Add Comprehensive Dungeon Editor Design Plan
- Introduced a detailed design plan document for the Yaze Dungeon Editor, outlining the current architecture, main components, and core systems. - Documented identified issues and applied fixes, including crash prevention and UI simplification, along with a roadmap for future development phases. - Enhanced clarity on the implementation guidelines, testing strategies, and performance considerations to support ongoing development efforts. - Established a structured approach for new developers to understand the codebase and contribute effectively to the project.
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@@ -22,11 +22,16 @@ class DungeonObjectSelector {
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void DrawTileSelector();
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void DrawObjectRenderer();
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void DrawIntegratedEditingPanels();
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void Draw();
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void set_rom(Rom* rom) {
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rom_ = rom;
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object_renderer_.SetROM(rom);
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}
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void SetRom(Rom* rom) {
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rom_ = rom;
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object_renderer_.SetROM(rom);
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}
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Rom* rom() const { return rom_; }
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// Editor system access
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@@ -43,6 +48,8 @@ class DungeonObjectSelector {
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// Palette access
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void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
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void SetCurrentPaletteGroup(const gfx::PaletteGroup& palette_group) { current_palette_group_ = palette_group; }
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void SetCurrentPaletteId(uint64_t palette_id) { current_palette_id_ = palette_id; }
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private:
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void DrawRoomGraphics();
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@@ -69,6 +76,8 @@ class DungeonObjectSelector {
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// Palette data
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uint64_t current_palette_group_id_ = 0;
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uint64_t current_palette_id_ = 0;
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gfx::PaletteGroup current_palette_group_;
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// Object preview system
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zelda3::RoomObject preview_object_{0, 0, 0, 0, 0};
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