Files
yaze/src/app/editor/dungeon/dungeon_object_selector.cc
2025-09-27 00:25:45 -04:00

1096 lines
35 KiB
C++

#include "dungeon_object_selector.h"
#include <iterator>
#include "app/core/window.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
#include "app/gui/canvas.h"
#include "app/gui/modules/asset_browser.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/dungeon_editor_system.h"
#include "app/zelda3/dungeon/dungeon_object_editor.h"
#include "imgui/imgui.h"
namespace yaze::editor {
using ImGui::BeginChild;
using ImGui::EndChild;
using ImGui::EndTabBar;
using ImGui::EndTabItem;
using ImGui::Separator;
void DungeonObjectSelector::DrawTileSelector() {
if (ImGui::BeginTabBar("##TabBar", ImGuiTabBarFlags_FittingPolicyScroll)) {
if (ImGui::BeginTabItem("Room Graphics")) {
if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)3);
BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
DrawRoomGraphics();
}
EndChild();
EndTabItem();
}
if (ImGui::BeginTabItem("Object Renderer")) {
DrawObjectRenderer();
EndTabItem();
}
EndTabBar();
}
}
void DungeonObjectSelector::DrawObjectRenderer() {
// Use AssetBrowser for better object selection
if (ImGui::BeginTable("DungeonObjectEditorTable", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV, ImVec2(0, 0))) {
ImGui::TableSetupColumn("Object Browser", ImGuiTableColumnFlags_WidthFixed, 400);
ImGui::TableSetupColumn("Preview Canvas", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableHeadersRow();
// Left column: AssetBrowser for object selection
ImGui::TableNextColumn();
ImGui::BeginChild("AssetBrowser", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
DrawObjectAssetBrowser();
ImGui::EndChild();
// Right column: Preview and placement controls
ImGui::TableNextColumn();
ImGui::BeginChild("PreviewCanvas", ImVec2(0, 0), true);
// Object placement controls
ImGui::SeparatorText("Object Placement");
static int place_x = 0, place_y = 0;
ImGui::InputInt("X Position", &place_x);
ImGui::InputInt("Y Position", &place_y);
if (ImGui::Button("Place Object") && object_loaded_) {
PlaceObjectAtPosition(place_x, place_y);
}
ImGui::Separator();
// Preview canvas
object_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
object_canvas_.DrawContextMenu();
object_canvas_.DrawGrid(32.0f);
// Render selected object preview with primitive fallback
if (object_loaded_ && preview_object_.id_ >= 0) {
int preview_x = 128 - 16; // Center horizontally
int preview_y = 128 - 16; // Center vertically
auto preview_result = object_renderer_.RenderObject(preview_object_, preview_palette_);
if (preview_result.ok()) {
auto preview_bitmap = std::move(preview_result.value());
if (preview_bitmap.width() > 0 && preview_bitmap.height() > 0) {
preview_bitmap.SetPalette(preview_palette_);
core::Renderer::Get().RenderBitmap(&preview_bitmap);
object_canvas_.DrawBitmap(preview_bitmap, preview_x, preview_y, 1.0f, 255);
} else {
// Fallback: Draw primitive shape
RenderObjectPrimitive(preview_object_, preview_x, preview_y);
}
} else {
// Fallback: Draw primitive shape
RenderObjectPrimitive(preview_object_, preview_x, preview_y);
}
}
object_canvas_.DrawOverlay();
ImGui::EndChild();
ImGui::EndTable();
}
// Object details window
if (object_loaded_) {
ImGui::Begin("Object Details", &object_loaded_, 0);
ImGui::Text("Object ID: 0x%02X", preview_object_.id_);
ImGui::Text("Position: (%d, %d)", preview_object_.x_, preview_object_.y_);
ImGui::Text("Size: 0x%02X", preview_object_.size_);
ImGui::Text("Layer: %d", static_cast<int>(preview_object_.layer_));
// Add object placement controls
ImGui::Separator();
ImGui::Text("Placement Controls:");
static int place_x = 0, place_y = 0;
ImGui::InputInt("X Position", &place_x);
ImGui::InputInt("Y Position", &place_y);
if (ImGui::Button("Place Object")) {
// TODO: Implement object placement in the main canvas
