remove dungeon namespace
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@@ -74,7 +74,7 @@ absl::Status DungeonEditor::Initialize() {
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auto dungeon_man_pal_group = rom()->palette_group().dungeon_main;
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for (int i = 0; i < 0x100 + 40; i++) {
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rooms_.emplace_back(zelda3::dungeon::Room(/*room_id=*/i));
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rooms_.emplace_back(zelda3::Room(/*room_id=*/i));
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rooms_[i].LoadHeader();
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rooms_[i].LoadRoomFromROM();
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if (flags()->kDrawDungeonRoomGraphics) {
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@@ -97,11 +97,11 @@ absl::Status DungeonEditor::Initialize() {
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LoadDungeonRoomSize();
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// LoadRoomEntrances
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for (int i = 0; i < 0x07; ++i) {
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entrances_.emplace_back(zelda3::dungeon::RoomEntrance(*rom(), i, true));
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entrances_.emplace_back(zelda3::RoomEntrance(*rom(), i, true));
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}
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for (int i = 0; i < 0x85; ++i) {
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entrances_.emplace_back(zelda3::dungeon::RoomEntrance(*rom(), i, false));
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entrances_.emplace_back(zelda3::RoomEntrance(*rom(), i, false));
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}
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// Load the palette group and palette for the dungeon
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@@ -325,7 +325,7 @@ void DungeonEditor::DrawRoomSelector() {
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BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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int i = 0;
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for (const auto each_room_name : zelda3::dungeon::kRoomNames) {
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for (const auto each_room_name : zelda3::kRoomNames) {
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rom()->resource_label()->SelectableLabelWithNameEdit(
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current_room_id_ == i, "Dungeon Room Names",
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core::UppercaseHexByte(i), each_room_name.data());
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@@ -403,7 +403,7 @@ void DungeonEditor::DrawEntranceSelector() {
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rom()->resource_label()->SelectableLabelWithNameEdit(
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current_entrance_id_ == i, "Dungeon Entrance Names",
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core::UppercaseHexByte(i),
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zelda3::dungeon::kEntranceNames[i].data());
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zelda3::kEntranceNames[i].data());
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if (ImGui::IsItemClicked()) {
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current_entrance_id_ = i;
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@@ -434,12 +434,12 @@ void DungeonEditor::DrawDungeonTabView() {
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for (int n = 0; n < active_rooms_.Size;) {
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bool open = true;
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if (active_rooms_[n] > sizeof(zelda3::dungeon::kRoomNames) / 4) {
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if (active_rooms_[n] > sizeof(zelda3::kRoomNames) / 4) {
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active_rooms_.erase(active_rooms_.Data + n);
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continue;
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}
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if (BeginTabItem(zelda3::dungeon::kRoomNames[active_rooms_[n]].data(),
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if (BeginTabItem(zelda3::kRoomNames[active_rooms_[n]].data(),
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&open, ImGuiTabItemFlags_None)) {
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DrawDungeonCanvas(active_rooms_[n]);
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EndTabItem();
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@@ -549,7 +549,7 @@ void DungeonEditor::DrawObjectRenderer() {
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int selected_object = 0;
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int i = 0;
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for (const auto object_name : zelda3::dungeon::Type1RoomObjectNames) {
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for (const auto object_name : zelda3::Type1RoomObjectNames) {
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if (ImGui::Selectable(object_name.data(), selected_object == i)) {
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selected_object = i;
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current_object_ = i;
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@@ -119,9 +119,9 @@ class DungeonEditor : public Editor,
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std::array<gfx::Bitmap, kNumGfxSheets> graphics_bin_;
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std::vector<gfx::Bitmap*> room_gfx_sheets_;
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std::vector<zelda3::dungeon::Room> rooms_;
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std::vector<zelda3::dungeon::RoomEntrance> entrances_;
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zelda3::dungeon::DungeonObjectRenderer object_renderer_;
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std::vector<zelda3::Room> rooms_;
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std::vector<zelda3::RoomEntrance> entrances_;
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zelda3::DungeonObjectRenderer object_renderer_;
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absl::flat_hash_map<uint16_t, int> spriteset_usage_;
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absl::flat_hash_map<uint16_t, int> blockset_usage_;
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