Refactor window management and renderer integration for improved structure
- Replaced platform backend references with a dedicated Window class for better encapsulation of window and audio device management. - Updated various files to include the new window header, enhancing clarity and reducing dependencies on the platform backend. - Removed obsolete platform backend code to streamline the codebase and improve maintainability. - Refactored controller and editor classes to utilize the new window management system, ensuring consistent handling of window creation and rendering.
This commit is contained in:
@@ -2,15 +2,9 @@
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#include <SDL.h>
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#include <filesystem>
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#include <memory>
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#include "absl/status/status.h"
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#include "absl/strings/str_format.h"
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#include "app/core/platform/file_dialog.h"
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#include "app/core/platform/font_loader.h"
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#include "app/core/window.h"
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#include "app/editor/editor_manager.h"
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#include "app/gui/style.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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#include "imgui/imgui.h"
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@@ -18,39 +12,10 @@
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namespace yaze {
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namespace core {
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namespace {
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// Helper function to draw the main window without docking enabled
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// Should be followed by ImGui::End() to close the window
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void DrawBasicWindow() {
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constexpr ImGuiWindowFlags kMainEditorFlags =
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ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse |
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ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_MenuBar |
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ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoTitleBar;
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const ImGuiIO &io = ImGui::GetIO();
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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ImGui::SetNextWindowPos(gui::kZeroPos);
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ImVec2 dimensions(io.DisplaySize.x, io.DisplaySize.y);
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ImGui::SetNextWindowSize(dimensions, ImGuiCond_Always);
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if (!ImGui::Begin("##YazeMain", nullptr, kMainEditorFlags)) {
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ImGui::End();
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}
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}
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} // namespace
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absl::Status Controller::OnEntry(std::string filename) {
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RETURN_IF_ERROR(CreateWindow())
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RETURN_IF_ERROR(CreateRenderer())
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RETURN_IF_ERROR(CreateGuiContext())
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backend_.init_audio();
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// cast to Sdl2backend to access audio buffer and device
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auto &sdl2_backend = static_cast<Sdl2Backend &>(backend_);
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editor_manager_.emulator().set_audio_buffer(
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sdl2_backend.audio_buffer().get());
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editor_manager_.emulator().set_audio_device_id(sdl2_backend.audio_device());
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RETURN_IF_ERROR(CreateWindow(window_, SDL_WINDOW_RESIZABLE));
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editor_manager_.emulator().set_audio_buffer(window_.audio_buffer_.get());
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editor_manager_.emulator().set_audio_device_id(window_.audio_device_);
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Initialize(filename);
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return absl::OkStatus();
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}
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@@ -156,96 +121,7 @@ void Controller::DoRender() const {
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}
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void Controller::OnExit() {
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backend_.shutdown_audio();
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_Quit();
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}
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absl::Status Controller::CreateWindow() {
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auto sdl_flags = SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER;
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if (SDL_Init(sdl_flags) != 0) {
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return absl::InternalError(
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absl::StrFormat("SDL_Init: %s\n", SDL_GetError()));
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}
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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int screen_width = display_mode.w * 0.8;
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int screen_height = display_mode.h * 0.8;
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window_ = std::unique_ptr<SDL_Window, core::SDL_Deleter>(
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SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
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SDL_WINDOWPOS_UNDEFINED, // initial x position
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SDL_WINDOWPOS_UNDEFINED, // initial y position
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screen_width, // width, in pixels
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screen_height, // height, in pixels
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SDL_WINDOW_RESIZABLE),
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core::SDL_Deleter());
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if (window_ == nullptr) {
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return absl::InternalError(
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absl::StrFormat("SDL_CreateWindow: %s\n", SDL_GetError()));
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}
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return absl::OkStatus();
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}
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absl::Status Controller::CreateRenderer() {
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return Renderer::Get().CreateRenderer(window_.get());
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}
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absl::Status Controller::CreateGuiContext() {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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// Initialize ImGui based on the backend
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ImGui_ImplSDL2_InitForSDLRenderer(window_.get(),
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Renderer::Get().renderer());
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ImGui_ImplSDLRenderer2_Init(Renderer::Get().renderer());
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RETURN_IF_ERROR(LoadPackageFonts());
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// Set the default style
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gui::ColorsYaze();
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// Build a new ImGui frame
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backend_.new_frame();