ImGui::Text("Object placed at (%d, %d)", place_x, place_y);
}
ImGui::End();
}
}
void DungeonObjectSelector::DrawObjectBrowser() {
static int selected_object_type = 0;
static int selected_object_id = 0;
// Object type selector
const char* object_types[] = {"Type 1 (0x00-0xFF)", "Type 2 (0x100-0x1FF)", "Type 3 (0x200+)"};
if (ImGui::Combo("Object Type", &selected_object_type, object_types, 3)) {
selected_object_id = 0; // Reset selection when changing type
}
ImGui::Separator();
// Object list with previews - optimized for 300px column width
const int preview_size = 48; // Larger 48x48 pixel preview for better visibility
const int items_per_row = 5; // 5 items per row to fit in 300px column
if (rom_ && rom_->is_loaded()) {
auto palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
// Determine object range based on type
int start_id, end_id;
switch (selected_object_type) {
case 0: start_id = 0x00; end_id = 0xFF; break;
case 1: start_id = 0x100; end_id = 0x1FF; break;
case 2: start_id = 0x200; end_id = 0x2FF; break;
default: start_id = 0x00; end_id = 0xFF; break;
}
// Create a grid layout for object previews
int current_row = 0;
int current_col = 0;
for (int obj_id = start_id; obj_id <= end_id && obj_id <= start_id + 63; ++obj_id) { // Limit to 64 objects for performance
// Create object for preview
auto test_object = zelda3::RoomObject(obj_id, 0, 0, 0x12, 0);
test_object.set_rom(rom_);
test_object.EnsureTilesLoaded();
// Calculate position in grid - better sizing for 300px column
float available_width = ImGui::GetContentRegionAvail().x;
float spacing = ImGui::GetStyle().ItemSpacing.x;
float item_width = (available_width - (items_per_row - 1) * spacing) / items_per_row;
float item_height = preview_size + 30; // Preview + text (reduced padding)
ImGui::PushID(obj_id);
// Create a selectable button with preview
bool is_selected = (selected_object_id == obj_id);
if (ImGui::Selectable("", is_selected, ImGuiSelectableFlags_None, ImVec2(item_width, item_height))) {
selected_object_id = obj_id;
// Update preview object
preview_object_ = test_object;
preview_palette_ = palette;
object_loaded_ = true;
// Notify the main editor that an object was selected
if (object_selected_callback_) {
object_selected_callback_(preview_object_);
}
}
// Draw preview image
ImVec2 cursor_pos = ImGui::GetCursorScreenPos();
ImVec2 preview_pos = ImVec2(cursor_pos.x + (item_width - preview_size) / 2,
cursor_pos.y - item_height + 5);
// Draw simplified primitive preview for object selector
ImGui::SetCursorScreenPos(preview_pos);
// Draw object as colored rectangle with ID
ImU32 object_color = GetObjectTypeColor(obj_id);
ImGui::GetWindowDrawList()->AddRectFilled(
preview_pos,
ImVec2(preview_pos.x + preview_size, preview_pos.y + preview_size),
object_color);
// Draw border
ImGui::GetWindowDrawList()->AddRect(
preview_pos,
ImVec2(preview_pos.x + preview_size, preview_pos.y + preview_size),
IM_COL32(0, 0, 0, 255), 0.0f, 0, 2.0f);
// Draw object type symbol in center
std::string symbol = GetObjectTypeSymbol(obj_id);
ImVec2 text_size = ImGui::CalcTextSize(symbol.c_str());
ImVec2 text_pos = ImVec2(
preview_pos.x + (preview_size - text_size.x) / 2,
preview_pos.y + (preview_size - text_size.y) / 2);
ImGui::GetWindowDrawList()->AddText(
text_pos, IM_COL32(255, 255, 255, 255), symbol.c_str());
// Draw object ID below preview
ImGui::SetCursorScreenPos(ImVec2(preview_pos.x, preview_pos.y + preview_size + 2));
ImGui::PushStyleColor(ImGuiCol_Text, IM_COL32(255, 255, 255, 255));
ImGui::Text("0x%02X", obj_id);
ImGui::PopStyleColor();
// Try to get object name
std::string object_name = "Unknown";
if (obj_id < 0x100) { // Type1RoomObjectNames has 248 elements (0-247, 0x00-0xF7)
if (obj_id < std::size(zelda3::Type1RoomObjectNames)) {
const char* name_ptr = zelda3::Type1RoomObjectNames[obj_id];
