feat: Introduce DungeonEditorV2 with component delegation for improved architecture
- Added DungeonEditorV2 to streamline dungeon editing by delegating tasks to specialized components. - Implemented comprehensive integration tests to validate functionality and ensure proper ROM handling. - Achieved 100% pass rate for all integration tests, enhancing reliability and performance of the editor. - Updated test suite to include tests for the new editor, ensuring robust coverage and error handling.
This commit is contained in:
174
src/app/editor/dungeon/dungeon_editor_v2.cc
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174
src/app/editor/dungeon/dungeon_editor_v2.cc
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#include "dungeon_editor_v2.h"
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#include <cstdio>
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#include "absl/strings/str_format.h"
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#include "app/gfx/snes_palette.h"
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#include "imgui/imgui.h"
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namespace yaze::editor {
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using ImGui::BeginTable;
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using ImGui::BeginTabBar;
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using ImGui::BeginTabItem;
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using ImGui::EndTable;
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using ImGui::EndTabBar;
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using ImGui::EndTabItem;
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using ImGui::TableHeadersRow;
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using ImGui::TableNextColumn;
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using ImGui::TableNextRow;
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using ImGui::TableSetupColumn;
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void DungeonEditorV2::Initialize() {
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// No complex initialization needed - components handle themselves
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}
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absl::Status DungeonEditorV2::Load() {
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if (!rom_ || !rom_->is_loaded()) {
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return absl::FailedPreconditionError("ROM not loaded");
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}
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// Load all rooms using the loader component
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RETURN_IF_ERROR(room_loader_.LoadAllRooms(rooms_));
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RETURN_IF_ERROR(room_loader_.LoadRoomEntrances(entrances_));
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// Load palette group
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auto dungeon_main_pal_group = rom_->palette_group().dungeon_main;
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current_palette_ = dungeon_main_pal_group[current_palette_group_id_];
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ASSIGN_OR_RETURN(current_palette_group_,
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gfx::CreatePaletteGroupFromLargePalette(current_palette_));
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// Initialize components with loaded data
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room_selector_.set_rooms(&rooms_);
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room_selector_.set_entrances(&entrances_);
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room_selector_.set_active_rooms(active_rooms_);
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room_selector_.set_room_selected_callback(
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[this](int room_id) { OnRoomSelected(room_id); });
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canvas_viewer_.SetRooms(&rooms_);
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canvas_viewer_.SetCurrentPaletteGroup(current_palette_group_);
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canvas_viewer_.SetCurrentPaletteId(current_palette_id_);
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object_selector_.SetCurrentPaletteGroup(current_palette_group_);
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object_selector_.SetCurrentPaletteId(current_palette_id_);
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object_selector_.set_rooms(&rooms_);
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is_loaded_ = true;
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return absl::OkStatus();
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}
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absl::Status DungeonEditorV2::Update() {
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if (!is_loaded_) {
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ImGui::Text("Loading...");
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return absl::OkStatus();
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}
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DrawLayout();
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return absl::OkStatus();
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}
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absl::Status DungeonEditorV2::Save() {
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if (!rom_ || !rom_->is_loaded()) {
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return absl::FailedPreconditionError("ROM not loaded");
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}
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// Save all rooms (SaveObjects will handle which ones need saving)
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for (auto& room : rooms_) {
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auto status = room.SaveObjects();
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if (!status.ok()) {
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// Log error but continue with other rooms
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std::printf("Failed to save room: %s\n", status.message().data());
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}
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}
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return absl::OkStatus();
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}
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void DungeonEditorV2::DrawLayout() {
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// Simple 3-column layout as designed
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if (BeginTable("##DungeonEditTable", 3,
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ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersInnerV,
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ImVec2(0, 0))) {
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TableSetupColumn("Room Selector", ImGuiTableColumnFlags_WidthFixed, 250);
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TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch);
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TableSetupColumn("Object Selector", ImGuiTableColumnFlags_WidthFixed, 300);
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TableHeadersRow();
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TableNextRow();
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// Column 1: Room Selector (fully delegated)
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TableNextColumn();
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room_selector_.Draw();
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// Column 2: Canvas (fully delegated)
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TableNextColumn();
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if (BeginTabBar("##RoomTabs")) {
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for (int i = 0; i < active_rooms_.Size; i++) {
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int room_id = active_rooms_[i];
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bool open = true;
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if (BeginTabItem(absl::StrFormat("Room %03X", room_id).c_str(), &open)) {
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DrawRoomTab(room_id);
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EndTabItem();
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}
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if (!open) {
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active_rooms_.erase(active_rooms_.Data + i);
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i--;
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}
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}
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EndTabBar();
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}
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// Column 3: Object Selector (fully delegated)
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TableNextColumn();
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object_selector_.Draw();
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EndTable();
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}
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}
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void DungeonEditorV2::DrawRoomTab(int room_id) {
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if (room_id < 0 || room_id >= static_cast<int>(rooms_.size())) {
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ImGui::Text("Invalid room ID: %d", room_id);
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return;
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}
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// Quick controls
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ImGui::Text("Room %03X", room_id);
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ImGui::SameLine();
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if (ImGui::Button("Load Graphics")) {
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(void)room_loader_.LoadAndRenderRoomGraphics(room_id, rooms_[room_id]);
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}
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ImGui::SameLine();
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if (ImGui::Button("Save")) {
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auto status = rooms_[room_id].SaveObjects();
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if (!status.ok()) {
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ImGui::TextColored(ImVec4(1, 0, 0, 1), "Save failed: %s",
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status.message().data());
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}
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}
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ImGui::Separator();
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// Canvas - fully delegated to DungeonCanvasViewer
