cleanup sprite pal and overworld editor
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@@ -335,79 +335,59 @@ void DungeonEditor::DrawRoomSelector() {
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}
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}
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using ImGui::Separator;
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void DungeonEditor::DrawEntranceSelector() {
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if (rom()->is_loaded()) {
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gui::InputHexWord("Entrance ID",
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&entrances_[current_entrance_id_].entrance_id_);
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gui::InputHexWord("Room ID", &entrances_[current_entrance_id_].room_, 50.f,
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true);
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SameLine();
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gui::InputHexByte("Dungeon ID",
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&entrances_[current_entrance_id_].dungeon_id_, 50.f,
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true);
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gui::InputHexByte("Blockset", &entrances_[current_entrance_id_].blockset_,
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50.f, true);
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auto current_entrance = entrances_[current_entrance_id_];
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gui::InputHexWord("Entrance ID", ¤t_entrance.entrance_id_);
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gui::InputHexWord("Room ID", ¤t_entrance.room_, 50.f, true);
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SameLine();
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gui::InputHexByte("Music", &entrances_[current_entrance_id_].music_, 50.f,
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true);
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gui::InputHexByte("Dungeon ID", ¤t_entrance.dungeon_id_, 50.f, true);
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gui::InputHexByte("Blockset", ¤t_entrance.blockset_, 50.f, true);
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SameLine();
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gui::InputHexByte("Floor", &entrances_[current_entrance_id_].floor_);
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ImGui::Separator();
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gui::InputHexWord("Player X ",
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&entrances_[current_entrance_id_].x_position_);
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gui::InputHexByte("Music", ¤t_entrance.music_, 50.f, true);
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SameLine();
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gui::InputHexWord("Player Y ",
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&entrances_[current_entrance_id_].y_position_);
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gui::InputHexByte("Floor", ¤t_entrance.floor_);
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Separator();
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gui::InputHexWord("Camera X",
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&entrances_[current_entrance_id_].camera_trigger_x_);
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gui::InputHexWord("Player X ", ¤t_entrance.x_position_);
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SameLine();
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gui::InputHexWord("Camera Y",
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&entrances_[current_entrance_id_].camera_trigger_y_);
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gui::InputHexWord("Player Y ", ¤t_entrance.y_position_);
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gui::InputHexWord("Scroll X ",
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&entrances_[current_entrance_id_].camera_x_);
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gui::InputHexWord("Camera X", ¤t_entrance.camera_trigger_x_);
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SameLine();
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gui::InputHexWord("Scroll Y ",
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&entrances_[current_entrance_id_].camera_y_);
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gui::InputHexWord("Camera Y", ¤t_entrance.camera_trigger_y_);
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gui::InputHexWord("Exit", &entrances_[current_entrance_id_].exit_, 50.f,
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true);
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gui::InputHexWord("Scroll X ", ¤t_entrance.camera_x_);
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SameLine();
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gui::InputHexWord("Scroll Y ", ¤t_entrance.camera_y_);
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ImGui::Separator();
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gui::InputHexWord("Exit", ¤t_entrance.exit_, 50.f, true);
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Separator();
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Text("Camera Boundaries");
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ImGui::Separator();
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Separator();
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Text("\t\t\t\t\tNorth East South West");
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gui::InputHexByte("Quadrant",
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&entrances_[current_entrance_id_].camera_boundary_qn_,
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50.f, true);
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gui::InputHexByte("Quadrant", ¤t_entrance.camera_boundary_qn_, 50.f,
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true);
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SameLine();
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gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_qe_,
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50.f, true);
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gui::InputHexByte("", ¤t_entrance.camera_boundary_qe_, 50.f, true);
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SameLine();
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gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_qs_,
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50.f, true);
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gui::InputHexByte("", ¤t_entrance.camera_boundary_qs_, 50.f, true);
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SameLine();
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gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_qw_,
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50.f, true);
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gui::InputHexByte("", ¤t_entrance.camera_boundary_qw_, 50.f, true);
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gui::InputHexByte("Full room",
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&entrances_[current_entrance_id_].camera_boundary_fn_,
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50.f, true);
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gui::InputHexByte("Full room", ¤t_entrance.camera_boundary_fn_, 50.f,
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true);
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SameLine();
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gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_fe_,
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50.f, true);
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gui::InputHexByte("", ¤t_entrance.camera_boundary_fe_, 50.f, true);
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SameLine();
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gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_fs_,
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50.f, true);
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gui::InputHexByte("", ¤t_entrance.camera_boundary_fs_, 50.f, true);
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SameLine();
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gui::InputHexByte("", &entrances_[current_entrance_id_].camera_boundary_fw_,
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50.f, true);
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gui::InputHexByte("", ¤t_entrance.camera_boundary_fw_, 50.f, true);
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if (BeginChild("EntranceSelector", ImVec2(0, 0), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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@@ -465,7 +445,7 @@ void DungeonEditor::DrawDungeonTabView() {
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EndTabBar();
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}
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ImGui::Separator();
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Separator();
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}
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void DungeonEditor::DrawDungeonCanvas(int room_id) {
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@@ -504,7 +484,8 @@ 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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room_gfx_canvas_.DrawBackground(ImVec2(0x100 + 1, 0x10 * 0x40 + 1));
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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_.DrawContextMenu();
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room_gfx_canvas_.DrawTileSelector(32);
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if (is_loaded_) {
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