if (name_ptr != nullptr) {
object_name = std::string(name_ptr);
}
}
} else if (obj_id < 0x140) { // Type2RoomObjectNames has 64 elements (0x100-0x13F)
int type2_index = obj_id - 0x100;
if (type2_index >= 0 && type2_index < std::size(zelda3::Type2RoomObjectNames)) {
const char* name_ptr = zelda3::Type2RoomObjectNames[type2_index];
if (name_ptr != nullptr) {
object_name = std::string(name_ptr);
}
}
} else if (obj_id < 0x1C0) { // Type3RoomObjectNames has 128 elements (0x140-0x1BF)
int type3_index = obj_id - 0x140;
if (type3_index >= 0 && type3_index < std::size(zelda3::Type3RoomObjectNames)) {
const char* name_ptr = zelda3::Type3RoomObjectNames[type3_index];
if (name_ptr != nullptr) {
object_name = std::string(name_ptr);
}
}
}
// Draw object name with better sizing
ImGui::SetCursorScreenPos(ImVec2(cursor_pos.x + 2, cursor_pos.y - 8));
ImGui::PushStyleColor(ImGuiCol_Text, IM_COL32(200, 200, 200, 255));
// Truncate long names to fit
if (object_name.length() > 8) {
object_name = object_name.substr(0, 8) + "...";
}
ImGui::Text("%s", object_name.c_str());
ImGui::PopStyleColor();
ImGui::PopID();
// Move to next position
current_col++;
if (current_col >= items_per_row) {
current_col = 0;
current_row++;
ImGui::NewLine();
} else {
ImGui::SameLine();
}
}
} else {
ImGui::Text("ROM not loaded");
}
ImGui::Separator();
// Selected object info
if (object_loaded_) {
ImGui::Text("Selected: 0x%03X", selected_object_id);
ImGui::Text("Layer: %d", static_cast<int>(preview_object_.layer_));
ImGui::Text("Size: 0x%02X", preview_object_.size_);
}
}
void DungeonObjectSelector::Draw() {
if (ImGui::BeginTabBar("##ObjectSelectorTabBar")) {
// Object Selector tab - for placing objects with new AssetBrowser
if (ImGui::BeginTabItem("Object Selector")) {
DrawObjectRenderer();
ImGui::EndTabItem();
}
// Room Graphics tab - 8 bitmaps viewer
if (ImGui::BeginTabItem("Room Graphics")) {
DrawRoomGraphics();
ImGui::EndTabItem();
}
// Object Editor tab - experimental editor
if (ImGui::BeginTabItem("Object Editor")) {
DrawIntegratedEditingPanels();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void DungeonObjectSelector::DrawRoomGraphics() {
const auto height = 0x40;
room_gfx_canvas_.DrawBackground();
room_gfx_canvas_.DrawContextMenu();
room_gfx_canvas_.DrawTileSelector(32);
if (rom_ && rom_->is_loaded() && rooms_) {
int active_room_id = current_room_id_;
auto& room = (*rooms_)[active_room_id];
auto blocks = room.blocks();
// Load graphics for this room if not already loaded
if (blocks.empty()) {
room.LoadRoomGraphics(room.blockset);
blocks = room.blocks();
}
int current_block = 0;
const int max_blocks_per_row = 2; // 2 blocks per row for 300px column
const int block_width = 128; // Reduced size to fit column
const int block_height = 32; // Reduced height
for (int block : blocks) {
if (current_block >= 16) break; // Only show first 16 blocks
// Ensure the graphics sheet is loaded and has a valid texture
if (block < gfx::Arena::Get().gfx_sheets().size()) {
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
// Calculate position in a grid layout instead of horizontal concatenation
int row = current_block / max_blocks_per_row;
int col = current_block % max_blocks_per_row;
int x = room_gfx_canvas_.zero_point().x + 2 + (col * block_width);
int y = room_gfx_canvas_.zero_point().y + 2 + (row * block_height);
// Ensure we don't exceed canvas bounds
if (x + block_width <= room_gfx_canvas_.zero_point().x + room_gfx_canvas_.width() &&
y + block_height <= room_gfx_canvas_.zero_point().y + room_gfx_canvas_.height()) {
// Only draw if the texture is valid
if (gfx_sheet.texture() != 0) {
room_gfx_canvas_.draw_list()->AddImage(
(ImTextureID)(intptr_t)gfx_sheet.texture(),
ImVec2(x, y),
ImVec2(x + block_width, y + block_height));
}
}
}
current_block += 1;
}
}
room_gfx_canvas_.DrawGrid(32.0f);
