Refactor OverworldEditor Load method to ensure graphics are loaded before initialization
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@@ -89,20 +89,17 @@ void OverworldEditor::Initialize() {
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}
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}
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absl::Status OverworldEditor::Load() {
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absl::Status OverworldEditor::Load() {
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RETURN_IF_ERROR(LoadGraphics());
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RETURN_IF_ERROR(
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RETURN_IF_ERROR(
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tile16_editor_.Initialize(tile16_blockset_bmp_, current_gfx_bmp_,
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tile16_editor_.Initialize(tile16_blockset_bmp_, current_gfx_bmp_,
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*overworld_.mutable_all_tiles_types()));
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*overworld_.mutable_all_tiles_types()));
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ASSIGN_OR_RETURN(entrance_tiletypes_, zelda3::LoadEntranceTileTypes(rom_));
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ASSIGN_OR_RETURN(entrance_tiletypes_, zelda3::LoadEntranceTileTypes(rom_));
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RETURN_IF_ERROR(LoadGraphics());
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all_gfx_loaded_ = true;
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all_gfx_loaded_ = true;
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return absl::OkStatus();
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return absl::OkStatus();
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}
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}
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absl::Status OverworldEditor::Update() {
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absl::Status OverworldEditor::Update() {
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status_ = absl::OkStatus();
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status_ = absl::OkStatus();
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if (rom_.is_loaded() && !all_gfx_loaded_) {
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RETURN_IF_ERROR(Load());
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}
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if (overworld_canvas_fullscreen_) {
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if (overworld_canvas_fullscreen_) {
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DrawFullscreenCanvas();
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DrawFullscreenCanvas();
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