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return absl::OkStatus();
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}
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absl::Status Controller::LoadConfigFiles() {
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// Create and load a dotfile for the application
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// This will store the user's preferences and settings
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std::string config_directory = GetConfigDirectory();
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// Create the directory if it doesn't exist
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if (!std::filesystem::exists(config_directory)) {
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if (!std::filesystem::create_directory(config_directory)) {
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return absl::InternalError(absl::StrFormat(
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"Failed to create config directory %s", config_directory));
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}
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}
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// Check if the config file exists
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std::string config_file = config_directory + "yaze.cfg";
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if (!std::filesystem::exists(config_file)) {
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// Create the file if it doesn't exist
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std::ofstream file(config_file);
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if (!file.is_open()) {
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return absl::InternalError(
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absl::StrFormat("Failed to create config file %s", config_file));
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}
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file.close();
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}
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return absl::OkStatus();
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PRINT_IF_ERROR(ShutdownWindow(window_));
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}
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} // namespace core
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@@ -6,7 +6,7 @@
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#include <memory>
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#include "absl/status/status.h"
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#include "app/core/platform/backend.h"
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#include "app/core/window.h"
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#include "app/editor/editor_manager.h"
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int main(int argc, char **argv);
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@@ -30,12 +30,7 @@ class Controller {
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void DoRender() const;
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void OnExit();
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absl::Status CreateWindow();
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absl::Status CreateRenderer();
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absl::Status CreateGuiContext();
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absl::Status LoadConfigFiles();
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auto window() -> SDL_Window * { return window_.get(); }
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auto window() -> SDL_Window * { return window_.window_.get(); }
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void set_active(bool active) { active_ = active; }
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auto active() const { return active_; }
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@@ -43,9 +38,8 @@ class Controller {
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friend int ::main(int argc, char **argv);
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bool active_ = false;
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core::Window window_;
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editor::EditorManager editor_manager_;
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std::shared_ptr<SDL_Window> window_;
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core::PlatformBackend<Sdl2Backend> backend_;
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};
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} // namespace core
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@@ -3,6 +3,7 @@ set(
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app/core/controller.cc
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app/emu/emulator.cc
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app/core/project.cc
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app/core/window.cc
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)
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if (WIN32 OR MINGW OR UNIX AND NOT APPLE)
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@@ -1,125 +0,0 @@
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#ifndef YAZE_APP_CORE_PLATFORM_BACKEND_H
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#define YAZE_APP_CORE_PLATFORM_BACKEND_H
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#include <SDL.h>
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#include <memory>
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#include <stdexcept>
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#include "app/core/platform/renderer.h"
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#include "app/core/platform/sdl_deleter.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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namespace yaze {
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namespace core {
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template <typename Derived>
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class PlatformBackend {
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public:
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PlatformBackend() = default;
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~PlatformBackend() = default;
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void init() { static_cast<Derived *>(this)->init(); }
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void init_audio() { static_cast<Derived *>(this)->init_audio(); }
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void shutdown_audio() { static_cast<Derived *>(this)->shutdown_audio(); }
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void shutdown() { static_cast<Derived *>(this)->shutdown(); }
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void new_frame() { static_cast<Derived *>(this)->new_frame(); }
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void render() { static_cast<Derived *>(this)->render(); }
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};
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class Sdl2Backend : public PlatformBackend<Sdl2Backend> {
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public:
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Sdl2Backend() = default;
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~Sdl2Backend() = default;
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void init() {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
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0) {
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throw std::runtime_error("Failed to initialize SDL2");
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}
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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int screen_width = display_mode.w * 0.8;
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int screen_height = display_mode.h * 0.8;
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window = std::unique_ptr<SDL_Window, core::SDL_Deleter>(
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SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
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SDL_WINDOWPOS_UNDEFINED, // initial x position
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SDL_WINDOWPOS_UNDEFINED, // initial y position
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screen_width, // width, in pixels