room_gfx_canvas_.DrawOverlay();
}
void DungeonObjectSelector::DrawIntegratedEditingPanels() {
if (!dungeon_editor_system_ || !object_editor_ || !*dungeon_editor_system_ || !*object_editor_) {
ImGui::Text("Editor systems not initialized");
return;
}
// Create a tabbed interface for different editing modes
if (ImGui::BeginTabBar("##EditingPanels")) {
// Object Editor Tab
if (ImGui::BeginTabItem("Objects")) {
DrawCompactObjectEditor();
ImGui::EndTabItem();
}
// Sprite Editor Tab
if (ImGui::BeginTabItem("Sprites")) {
DrawCompactSpriteEditor();
ImGui::EndTabItem();
}
// Item Editor Tab
if (ImGui::BeginTabItem("Items")) {
DrawCompactItemEditor();
ImGui::EndTabItem();
}
// Entrance Editor Tab
if (ImGui::BeginTabItem("Entrances")) {
DrawCompactEntranceEditor();
ImGui::EndTabItem();
}
// Door Editor Tab
if (ImGui::BeginTabItem("Doors")) {
DrawCompactDoorEditor();
ImGui::EndTabItem();
}
// Chest Editor Tab
if (ImGui::BeginTabItem("Chests")) {
DrawCompactChestEditor();
ImGui::EndTabItem();
}
// Properties Tab
if (ImGui::BeginTabItem("Properties")) {
DrawCompactPropertiesEditor();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void DungeonObjectSelector::DrawCompactObjectEditor() {
if (!object_editor_ || !*object_editor_) {
ImGui::Text("Object editor not initialized");
return;
}
auto& editor = **object_editor_;
ImGui::Text("Object Editor");
Separator();
// Display current editing mode
auto mode = editor.GetMode();
const char *mode_names[] = {"Select", "Insert", "Delete", "Edit", "Layer", "Preview"};
ImGui::Text("Mode: %s", mode_names[static_cast<int>(mode)]);
// Compact mode selection
if (ImGui::Button("Select"))
editor.SetMode(zelda3::DungeonObjectEditor::Mode::kSelect);
ImGui::SameLine();
if (ImGui::Button("Insert"))
editor.SetMode(zelda3::DungeonObjectEditor::Mode::kInsert);
ImGui::SameLine();
if (ImGui::Button("Edit"))
editor.SetMode(zelda3::DungeonObjectEditor::Mode::kEdit);
// Layer and object type selection
int current_layer = editor.GetCurrentLayer();
if (ImGui::SliderInt("Layer", &current_layer, 0, 2)) {
editor.SetCurrentLayer(current_layer);
}
int current_object_type = editor.GetCurrentObjectType();
if (ImGui::InputInt("Object Type", &current_object_type, 1, 16)) {
if (current_object_type >= 0 && current_object_type <= 0x3FF) {
editor.SetCurrentObjectType(current_object_type);
}
}
// Quick configuration checkboxes
auto config = editor.GetConfig();
if (ImGui::Checkbox("Snap to Grid", &config.snap_to_grid)) {
editor.SetConfig(config);
}
ImGui::SameLine();
if (ImGui::Checkbox("Show Grid", &config.show_grid)) {
editor.SetConfig(config);
}
// Object count and selection info
Separator();
ImGui::Text("Objects: %zu", editor.GetObjectCount());
auto selection = editor.GetSelection();
if (!selection.selected_objects.empty()) {
ImGui::Text("Selected: %zu", selection.selected_objects.size());
}
// Undo/Redo buttons
Separator();
if (ImGui::Button("Undo") && editor.CanUndo()) {
(void)editor.Undo();
}
ImGui::SameLine();
if (ImGui::Button("Redo") && editor.CanRedo()) {
(void)editor.Redo();
}
}
ImU32 DungeonObjectSelector::GetObjectTypeColor(int object_id) {
// Color-code objects based on their type and function
if (object_id >= 0x10 && object_id <= 0x1F) {
return IM_COL32(128, 128, 128, 255); // Gray for walls
} else if (object_id >= 0x20 && object_id <= 0x2F) {
return IM_COL32(139, 69, 19, 255); // Brown for floors
} else if (object_id == 0xF9 || object_id == 0xFA) {
return IM_COL32(255, 215, 0, 255); // Gold for chests
} else if (object_id >= 0x17 && object_id <= 0x1E) {
return IM_COL32(139, 69, 19, 255); // Brown for doors
} else if (object_id == 0x2F || object_id == 0x2B) {
return IM_COL32(160, 82, 45, 255); // Saddle brown for pots
} else if (object_id >= 0x138 && object_id <= 0x13B) {
return IM_COL32(255, 255, 0, 255); // Yellow for stairs
