Refactor DungeonEditor to use arrays for rooms and entrances, improving memory management and performance. Remove unused variables and streamline drawing methods for better clarity.
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@@ -47,7 +47,6 @@ absl::Status DungeonEditor::Load() {
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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::Room(/*room_id=*/i));
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rooms_[i] = zelda3::LoadRoomFromRom(rom(), i);
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auto room_size = zelda3::CalculateRoomSize(rom(), i);
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@@ -76,11 +75,11 @@ absl::Status DungeonEditor::Load() {
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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::RoomEntrance(*rom(), i, true));
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entrances_[i] = 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::RoomEntrance(*rom(), i, false));
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entrances_[i + 0x07] = 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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@@ -89,10 +88,6 @@ absl::Status DungeonEditor::Load() {
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gfx::CreatePaletteGroupFromLargePalette(full_palette_))
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graphics_bin_ = GraphicsSheetManager::GetInstance().gfx_sheets();
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// Create a vector of pointers to the current block bitmaps
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for (int block : rooms_[current_room_id_].blocks()) {
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room_gfx_sheets_.emplace_back(&graphics_bin_[block]);
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}
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CalculateUsageStats();
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is_loaded_ = true;
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return absl::OkStatus();
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@@ -489,14 +484,10 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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canvas_.DrawBackground();
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canvas_.DrawContextMenu();
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if (is_loaded_) {
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canvas_.DrawBitmap(gfx::Arena::Get().bg1_bitmap(), 0, 0);
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canvas_.DrawBitmap(gfx::Arena::Get().bg2_bitmap(), 0, 0);
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for (const auto &object : rooms_[room_id].tile_objects_) {
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canvas_.DrawOutline(object.x_, object.y_, object.width_ * 16,
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object.height_ * 16);
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}
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canvas_.DrawBitmap(rooms_[room_id].layer1(), 0, 0);
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}
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canvas_.DrawGrid();
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canvas_.DrawOverlay();
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@@ -504,8 +495,7 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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void DungeonEditor::DrawRoomGraphics() {
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const auto height = 0x40;
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const int num_sheets = 0x10;
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room_gfx_canvas_.DrawBackground(ImVec2(0x100 + 1, num_sheets * height + 1));
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room_gfx_canvas_.DrawBackground();
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room_gfx_canvas_.DrawContextMenu();
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room_gfx_canvas_.DrawTileSelector(32);
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if (is_loaded_) {
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@@ -564,7 +554,6 @@ void DungeonEditor::DrawObjectRenderer() {
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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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object_renderer_.LoadObject(i,
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rooms_[current_room_id_].mutable_blocks());
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Renderer::GetInstance().RenderBitmap(object_renderer_.bitmap());
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@@ -95,7 +95,6 @@ class DungeonEditor : public Editor {
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int background_type_ = kNoBackground;
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int placement_type_ = kNoType;
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int current_object_ = 0;
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bool is_loaded_ = false;
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bool object_loaded_ = false;
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@@ -116,15 +115,14 @@ class DungeonEditor : public Editor {
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gfx::PaletteGroup current_palette_group_;
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gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
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gui::Canvas room_gfx_canvas_;
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gui::Canvas room_gfx_canvas_{"##RoomGfxCanvas",
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ImVec2(0x100 + 1, 0x10 * 0x40 + 1)};
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gui::Canvas object_canvas_;
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gfx::Bitmap room_gfx_bmp_;
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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::Room> rooms_;
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std::vector<zelda3::RoomEntrance> entrances_;
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std::array<zelda3::Room, 0x128> rooms_ = {};
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std::array<zelda3::RoomEntrance, 0x8C> 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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