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yaze/src/app/editor/dungeon/dungeon_canvas_viewer.h
2025-09-27 00:25:45 -04:00

106 lines
3.6 KiB
C++

#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_CANVAS_VIEWER_H
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_CANVAS_VIEWER_H
#include "app/gui/canvas.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "app/gfx/snes_palette.h"
#include "imgui/imgui.h"
namespace yaze {
namespace editor {
/**
* @brief Handles the main dungeon canvas rendering and interaction
*
* In Link to the Past, dungeon "layers" are not separate visual layers
* but a game concept where objects exist on different logical levels.
* Players move between these levels using stair objects that act as
* transitions between the different object planes.
*/
class DungeonCanvasViewer {
public:
explicit DungeonCanvasViewer(Rom* rom = nullptr) : rom_(rom), object_renderer_(rom) {}
void DrawDungeonTabView();
void DrawDungeonCanvas(int room_id);
void Draw(int room_id);
void SetRom(Rom* rom) {
rom_ = rom;
object_renderer_.SetROM(rom);
}
Rom* rom() const { return rom_; }
// Room data access
void SetRooms(std::array<zelda3::Room, 0x128>* rooms) { rooms_ = rooms; }
void set_active_rooms(const ImVector<int>& rooms) { active_rooms_ = rooms; }
void set_current_active_room_tab(int tab) { current_active_room_tab_ = tab; }
// Palette access
void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
void SetCurrentPaletteId(uint64_t id) { current_palette_id_ = id; }
void SetCurrentPaletteGroup(const gfx::PaletteGroup& group) { current_palette_group_ = group; }
// Canvas access
gui::Canvas& canvas() { return canvas_; }
const gui::Canvas& canvas() const { return canvas_; }
private:
void RenderObjectInCanvas(const zelda3::RoomObject &object,
const gfx::SnesPalette &palette);
void DisplayObjectInfo(const zelda3::RoomObject &object, int canvas_x,
int canvas_y);
void RenderStairObjects(const zelda3::Room& room,
const gfx::SnesPalette& palette);
void RenderSprites(const zelda3::Room& room);
void RenderChests(const zelda3::Room& room);
void RenderDoorObjects(const zelda3::Room& room);
void RenderWallObjects(const zelda3::Room& room);
void RenderPotObjects(const zelda3::Room& room);
// Coordinate conversion helpers
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const;
bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
// Object dimension calculation
void CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height);
// Room graphics management
absl::Status LoadAndRenderRoomGraphics(int room_id);
absl::Status UpdateRoomBackgroundLayers(int room_id);
void RenderRoomBackgroundLayers(int room_id);
Rom* rom_ = nullptr;
gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
zelda3::ObjectRenderer object_renderer_;
// Room data
std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
ImVector<int> active_rooms_;
int current_active_room_tab_ = 0;
// Palette data
uint64_t current_palette_group_id_ = 0;
uint64_t current_palette_id_ = 0;
gfx::PaletteGroup current_palette_group_;
// Object rendering cache
struct ObjectRenderCache {
int object_id;
int object_x, object_y, object_size;
uint64_t palette_hash;
gfx::Bitmap rendered_bitmap;
bool is_valid;
};
std::vector<ObjectRenderCache> object_render_cache_;
uint64_t last_palette_hash_ = 0;
};
} // namespace editor
} // namespace yaze
#endif