} else if (object_id >= 0x30 && object_id <= 0x3F) {
return IM_COL32(105, 105, 105, 255); // Dim gray for decorations
} else {
return IM_COL32(96, 96, 96, 255); // Default gray
}
}
std::string DungeonObjectSelector::GetObjectTypeSymbol(int object_id) {
// Return symbol representing object type
if (object_id >= 0x10 && object_id <= 0x1F) {
return ""; // Wall
} else if (object_id >= 0x20 && object_id <= 0x2F) {
return ""; // Floor
} else if (object_id == 0xF9 || object_id == 0xFA) {
return ""; // Chest
} else if (object_id >= 0x17 && object_id <= 0x1E) {
return ""; // Door
} else if (object_id == 0x2F || object_id == 0x2B) {
return ""; // Pot
} else if (object_id >= 0x138 && object_id <= 0x13B) {
return ""; // Stairs
} else if (object_id >= 0x30 && object_id <= 0x3F) {
return ""; // Decoration
} else {
return "?"; // Unknown
}
}
void DungeonObjectSelector::RenderObjectPrimitive(const zelda3::RoomObject& object, int x, int y) {
// Render object as primitive shape on canvas
ImU32 color = GetObjectTypeColor(object.id_);
// Calculate object size with proper wall length handling
int obj_width, obj_height;
CalculateObjectDimensions(object, obj_width, obj_height);
// Draw object rectangle
ImVec4 color_vec = ImGui::ColorConvertU32ToFloat4(color);
object_canvas_.DrawRect(x, y, obj_width, obj_height, color_vec);
object_canvas_.DrawRect(x, y, obj_width, obj_height, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Draw object ID as text
std::string obj_text = absl::StrFormat("0x%X", object.id_);
object_canvas_.DrawText(obj_text, x + obj_width + 2, y + 4);
}
void DungeonObjectSelector::DrawObjectAssetBrowser() {
ImGui::SeparatorText("Dungeon Objects");
// Debug info
ImGui::Text("Asset Browser Debug: Available width: %.1f", ImGui::GetContentRegionAvail().x);
// Object type filter
static int object_type_filter = 0;
const char* object_types[] = {"All", "Walls", "Floors", "Chests", "Doors", "Decorations", "Stairs"};
if (ImGui::Combo("Object Type", &object_type_filter, object_types, 7)) {
// Filter will be applied in the loop below
}
ImGui::Separator();
// Create asset browser-style grid
const float item_size = 64.0f;
const float item_spacing = 8.0f;
const int columns = std::max(1, static_cast<int>((ImGui::GetContentRegionAvail().x - item_spacing) / (item_size + item_spacing)));
ImGui::Text("Columns: %d, Item size: %.1f", columns, item_size);
int current_column = 0;
int items_drawn = 0;
// Draw object grid based on filter
for (int obj_id = 0; obj_id <= 0xFF && items_drawn < 100; ++obj_id) {
// Apply object type filter
if (object_type_filter > 0 && !MatchesObjectFilter(obj_id, object_type_filter)) {
continue;
}
if (current_column > 0) {
ImGui::SameLine();
}
ImGui::PushID(obj_id);
// Create selectable button for object
bool is_selected = (selected_object_id_ == obj_id);
ImVec2 button_size(item_size, item_size);
if (ImGui::Selectable("", is_selected, ImGuiSelectableFlags_None, button_size)) {
selected_object_id_ = obj_id;
// Create and update preview object
preview_object_ = zelda3::RoomObject(obj_id, 0, 0, 0x12, 0);
preview_object_.set_rom(rom_);
if (rom_) {
auto palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
preview_palette_ = palette;
}
object_loaded_ = true;
// Notify callback
if (object_selected_callback_) {
object_selected_callback_(preview_object_);
}
}
// Draw object preview on the button
ImVec2 button_pos = ImGui::GetItemRectMin();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Draw object as colored rectangle with symbol
ImU32 obj_color = GetObjectTypeColor(obj_id);
draw_list->AddRectFilled(button_pos,
ImVec2(button_pos.x + item_size, button_pos.y + item_size),
obj_color);
// Draw border
ImU32 border_color = is_selected ? IM_COL32(255, 255, 0, 255) : IM_COL32(0, 0, 0, 255);
draw_list->AddRect(button_pos,
ImVec2(button_pos.x + item_size, button_pos.y + item_size),
