refactor: Remove manual object renderer and dungeon renderer from the editor

- Deleted the ManualObjectRenderer and DungeonRenderer classes to streamline the codebase and reduce redundancy.
- Updated DungeonCanvasViewer and DungeonEditorV2 to remove references to the deleted renderers, ensuring proper functionality without them.
- Enhanced the rendering logic in DungeonCanvasViewer to directly handle object rendering and background layers, improving performance and maintainability.
- Added debug logging to track rendering processes and ensure proper graphics loading.
This commit is contained in:
scawful
2025-10-09 15:47:15 -04:00
parent 44800ceccc
commit 9d0b6737cd
21 changed files with 1789 additions and 1077 deletions

View File

@@ -65,17 +65,9 @@ class DungeonCanvasViewer {
}
private:
void RenderObjectInCanvas(const zelda3::RoomObject &object,
const gfx::SnesPalette &palette);
void DisplayObjectInfo(const zelda3::RoomObject &object, int canvas_x,
int canvas_y);
void RenderStairObjects(const zelda3::Room& room,
const gfx::SnesPalette& palette);
void RenderSprites(const zelda3::Room& room);
void RenderChests(const zelda3::Room& room);
void RenderDoorObjects(const zelda3::Room& room);
void RenderWallObjects(const zelda3::Room& room);
void RenderPotObjects(const zelda3::Room& room);
// Coordinate conversion helpers
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;