitmap scales with zoom
float scale = canvas_.global_scale();
LOG_DEBUG("DungeonCanvasViewer", "Drawing BG2 bitmap to canvas with texture %p, alpha=%d, scale=%.2f", bg2_bitmap.texture(), alpha_value, scale);
canvas_.DrawBitmap(bg2_bitmap, 0, 0, scale, alpha_value);
} else {
LOG_DEBUG("DungeonCanvasViewer", "ERROR: BG2 bitmap has no texture!");
}
}
// DEBUG: Check if background buffers have content
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0) {
LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap: %dx%d, active=%d, visible=%d, texture=%p",
bg1_bitmap.width(), bg1_bitmap.height(), bg1_bitmap.is_active(), layer_settings.bg1_visible, bg1_bitmap.texture());
// Check bitmap data content
auto& bg1_data = bg1_bitmap.mutable_data();
int non_zero_pixels = 0;
for (size_t i = 0; i < bg1_data.size(); i += 100) { // Sample every 100th pixel
if (bg1_data[i] != 0) non_zero_pixels++;
}
LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap data: %zu pixels, ~%d non-zero samples",
bg1_data.size(), non_zero_pixels);
}
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0) {
LOG_DEBUG("DungeonCanvasViewer", "BG2 bitmap: %dx%d, active=%d, visible=%d, layer_type=%d, texture=%p",
bg2_bitmap.width(), bg2_bitmap.height(), bg2_bitmap.is_active(), layer_settings.bg2_visible, layer_settings.bg2_layer_type, bg2_bitmap.texture());
// Check bitmap data content
auto& bg2_data = bg2_bitmap.mutable_data();
int non_zero_pixels = 0;
for (size_t i = 0; i < bg2_data.size(); i += 100) { // Sample every 100th pixel
if (bg2_data[i] != 0) non_zero_pixels++;
}
LOG_DEBUG("DungeonCanvasViewer", "BG2 bitmap data: %zu pixels, ~%d non-zero samples",
bg2_data.size(), non_zero_pixels);
}
// DEBUG: Show canvas and bitmap info
LOG_DEBUG("DungeonCanvasViewer", "Canvas pos: (%.1f, %.1f), Canvas size: (%.1f, %.1f)",
canvas_.zero_point().x, canvas_.zero_point().y, canvas_.width(), canvas_.height());
LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap size: %dx%d, BG2 bitmap size: %dx%d",
bg1_bitmap.width(), bg1_bitmap.height(), bg2_bitmap.width(), bg2_bitmap.height());
}
} // namespace yaze::editor