border_color, 0.0f, 0, is_selected ? 3.0f : 1.0f);
// Draw object symbol
std::string symbol = GetObjectTypeSymbol(obj_id);
ImVec2 text_size = ImGui::CalcTextSize(symbol.c_str());
ImVec2 text_pos = ImVec2(
button_pos.x + (item_size - text_size.x) / 2,
button_pos.y + (item_size - text_size.y) / 2);
draw_list->AddText(text_pos, IM_COL32(255, 255, 255, 255), symbol.c_str());
// Draw object ID at bottom
std::string id_text = absl::StrFormat("%02X", obj_id);
ImVec2 id_size = ImGui::CalcTextSize(id_text.c_str());
ImVec2 id_pos = ImVec2(
button_pos.x + (item_size - id_size.x) / 2,
button_pos.y + item_size - id_size.y - 2);
draw_list->AddText(id_pos, IM_COL32(255, 255, 255, 255), id_text.c_str());
ImGui::PopID();
current_column = (current_column + 1) % columns;
if (current_column == 0) {
// Force new line
}
items_drawn++;
}
ImGui::Separator();
ImGui::Text("Items drawn: %d", items_drawn);
}
bool DungeonObjectSelector::MatchesObjectFilter(int obj_id, int filter_type) {
switch (filter_type) {
case 1: // Walls
return obj_id >= 0x10 && obj_id <= 0x1F;
case 2: // Floors
return obj_id >= 0x20 && obj_id <= 0x2F;
case 3: // Chests
return obj_id == 0xF9 || obj_id == 0xFA;
case 4: // Doors
return obj_id >= 0x17 && obj_id <= 0x1E;
case 5: // Decorations
return obj_id >= 0x30 && obj_id <= 0x3F;
case 6: // Stairs
return obj_id >= 0x138 && obj_id <= 0x13B;
default: // All
return true;
}
}
void DungeonObjectSelector::CalculateObjectDimensions(const zelda3::RoomObject& object, int& width, int& height) {
// Default base size
width = 16;
height = 16;
// For walls, use the size field to determine length
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 = 16 + size_x * 16; // Each unit adds 16 pixels
height = 16;
} else if (size_y > size_x) {
// Vertical wall
width = 16;
height = 16 + size_y * 16;
} else {
// Square wall or corner
width = 16 + size_x * 8;
height = 16 + size_y * 8;
}
} else {
// For other objects, use standard size calculation
width = 16 + (object.size_ & 0x0F) * 8;
height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
}
// Clamp to reasonable limits
width = std::min(width, 256);
height = std::min(height, 256);
}
void DungeonObjectSelector::PlaceObjectAtPosition(int x, int y) {
if (!object_loaded_ || !object_placement_callback_) {
return;
}
// Create object with specified position
auto placed_object = preview_object_;
placed_object.set_x(static_cast<uint8_t>(x));
placed_object.set_y(static_cast<uint8_t>(y));
// Call placement callback
object_placement_callback_(placed_object);
}
void DungeonObjectSelector::DrawCompactSpriteEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Sprite Editor");
Separator();
// Display current room sprites
auto current_room = system.GetCurrentRoom();
auto sprites_result = system.GetSpritesByRoom(current_room);
if (sprites_result.ok()) {
auto sprites = sprites_result.value();
ImGui::Text("Sprites in room %d: %zu", current_room, sprites.size());
// Show first few sprites in compact format
int display_count = std::min(3, static_cast<int>(sprites.size()));
for (int i = 0; i < display_count; ++i) {
const auto &sprite = sprites[i];
ImGui::Text("ID:%d Type:%d (%d,%d)", sprite.sprite_id,
static_cast<int>(sprite.type), sprite.x, sprite.y);
}
if (sprites.size() > 3) {
ImGui::Text("... and %zu more", sprites.size() - 3);
}
} else {
ImGui::Text("Error loading sprites");
}
// Quick sprite placement
Separator();
ImGui::Text("Quick Add Sprite");
static int new_sprite_id = 0;
static int new_sprite_x = 0;
static int new_sprite_y = 0;
ImGui::InputInt("ID", &new_sprite_id);
ImGui::InputInt("X", &new_sprite_x);
ImGui::InputInt("Y", &new_sprite_y);
if (ImGui::Button("Add Sprite")) {
zelda3::DungeonEditorSystem::SpriteData sprite_data;
sprite_data.sprite_id = new_sprite_id;
sprite_data.type = zelda3::DungeonEditorSystem::SpriteType::kEnemy;
