Refactor graphics editor and screen editor tab handling
- Updated tab item handling in GraphicsEditor and ScreenEditor to ensure proper opening and closing of tab items. - Improved layout management by replacing deprecated macros with ImGui table functions for better readability and maintainability. - Adjusted palette display function signature in color handling to return a boolean for success status instead of absl::Status. - Enhanced tile rendering functions for consistency and clarity in the graphics editing workflow.
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@@ -49,12 +49,13 @@ absl::Status GraphicsEditor::Load() { return absl::OkStatus(); }
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absl::Status GraphicsEditor::Update() {
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if (ImGui::BeginTabBar("##TabBar")) {
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status_ = UpdateGfxEdit();
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TAB_ITEM("Sheet Browser")
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if (asset_browser_.Initialized == false) {
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asset_browser_.Initialize(gfx::Arena::Get().gfx_sheets());
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if (ImGui::BeginTabItem("Sheet Browser")) {
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if (asset_browser_.Initialized == false) {
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asset_browser_.Initialize(gfx::Arena::Get().gfx_sheets());
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}
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asset_browser_.Draw(gfx::Arena::Get().gfx_sheets());
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ImGui::EndTabItem();
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}
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asset_browser_.Draw(gfx::Arena::Get().gfx_sheets());
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END_TAB_ITEM()
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status_ = UpdateScadView();
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status_ = UpdateLinkGfxView();
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ImGui::EndTabBar();
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@@ -72,17 +73,16 @@ absl::Status GraphicsEditor::UpdateGfxEdit() {
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ImGui::TableSetupColumn(name);
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ImGui::TableHeadersRow();
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NEXT_COLUMN();
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ImGui::TableNextColumn();
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status_ = UpdateGfxSheetList();
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NEXT_COLUMN();
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ImGui::TableNextColumn();
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if (rom()->is_loaded()) {
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DrawGfxEditToolset();
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status_ = UpdateGfxTabView();
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}
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NEXT_COLUMN();
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ImGui::TableNextColumn();
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if (rom()->is_loaded()) {
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status_ = UpdatePaletteColumn();
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}
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@@ -387,7 +387,7 @@ absl::Status GraphicsEditor::UpdateLinkGfxView() {
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ImGui::TableHeadersRow();
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NEXT_COLUMN();
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ImGui::TableNextColumn();
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link_canvas_.DrawBackground();
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link_canvas_.DrawGrid(16.0f);
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@@ -402,10 +402,10 @@ absl::Status GraphicsEditor::UpdateLinkGfxView() {
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link_canvas_.DrawOverlay();
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link_canvas_.DrawGrid();
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NEXT_COLUMN();
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ImGui::TableNextColumn();
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ImGui::Text("Placeholder");
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NEXT_COLUMN();
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ImGui::TableNextColumn();
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if (ImGui::Button("Load Link Graphics (Experimental)")) {
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if (rom()->is_loaded()) {
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// Load Links graphics from the ROM
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@@ -73,44 +73,44 @@ absl::Status ScreenEditor::Update() {
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}
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void ScreenEditor::DrawInventoryMenuEditor() {
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TAB_ITEM("Inventory Menu")
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if (ImGui::BeginTabItem("Inventory Menu")) {
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static bool create = false;
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if (!create && rom()->is_loaded()) {
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status_ = inventory_.Create();
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palette_ = inventory_.palette();
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create = true;
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}
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static bool create = false;
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if (!create && rom()->is_loaded()) {
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status_ = inventory_.Create();
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palette_ = inventory_.palette();
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create = true;
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DrawInventoryToolset();
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if (ImGui::BeginTable("InventoryScreen", 3, ImGuiTableFlags_Resizable)) {
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ImGui::TableSetupColumn("Canvas");
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ImGui::TableSetupColumn("Tiles");
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ImGui::TableSetupColumn("Palette");
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ImGui::TableHeadersRow();
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ImGui::TableNextColumn();
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screen_canvas_.DrawBackground();
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screen_canvas_.DrawContextMenu();
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screen_canvas_.DrawBitmap(inventory_.bitmap(), 2, create);
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screen_canvas_.DrawGrid(32.0f);
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screen_canvas_.DrawOverlay();
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ImGui::TableNextColumn();
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tilesheet_canvas_.DrawBackground(ImVec2(128 * 2 + 2, (192 * 2) + 4));
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tilesheet_canvas_.DrawContextMenu();
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tilesheet_canvas_.DrawBitmap(inventory_.tilesheet(), 2, create);
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tilesheet_canvas_.DrawGrid(16.0f);
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tilesheet_canvas_.DrawOverlay();
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ImGui::TableNextColumn();
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gui::DisplayPalette(palette_, create);
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ImGui::EndTable();
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}
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ImGui::Separator();
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ImGui::EndTabItem();
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}
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DrawInventoryToolset();
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if (ImGui::BeginTable("InventoryScreen", 3, ImGuiTableFlags_Resizable)) {
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ImGui::TableSetupColumn("Canvas");
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ImGui::TableSetupColumn("Tiles");
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ImGui::TableSetupColumn("Palette");
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ImGui::TableHeadersRow();
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ImGui::TableNextColumn();
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screen_canvas_.DrawBackground();
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screen_canvas_.DrawContextMenu();
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screen_canvas_.DrawBitmap(inventory_.bitmap(), 2, create);
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screen_canvas_.DrawGrid(32.0f);
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screen_canvas_.DrawOverlay();
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ImGui::TableNextColumn();
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tilesheet_canvas_.DrawBackground(ImVec2(128 * 2 + 2, (192 * 2) + 4));
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tilesheet_canvas_.DrawContextMenu();
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tilesheet_canvas_.DrawBitmap(inventory_.tilesheet(), 2, create);
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tilesheet_canvas_.DrawGrid(16.0f);
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tilesheet_canvas_.DrawOverlay();
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ImGui::TableNextColumn();
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status_ = gui::DisplayPalette(palette_, create);
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ImGui::EndTable();
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}
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ImGui::Separator();
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END_TAB_ITEM()
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}
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void ScreenEditor::DrawInventoryToolset() {
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@@ -687,7 +687,7 @@ absl::Status OverworldEditor::DrawTile16Selector() {
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{
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blockset_canvas_.DrawContextMenu();
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blockset_canvas_.DrawBitmap(tile16_blockset_.atlas, /*border_offset=*/2,
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map_blockset_loaded_);
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map_blockset_loaded_, /*scale=*/2);
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if (blockset_canvas_.DrawTileSelector(32.0f)) {
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// Open the tile16 editor to the tile
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