backend-infra-engineer: Pre-0.2.2 2024 Q3 snapshot
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src/app/editor/graphics/screen_editor.h
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106
src/app/editor/graphics/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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#include "imgui/imgui.h"
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#include <array>
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#include "absl/status/status.h"
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#include "app/core/constants.h"
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#include "app/editor/utils/editor.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/gfx/snes_tile.h"
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#include "app/gfx/tilesheet.h"
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#include "app/gui/canvas.h"
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#include "app/gui/color.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/screen/dungeon_map.h"
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#include "app/zelda3/screen/inventory.h"
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namespace yaze {
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namespace app {
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namespace editor {
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/**
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* @brief The ScreenEditor class allows the user to edit a variety of screens in
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* the game or create a custom menu.
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*
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* This class is currently a work in progress (WIP) and provides functionality
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* for updating the screens, saving dungeon maps, drawing different types of
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* screens, loading dungeon maps, and managing various properties related to the
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* editor.
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*
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* The screens that can be edited include the title screen, naming screen,
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* overworld map, inventory menu, and more.
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*
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* The class inherits from the SharedRom class.
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*/
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class ScreenEditor : public SharedRom, public Editor {
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public:
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ScreenEditor() {
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screen_canvas_.SetCanvasSize(ImVec2(512, 512));
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type_ = EditorType::kScreen;
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}
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absl::Status Update() override;
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absl::Status Undo() override { return absl::UnimplementedError("Undo"); }
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absl::Status Redo() override { return absl::UnimplementedError("Redo"); }
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absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
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absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
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absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
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absl::Status Find() override { return absl::UnimplementedError("Find"); }
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absl::Status SaveDungeonMaps();
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private:
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void DrawTitleScreenEditor();
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void DrawNamingScreenEditor();
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void DrawOverworldMapEditor();
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void DrawInventoryMenuEditor();
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void DrawToolset();
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void DrawInventoryToolset();
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absl::Status LoadDungeonMaps();
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absl::Status LoadDungeonMapTile16();
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void DrawDungeonMapsTabs();
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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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int selected_tile16_ = 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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bool copy_button_pressed = false;
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bool paste_button_pressed = false;
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Bytes all_gfx_;
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zelda3::screen::Inventory inventory_;
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gfx::SnesPalette palette_;
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gui::Canvas screen_canvas_;
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gui::Canvas tilesheet_canvas_;
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gui::Canvas tilemap_canvas_;
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gfx::BitmapTable sheets_;
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gfx::Tilesheet tile16_sheet_;
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absl::Status status_;
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};
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} // namespace editor
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} // namespace app
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} // namespace yaze
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#endif
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