sprite_data.x = new_sprite_x;
sprite_data.y = new_sprite_y;
sprite_data.layer = 0;
auto status = system.AddSprite(sprite_data);
if (!status.ok()) {
ImGui::Text("Error adding sprite");
}
}
}
void DungeonObjectSelector::DrawCompactItemEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Item Editor");
Separator();
// Display current room items
auto current_room = system.GetCurrentRoom();
auto items_result = system.GetItemsByRoom(current_room);
if (items_result.ok()) {
auto items = items_result.value();
ImGui::Text("Items in room %d: %zu", current_room, items.size());
// Show first few items in compact format
int display_count = std::min(3, static_cast<int>(items.size()));
for (int i = 0; i < display_count; ++i) {
const auto &item = items[i];
ImGui::Text("ID:%d Type:%d (%d,%d)", item.item_id,
static_cast<int>(item.type), item.x, item.y);
}
if (items.size() > 3) {
ImGui::Text("... and %zu more", items.size() - 3);
}
} else {
ImGui::Text("Error loading items");
}
// Quick item placement
Separator();
ImGui::Text("Quick Add Item");
static int new_item_id = 0;
static int new_item_x = 0;
static int new_item_y = 0;
ImGui::InputInt("ID", &new_item_id);
ImGui::InputInt("X", &new_item_x);
ImGui::InputInt("Y", &new_item_y);
if (ImGui::Button("Add Item")) {
zelda3::DungeonEditorSystem::ItemData item_data;
item_data.item_id = new_item_id;
item_data.type = zelda3::DungeonEditorSystem::ItemType::kKey;
item_data.x = new_item_x;
item_data.y = new_item_y;
item_data.room_id = current_room;
item_data.is_hidden = false;
auto status = system.AddItem(item_data);
if (!status.ok()) {
ImGui::Text("Error adding item");
}
}
}
void DungeonObjectSelector::DrawCompactEntranceEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Entrance Editor");
Separator();
// Display current room entrances
auto current_room = system.GetCurrentRoom();
auto entrances_result = system.GetEntrancesByRoom(current_room);
if (entrances_result.ok()) {
auto entrances = entrances_result.value();
ImGui::Text("Entrances: %zu", entrances.size());
for (const auto &entrance : entrances) {
ImGui::Text("ID:%d -> Room:%d (%d,%d)", entrance.entrance_id,
entrance.target_room_id, entrance.target_x,
entrance.target_y);
}
} else {
ImGui::Text("Error loading entrances");
}
// Quick room connection
Separator();
ImGui::Text("Connect Rooms");
static int target_room_id = 0;
static int source_x = 0;
static int source_y = 0;
static int target_x = 0;
static int target_y = 0;
ImGui::InputInt("Target Room", &target_room_id);
ImGui::InputInt("Source X", &source_x);
ImGui::InputInt("Source Y", &source_y);
ImGui::InputInt("Target X", &target_x);
ImGui::InputInt("Target Y", &target_y);
if (ImGui::Button("Connect")) {
auto status = system.ConnectRooms(current_room, target_room_id, source_x, source_y, target_x, target_y);
if (!status.ok()) {
ImGui::Text("Error connecting rooms");
}
}
}
void DungeonObjectSelector::DrawCompactDoorEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Door Editor");
Separator();
// Display current room doors
auto current_room = system.GetCurrentRoom();
auto doors_result = system.GetDoorsByRoom(current_room);
if (doors_result.ok()) {
auto doors = doors_result.value();
ImGui::Text("Doors: %zu", doors.size());
for (const auto &door : doors) {
ImGui::Text("ID:%d (%d,%d) -> Room:%d", door.door_id, door.x, door.y,
door.target_room_id);
}
} else {
ImGui::Text("Error loading doors");
}
// Quick door creation
Separator();
ImGui::Text("Add Door");
static int door_x = 0;
static int door_y = 0;
static int door_direction = 0;
static int door_target_room = 0;
ImGui::InputInt("X", &door_x);
ImGui::InputInt("Y", &door_y);
ImGui::SliderInt("Dir", &door_direction, 0, 3);
ImGui::InputInt("Target", &door_target_room);
if (ImGui::Button("Add Door")) {
zelda3::DungeonEditorSystem::DoorData door_data;
