refactor: Migrate DungeonEditor to V2 and update related components
- Replaced the deprecated DungeonEditor with DungeonEditorV2, implementing a card-based architecture for improved UI management. - Updated CMakeLists.txt to reflect changes in source file organization, including renaming dungeon_editor files to their V2 counterparts. - Refactored DungeonCanvasViewer to support per-room layer visibility settings and updated related methods for rendering and layer management. - Enhanced testing framework to accommodate the new DungeonEditorV2 structure, including updates to smoke tests and integration tests. - Removed legacy dungeon_editor files to streamline the codebase and prevent confusion with the new implementation.
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@@ -24,7 +24,8 @@ void DungeonEditorV2::Initialize(gfx::IRenderer* renderer, Rom* rom) {
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// Setup docking class for room windows
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room_window_class_.ClassId = ImGui::GetID("DungeonRoomClass");
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room_window_class_.DockingAllowUnclassed = false; // Room windows dock together
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room_window_class_.DockingAllowUnclassed = true; // Room windows can dock with anything
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room_window_class_.DockingAlwaysTabBar = true; // Always show tabs when multiple rooms
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// Register all cards with the card manager (done once during initialization)
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auto& card_manager = gui::EditorCardManager::Get();
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