feat: Add manual object renderer for debugging in dungeon editor
- Introduced ManualObjectRenderer class to facilitate manual rendering of dungeon objects for debugging purposes. - Integrated manual renderer initialization in DungeonEditorV2, allowing for testing and debugging of object rendering. - Added methods for rendering simple blocks, test patterns, and debugging graphics sheets. - Updated dungeon_editor_v2.cc and dungeon_editor_v2.h to include the new manual renderer functionality.
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@@ -14,6 +14,7 @@
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#include "dungeon_object_selector.h"
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#include "dungeon_room_loader.h"
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#include "object_editor_card.h"
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#include "manual_object_renderer.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 "app/gui/editor_layout.h"
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@@ -97,6 +98,9 @@ class DungeonEditorV2 : public Editor {
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void DrawEntrancesListCard();
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void DrawRoomGraphicsCard();
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// Texture processing (critical for rendering)
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void ProcessDeferredTextures();
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// Room selection callback
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void OnRoomSelected(int room_id);
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void OnEntranceSelected(int entrance_id);
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@@ -136,6 +140,7 @@ class DungeonEditorV2 : public Editor {
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gui::DungeonObjectEmulatorPreview object_emulator_preview_;
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gui::PaletteEditorWidget palette_editor_;
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std::unique_ptr<ObjectEditorCard> object_editor_card_; // Unified object editor
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std::unique_ptr<ManualObjectRenderer> manual_renderer_; // Debugging renderer
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bool is_loaded_ = false;
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