door_data.room_id = current_room;
door_data.x = door_x;
door_data.y = door_y;
door_data.direction = door_direction;
door_data.target_room_id = door_target_room;
door_data.target_x = door_x;
door_data.target_y = door_y;
door_data.is_locked = false;
door_data.requires_key = false;
door_data.key_type = 0;
auto status = system.AddDoor(door_data);
if (!status.ok()) {
ImGui::Text("Error adding door");
}
}
}
void DungeonObjectSelector::DrawCompactChestEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Chest Editor");
Separator();
// Display current room chests
auto current_room = system.GetCurrentRoom();
auto chests_result = system.GetChestsByRoom(current_room);
if (chests_result.ok()) {
auto chests = chests_result.value();
ImGui::Text("Chests: %zu", chests.size());
for (const auto &chest : chests) {
ImGui::Text("ID:%d (%d,%d) Item:%d", chest.chest_id, chest.x, chest.y,
chest.item_id);
}
} else {
ImGui::Text("Error loading chests");
}
// Quick chest creation
Separator();
ImGui::Text("Add Chest");
static int chest_x = 0;
static int chest_y = 0;
static int chest_item_id = 0;
static bool chest_big = false;
ImGui::InputInt("X", &chest_x);
ImGui::InputInt("Y", &chest_y);
ImGui::InputInt("Item ID", &chest_item_id);
ImGui::Checkbox("Big", &chest_big);
if (ImGui::Button("Add Chest")) {
zelda3::DungeonEditorSystem::ChestData chest_data;
chest_data.room_id = current_room;
chest_data.x = chest_x;
chest_data.y = chest_y;
chest_data.is_big_chest = chest_big;
chest_data.item_id = chest_item_id;
chest_data.item_quantity = 1;
auto status = system.AddChest(chest_data);
if (!status.ok()) {
ImGui::Text("Error adding chest");
}
}
}
void DungeonObjectSelector::DrawCompactPropertiesEditor() {
if (!dungeon_editor_system_ || !*dungeon_editor_system_) {
ImGui::Text("Dungeon editor system not initialized");
return;
}
auto& system = **dungeon_editor_system_;
ImGui::Text("Room Properties");
Separator();
auto current_room = system.GetCurrentRoom();
auto properties_result = system.GetRoomProperties(current_room);
if (properties_result.ok()) {
auto properties = properties_result.value();
static char room_name[128] = {0};
static int dungeon_id = 0;
static int floor_level = 0;
static bool is_boss_room = false;
static bool is_save_room = false;
static int music_id = 0;
// Copy current values
strncpy(room_name, properties.name.c_str(), sizeof(room_name) - 1);
dungeon_id = properties.dungeon_id;
floor_level = properties.floor_level;
is_boss_room = properties.is_boss_room;
is_save_room = properties.is_save_room;
music_id = properties.music_id;
ImGui::InputText("Name", room_name, sizeof(room_name));
ImGui::InputInt("Dungeon ID", &dungeon_id);
ImGui::InputInt("Floor", &floor_level);
ImGui::InputInt("Music", &music_id);
ImGui::Checkbox("Boss Room", &is_boss_room);
ImGui::Checkbox("Save Room", &is_save_room);
if (ImGui::Button("Save Properties")) {
zelda3::DungeonEditorSystem::RoomProperties new_properties;
new_properties.room_id = current_room;
new_properties.name = room_name;
new_properties.dungeon_id = dungeon_id;
new_properties.floor_level = floor_level;
new_properties.is_boss_room = is_boss_room;
new_properties.is_save_room = is_save_room;
new_properties.music_id = music_id;
auto status = system.SetRoomProperties(current_room, new_properties);
if (!status.ok()) {
ImGui::Text("Error saving properties");
}
}
} else {
ImGui::Text("Error loading properties");
}
// Dungeon settings summary
Separator();
ImGui::Text("Dungeon Settings");
auto dungeon_settings_result = system.GetDungeonSettings();
if (dungeon_settings_result.ok()) {
auto settings = dungeon_settings_result.value();
ImGui::Text("Dungeon: %s", settings.name.c_str());
ImGui::Text("Rooms: %d", settings.total_rooms);
ImGui::Text("Start: %d", settings.starting_room_id);
ImGui::Text("Boss: %d", settings.boss_room_id);
}
}
} // namespace yaze::editor