Files
yaze/src/app/editor/dungeon/dungeon_editor_v2.h
scawful e769cea1d9 feat: Introduce Debugging and Testing Guide with enhanced startup options
- Added a new document, E5-debugging-guide.md, providing comprehensive strategies for debugging and testing the `yaze` application, including logging practices and testing frameworks.
- Updated E2-development-guide.md to include a new section on debugging and testing, detailing quick debugging methods using command-line flags for specific editors and UI cards.
- Enhanced the main application to support command-line flags for opening specific editors and cards on startup, improving the developer experience.
- Refactored the Controller class to handle startup editor and card initialization based on command-line inputs.
2025-10-09 17:19:36 -04:00

159 lines
5.1 KiB
C++

#ifndef YAZE_APP_EDITOR_DUNGEON_EDITOR_V2_H
#define YAZE_APP_EDITOR_DUNGEON_EDITOR_V2_H
#include <memory>
#include <unordered_map>
#include "absl/status/status.h"
#include "absl/strings/str_format.h"
#include "app/editor/editor.h"
#include "app/gfx/snes_palette.h"
#include "app/rom.h"
#include "dungeon_room_selector.h"
#include "dungeon_canvas_viewer.h"
#include "dungeon_object_selector.h"
#include "dungeon_room_loader.h"
#include "object_editor_card.h"
#include "app/gui/editor_card_manager.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_entrance.h"
#include "app/gui/editor_layout.h"
#include "app/gui/widgets/dungeon_object_emulator_preview.h"
#include "app/gui/widgets/palette_editor_widget.h"
#include "imgui/imgui.h"
namespace yaze {
namespace editor {
/**
* @brief DungeonEditorV2 - Simplified dungeon editor using component delegation
*
* This is a drop-in replacement for DungeonEditor that properly delegates
* to the component system instead of implementing everything inline.
*
* Architecture:
* - DungeonRoomLoader handles ROM data loading
* - DungeonRoomSelector handles room selection UI
* - DungeonCanvasViewer handles canvas rendering and display
* - DungeonObjectSelector handles object selection and preview
*
* The editor acts as a coordinator, not an implementer.
*/
class DungeonEditorV2 : public Editor {
public:
explicit DungeonEditorV2(Rom* rom = nullptr)
: rom_(rom),
room_loader_(rom),
room_selector_(rom),
canvas_viewer_(rom),
object_selector_(rom),
object_emulator_preview_() {
type_ = EditorType::kDungeon;
}
// Editor interface
void Initialize(gfx::IRenderer* renderer, Rom* rom);
void Initialize() override;
absl::Status Load();
absl::Status Update() override;
absl::Status Undo() override { return absl::UnimplementedError("Undo"); }
absl::Status Redo() override { return absl::UnimplementedError("Redo"); }
absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
absl::Status Find() override { return absl::UnimplementedError("Find"); }
absl::Status Save() override;
// ROM management
void set_rom(Rom* rom) {
rom_ = rom;
room_loader_ = DungeonRoomLoader(rom);
room_selector_.set_rom(rom);
canvas_viewer_.SetRom(rom);
object_selector_.SetRom(rom);
object_emulator_preview_.Initialize(renderer_, rom);
}
Rom* rom() const { return rom_; }
// Room management
void add_room(int room_id);
void FocusRoom(int room_id);
// ROM state
bool IsRomLoaded() const override { return rom_ && rom_->is_loaded(); }
std::string GetRomStatus() const override {
if (!rom_) return "No ROM loaded";
if (!rom_->is_loaded()) return "ROM failed to load";
return absl::StrFormat("ROM loaded: %s", rom_->title());
}
// Card visibility flags - Public for command-line flag access
bool show_room_selector_ = false; // Room selector/list card
bool show_room_matrix_ = false; // Dungeon matrix layout
bool show_entrances_list_ = false; // Entrance list card (renamed from entrances_matrix_)
bool show_room_graphics_ = false; // Room graphics card
bool show_object_editor_ = false; // Object editor card
bool show_palette_editor_ = false; // Palette editor card
bool show_control_panel_ = true; // Control panel (visible by default)
private:
gfx::IRenderer* renderer_ = nullptr;
// Simple UI layout
void DrawLayout();
void DrawRoomTab(int room_id);
void DrawToolset();
void DrawRoomMatrixCard();
void DrawRoomsListCard();
void DrawEntrancesListCard();
void DrawRoomGraphicsCard();
void DrawControlPanel();
// Texture processing (critical for rendering)
void ProcessDeferredTextures();
// Room selection callback
void OnRoomSelected(int room_id);
void OnEntranceSelected(int entrance_id);
// Data
Rom* rom_;
std::array<zelda3::Room, 0x128> rooms_;
std::array<zelda3::RoomEntrance, 0x8C> entrances_;
// Current selection state
int current_entrance_id_ = 0;
// Active room tabs and card tracking for jump-to
ImVector<int> active_rooms_;
std::unordered_map<int, std::shared_ptr<gui::EditorCard>> room_cards_;
int current_room_id_ = 0;
bool control_panel_minimized_ = false;
// Palette management
gfx::SnesPalette current_palette_;
gfx::PaletteGroup current_palette_group_;
uint64_t current_palette_id_ = 0;
uint64_t current_palette_group_id_ = 0;
// Components - these do all the work
DungeonRoomLoader room_loader_;
DungeonRoomSelector room_selector_;
DungeonCanvasViewer canvas_viewer_;
DungeonObjectSelector object_selector_;
gui::DungeonObjectEmulatorPreview object_emulator_preview_;
gui::PaletteEditorWidget palette_editor_;
std::unique_ptr<ObjectEditorCard> object_editor_card_; // Unified object editor
bool is_loaded_ = false;
// Docking class for room windows to dock together
ImGuiWindowClass room_window_class_;
};
} // namespace editor
} // namespace yaze
#endif // YAZE_APP_EDITOR_DUNGEON_EDITOR_V2_H