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// DungeonCanvasViewer has DrawDungeonCanvas() method
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canvas_viewer_.DrawDungeonCanvas(room_id);
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}
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void DungeonEditorV2::OnRoomSelected(int room_id) {
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current_room_id_ = room_id;
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// Check if already open
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for (int i = 0; i < active_rooms_.Size; i++) {
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if (active_rooms_[i] == room_id) {
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return; // Already open
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}
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}
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// Add new tab
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active_rooms_.push_back(room_id);
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room_selector_.set_active_rooms(active_rooms_);
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}
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} // namespace yaze::editor
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114
src/app/editor/dungeon/dungeon_editor_v2.h
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114
src/app/editor/dungeon/dungeon_editor_v2.h
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@@ -0,0 +1,114 @@
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#ifndef YAZE_APP_EDITOR_DUNGEON_EDITOR_V2_H
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#define YAZE_APP_EDITOR_DUNGEON_EDITOR_V2_H
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#include "absl/status/status.h"
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#include "absl/strings/str_format.h"
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#include "app/editor/editor.h"
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#include "app/gfx/snes_palette.h"
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#include "app/rom.h"
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#include "dungeon_room_selector.h"
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#include "dungeon_canvas_viewer.h"
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#include "dungeon_object_selector.h"
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#include "dungeon_room_loader.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/room_entrance.h"
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#include "imgui/imgui.h"
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namespace yaze {
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namespace editor {
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/**
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* @brief DungeonEditorV2 - Simplified dungeon editor using component delegation
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*
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* This is a drop-in replacement for DungeonEditor that properly delegates
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* to the component system instead of implementing everything inline.
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*
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* Architecture:
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* - DungeonRoomLoader handles ROM data loading
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* - DungeonRoomSelector handles room selection UI
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* - DungeonCanvasViewer handles canvas rendering and display
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* - DungeonObjectSelector handles object selection and preview
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*
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* The editor acts as a coordinator, not an implementer.
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*/
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class DungeonEditorV2 : public Editor {
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public:
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explicit DungeonEditorV2(Rom* rom = nullptr)
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: rom_(rom),
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room_loader_(rom),
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room_selector_(rom),
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canvas_viewer_(rom),
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object_selector_(rom) {
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type_ = EditorType::kDungeon;
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}
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// Editor interface
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void Initialize() override;
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absl::Status Load() override;
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absl::Status Update() override;
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absl::Status Undo() override { return absl::UnimplementedError("Undo"); }
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absl::Status Redo() override { return absl::UnimplementedError("Redo"); }
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absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
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absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
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absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
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absl::Status Find() override { return absl::UnimplementedError("Find"); }
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absl::Status Save() override;
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// ROM management
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void set_rom(Rom* rom) {
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rom_ = rom;
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room_loader_ = DungeonRoomLoader(rom);
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room_selector_.set_rom(rom);
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canvas_viewer_.SetRom(rom);
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object_selector_.SetRom(rom);
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}
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Rom* rom() const { return rom_; }
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// Room management
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void add_room(int room_id) { active_rooms_.push_back(room_id); }
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// ROM state
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bool IsRomLoaded() const override { return rom_ && rom_->is_loaded(); }
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std::string GetRomStatus() const override {
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if (!rom_) return "No ROM loaded";
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if (!rom_->is_loaded()) return "ROM failed to load";
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return absl::StrFormat("ROM loaded: %s", rom_->title());
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}
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private:
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// Simple UI layout
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void DrawLayout();
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void DrawRoomTab(int room_id);
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// Room selection callback
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void OnRoomSelected(int room_id);
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// Data
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Rom* rom_;
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std::array<zelda3::Room, 0x128> rooms_;
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std::array<zelda3::RoomEntrance, 0x8C> entrances_;
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// Active room tabs
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ImVector<int> active_rooms_;
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int current_room_id_ = 0;
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// Palette management
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gfx::SnesPalette current_palette_;
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gfx::PaletteGroup current_palette_group_;
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uint64_t current_palette_id_ = 0;
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uint64_t current_palette_group_id_ = 0;
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// Components - these do all the work
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DungeonRoomLoader room_loader_;
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DungeonRoomSelector room_selector_;
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DungeonCanvasViewer canvas_viewer_;
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DungeonObjectSelector object_selector_;
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bool is_loaded_ = false;
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};
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} // namespace editor
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} // namespace yaze
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#endif // YAZE_APP_EDITOR_DUNGEON_EDITOR_V2_H
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@@ -2,6 +2,7 @@ set(
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YAZE_APP_EDITOR_SRC
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app/editor/editor_manager.cc
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app/editor/dungeon/dungeon_editor.cc
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app/editor/dungeon/dungeon_editor_v2.cc
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app/editor/dungeon/dungeon_room_selector.cc
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app/editor/dungeon/dungeon_canvas_viewer.cc
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app/editor/dungeon/dungeon_object_selector.cc
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@@ -31,6 +32,7 @@ set(
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app/editor/system/extension_manager.cc
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app/editor/system/shortcut_manager.cc
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app/editor/system/popup_manager.cc
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app/editor/system/agent_chat_history_codec.cc
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app/test/test_manager.cc
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app/test/integrated_test_suite.h
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app/test/rom_dependent_test_suite.h
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