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