feat: Introduce card management system for dungeon editor
- Added EditorCardManager to handle registration, visibility, and management of editor cards. - Integrated card shortcuts and dynamic menu sections for improved user experience in the dungeon editor. - Registered multiple dungeon-related cards with associated shortcuts for quick access. - Enhanced DungeonEditorV2 to utilize the new card management system, allowing independent control of editor cards. - Updated UI components to support card-based editors, improving layout and usability.
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@@ -755,36 +755,6 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
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}
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// TEMPORARY: Render all objects as primitives until proper rendering is fixed
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if (current_palette_id_ < current_palette_group_.size()) {
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auto room_palette = current_palette_group_[current_palette_id_];
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// Render regular objects with primitive fallback
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for (const auto& object : room.GetTileObjects()) {
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renderer_.RenderObjectInCanvas(object, room_palette);
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}
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// Test manual rendering for debugging
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if (room.GetTileObjects().size() > 0) {
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const auto& test_object = room.GetTileObjects()[0];
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int canvas_x = test_object.x_ * 8;
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int canvas_y = test_object.y_ * 8;
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printf("[DungeonEditor] Testing manual render for object 0x%04X at (%d,%d)\n",
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test_object.id_, canvas_x, canvas_y);
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printf("[DungeonEditor] Object tiles count: %zu\n", test_object.tiles().size());
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manual_renderer_.RenderSimpleBlock(test_object.id_, canvas_x, canvas_y, room_palette);
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// Debug graphics sheets
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manual_renderer_.DebugGraphicsSheet(0);
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manual_renderer_.DebugGraphicsSheet(1);
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}
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// Test palette rendering
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manual_renderer_.TestPaletteRendering(400, 100);
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}
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// Render sprites as simple 16x16 squares with labels
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// (Sprites are not part of the background buffers)
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renderer_.RenderSprites(rooms_[room_id]);
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