chore: Refactor screen editor to improve code organization and remove unnecessary includes

This commit is contained in:
scawful
2024-08-21 00:12:21 -04:00
parent 3b5e4cd791
commit 4e908d0f26

View File

@@ -1,8 +1,6 @@
#ifndef YAZE_APP_EDITOR_SCREEN_EDITOR_H
#define YAZE_APP_EDITOR_SCREEN_EDITOR_H
#include "imgui/imgui.h"
#include <array>
#include "absl/status/status.h"
@@ -18,6 +16,7 @@
#include "app/rom.h"
#include "app/zelda3/screen/dungeon_map.h"
#include "app/zelda3/screen/inventory.h"
#include "imgui/imgui.h"
namespace yaze {
namespace app {
@@ -69,34 +68,34 @@ class ScreenEditor : public SharedRom, public Editor {
void DrawDungeonMapsTabs();
void DrawDungeonMapsEditor();
std::vector<zelda3::screen::DungeonMap> dungeon_maps_;
std::vector<std::vector<std::array<std::string, 25>>> dungeon_map_labels_;
std::unordered_map<int, gfx::Bitmap> tile16_individual_;
bool dungeon_maps_loaded_ = false;
uint8_t selected_room = 0;
uint8_t boss_room = 0;
int selected_tile16_ = 0;
int selected_dungeon = 0;
uint8_t selected_room = 0;
uint8_t boss_room = 0;
int floor_number = 1;
bool copy_button_pressed = false;
bool paste_button_pressed = false;
std::vector<uint8_t> all_gfx_;
zelda3::screen::Inventory inventory_;
std::unordered_map<int, gfx::Bitmap> tile16_individual_;
std::vector<zelda3::screen::DungeonMap> dungeon_maps_;
std::vector<std::vector<std::array<std::string, 25>>> dungeon_map_labels_;
absl::Status status_;
gfx::SnesPalette palette_;
gfx::BitmapTable sheets_;
gfx::Tilesheet tile16_sheet_;
gui::Canvas screen_canvas_;
gui::Canvas tilesheet_canvas_;
gui::Canvas tilemap_canvas_;
gfx::BitmapTable sheets_;
gfx::Tilesheet tile16_sheet_;
absl::Status status_;
zelda3::screen::Inventory inventory_;
};
} // namespace editor