Include pipeline header oops lol
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54
src/app/gui/pipeline.h
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54
src/app/gui/pipeline.h
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#ifndef YAZE_APP_CORE_PIPELINE_H
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#define YAZE_APP_CORE_PIPELINE_H
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#include <ImGuiFileDialog/ImGuiFileDialog.h>
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#include <imgui/imgui.h>
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#include <imgui/misc/cpp/imgui_stdlib.h>
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#include <imgui_memory_editor.h>
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#include <functional>
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#include <optional>
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#include "absl/strings/string_view.h"
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#include "app/core/constants.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gui/canvas.h"
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#include "app/rom.h"
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namespace yaze {
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namespace app {
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namespace gui {
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void SelectablePalettePipeline(uint64_t& palette_id, bool& refresh_graphics,
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gfx::SNESPalette& palette);
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void GraphicsBinCanvasPipeline(int width, int height, int tile_size,
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int num_sheets_to_load, int canvas_id,
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bool is_loaded, gfx::BitmapTable& graphics_bin);
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void ButtonPipe(absl::string_view button_text, std::function<void()> callback);
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void BitmapCanvasPipeline(gui::Canvas& canvas, const gfx::Bitmap& bitmap,
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int width, int height, int tile_size, bool is_loaded,
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bool scrollbar, int canvas_id);
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void GraphicsManagerCanvasPipeline(int width, int height, int tile_size,
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int num_sheets, int canvas_id,
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bool is_loaded,
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const gfx::BitmapManager& graphics_manager);
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void BuildAndRenderBitmapPipeline(int width, int height, int depth, Bytes data,
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ROM& z3_rom, gfx::Bitmap& bitmap,
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gfx::SNESPalette& palette);
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void FileDialogPipeline(absl::string_view display_key,
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absl::string_view file_extensions,
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std::optional<absl::string_view> button_text,
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std::function<void()> callback);
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} // namespace core
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} // namespace app
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} // namespace yaze
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#endif
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