Proliferate use of SharedROM
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@@ -1,6 +1,13 @@
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#include "dungeon_editor.h"
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#include <imgui/imgui.h>
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#include "app/core/common.h"
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#include "app/gui/canvas.h"
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#include "app/gui/icons.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/room_names.h"
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#include "zelda3/dungeon/room.h"
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namespace yaze {
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namespace app {
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@@ -10,13 +17,27 @@ void DungeonEditor::Update() {
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DrawToolset();
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ImGui::Separator();
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if (ImGui::BeginTable("#DungeonEditTable", 2, toolset_table_flags_,
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if (ImGui::BeginTable("#DungeonEditTable", 3, toolset_table_flags_,
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ImVec2(0, 0))) {
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ImGui::TableSetupColumn("Room Selector");
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ImGui::TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
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ImGui::GetContentRegionAvail().x);
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ImGui::TableSetupColumn("Object Selector");
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ImGui::TableHeadersRow();
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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if (rom()->isLoaded()) {
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if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)9);
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ImGui::BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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for (const auto each_room_name : zelda3::dungeon::kRoomNames) {
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ImGui::Button(each_room_name.data());
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}
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}
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ImGui::EndChild();
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}
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ImGui::TableNextColumn();
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DrawDungeonCanvas();
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ImGui::TableNextColumn();
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