Update OverworldEditor documentation and others
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@@ -12,12 +12,12 @@
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#include "absl/status/statusor.h"
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#include "absl/status/statusor.h"
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#include "absl/strings/str_format.h"
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#include "absl/strings/str_format.h"
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#include "app/core/common.h"
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#include "app/core/common.h"
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#include "app/editor/utils/editor.h"
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#include "app/editor/context/entrance_context.h"
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#include "app/editor/context/entrance_context.h"
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#include "app/editor/context/gfx_context.h"
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#include "app/editor/context/gfx_context.h"
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#include "app/editor/modules/gfx_group_editor.h"
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#include "app/editor/modules/gfx_group_editor.h"
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#include "app/editor/modules/palette_editor.h"
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#include "app/editor/modules/palette_editor.h"
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#include "app/editor/modules/tile16_editor.h"
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#include "app/editor/modules/tile16_editor.h"
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#include "app/editor/utils/editor.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/gfx/snes_tile.h"
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@@ -64,13 +64,18 @@ constexpr absl::string_view kOWMapTable = "#MapSettingsTable";
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/**
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/**
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* @class OverworldEditor
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* @class OverworldEditor
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* @brief Represents an editor for the overworld in a game.
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* @brief Manipulates the Overworld and OverworldMap data in a ROM.
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*
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*
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* The `OverworldEditor` class is responsible for managing the editing and
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* The `OverworldEditor` class is responsible for managing the editing and
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* manipulation of the overworld in a game. It inherits from various base
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* manipulation of the overworld in a game. The user can drag and drop tiles,
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* classes and provides functionality for updating, drawing, and handling user
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* modify OverworldEntrance, OverworldExit, Sprite, and OverworldItem
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* interactions with the overworld. It also includes methods for loading
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* as well as change the gfx and palettes used in each overworld map.
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* graphics, refreshing map data, and performing various editing operations.
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*
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* The Overworld itself is a series of bitmap images which exist inside each
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* OverworldMap object. The drawing of the overworld is done using the Canvas
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* class in conjunction with these underlying Bitmap objects.
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*
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* Provides access to the GfxGroupEditor and Tile16Editor through popup windows.
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*
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*
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*/
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*/
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class OverworldEditor : public Editor,
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class OverworldEditor : public Editor,
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@@ -10,8 +10,8 @@ namespace app {
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namespace editor {
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namespace editor {
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/**
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/**
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* @brief The SpriteEditor class represents a sprite editor that inherits from
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* @class SpriteEditor
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* SharedROM.
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* @brief Allows the user to edit sprites.
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*
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*
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* This class provides functionality for updating the sprite editor, drawing the
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* This class provides functionality for updating the sprite editor, drawing the
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* editor table, drawing the sprite canvas, and drawing the current sheets.
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* editor table, drawing the sprite canvas, and drawing the current sheets.
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@@ -11,6 +11,11 @@
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namespace yaze {
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namespace yaze {
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namespace app {
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namespace app {
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/**
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* @namespace yaze::app::gui
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* @brief Graphical User Interface (GUI) components for the application.
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*/
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namespace gui {
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namespace gui {
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using app::gfx::Bitmap;
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using app::gfx::Bitmap;
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@@ -4,11 +4,15 @@
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namespace yaze {
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namespace yaze {
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namespace app {
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namespace app {
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/**
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/**
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* @namespace zelda3
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* @namespace yaze::app::zelda3
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* @brief Zelda 3 specific classes and functions.
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* @brief Zelda 3 specific classes and functions.
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*/
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*/
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namespace zelda3 {
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namespace zelda3 {
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/**
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* @class OverworldEntity
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* @brief Base class for all overworld entities.
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*/
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class OverworldEntity {
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class OverworldEntity {
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public:
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public:
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enum EntityType {
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enum EntityType {
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@@ -19,6 +19,10 @@ namespace yaze {
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namespace app {
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namespace app {
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namespace zelda3 {
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namespace zelda3 {
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/**
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* @class Sprite
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* @brief A class for managing sprites in the overworld and underworld.
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*/
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class Sprite : public OverworldEntity {
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class Sprite : public OverworldEntity {
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public:
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public:
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Sprite() = default;
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Sprite() = default;
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