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

@@ -14,7 +14,6 @@
#include "dungeon_object_selector.h"
#include "dungeon_room_loader.h"
#include "object_editor_card.h"
#include "manual_object_renderer.h"
#include "app/gui/editor_card_manager.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_entrance.h"
@@ -146,7 +145,6 @@ class DungeonEditorV2 : public Editor {
gui::DungeonObjectEmulatorPreview object_emulator_preview_;
gui::PaletteEditorWidget palette_editor_;
std::unique_ptr<ObjectEditorCard> object_editor_card_; // Unified object editor
std::unique_ptr<ManualObjectRenderer> manual_renderer_; // Debugging renderer
bool is_loaded_ = false;