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screen_height, // height, in pixels
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SDL_WINDOW_RESIZABLE),
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core::SDL_Deleter());
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if (!window) {
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throw std::runtime_error("Failed to create window");
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}
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if (!Renderer::Get().CreateRenderer(window.get()).ok()) {
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throw std::runtime_error("Failed to create renderer");
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}
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ImGui_ImplSDL2_InitForSDLRenderer(window.get(),
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Renderer::Get().renderer());
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ImGui_ImplSDLRenderer2_Init(Renderer::Get().renderer());
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}
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void init_audio() {
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const int audio_frequency = 48000;
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SDL_AudioSpec want, have;
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SDL_memset(&want, 0, sizeof(want));
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want.freq = audio_frequency;
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want.format = AUDIO_S16;
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want.channels = 2;
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want.samples = 2048;
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want.callback = NULL; // Uses the queue
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audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
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if (audio_device_ == 0) {
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throw std::runtime_error(
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absl::StrFormat("Failed to open audio: %s\n", SDL_GetError()));
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}
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audio_buffer_ = std::make_shared<int16_t>(audio_frequency / 50 * 4);
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SDL_PauseAudioDevice(audio_device_, 0);
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}
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void shutdown_audio() {
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SDL_PauseAudioDevice(audio_device_, 1);
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SDL_CloseAudioDevice(audio_device_);
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}
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void shutdown() {
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ImGui_ImplSDL2_Shutdown();
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ImGui_ImplSDLRenderer2_Shutdown();
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SDL_DestroyRenderer(Renderer::Get().renderer());
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SDL_DestroyWindow(window.get());
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SDL_Quit();
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}
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void new_frame() {
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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}
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void render() {
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ImGui::Render();
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SDL_RenderClear(Renderer::Get().renderer());
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(),
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Renderer::Get().renderer());
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SDL_RenderPresent(Renderer::Get().renderer());
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}
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auto window_ptr() -> SDL_Window * { return window.get(); }
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auto audio_device() -> SDL_AudioDeviceID { return audio_device_; }
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auto audio_buffer() -> std::shared_ptr<int16_t> { return audio_buffer_; }
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private:
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SDL_AudioDeviceID audio_device_;
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std::shared_ptr<int16_t> audio_buffer_;
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std::unique_ptr<SDL_Window, SDL_Deleter> window;
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};
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} // namespace core
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} // namespace yaze
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#endif // YAZE_APP_CORE_PLATFORM_BACKEND_H
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@@ -1,78 +0,0 @@
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#ifndef YAZE_APP_CORE_PLATFORM_MEMORY_TRACKER_H
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#define YAZE_APP_CORE_PLATFORM_MEMORY_TRACKER_H
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#include <SDL.h>
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#include <cstddef>
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#include <mutex>
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#include <string>
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#include <unordered_map>
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namespace yaze {
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namespace core {
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class MemoryTracker {
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public:
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static MemoryTracker& GetInstance() {
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static MemoryTracker instance;
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return instance;
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}
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void TrackAllocation(const void* ptr, size_t size, const char* type) {
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std::lock_guard<std::mutex> lock(mutex_);
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allocations_[ptr] = {size, type};
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total_allocated_ += size;
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}
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void TrackDeallocation(const void* ptr) {
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std::lock_guard<std::mutex> lock(mutex_);
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auto it = allocations_.find(ptr);
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if (it != allocations_.end()) {
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total_allocated_ -= it->second.size;
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allocations_.erase(it);
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}
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}
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size_t GetTotalAllocated() const {
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std::lock_guard<std::mutex> lock(mutex_);
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return total_allocated_;
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}
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void DumpAllocations() const {
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std::lock_guard<std::mutex> lock(mutex_);
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SDL_Log("Memory allocations: %zu bytes in %zu allocations",
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total_allocated_, allocations_.size());
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std::unordered_map<std::string, size_t> type_counts;
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for (const auto& pair : allocations_) {
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type_counts[pair.second.type] += pair.second.size;
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}
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for (const auto& pair : type_counts) {
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SDL_Log(" %s: %zu bytes", pair.first.c_str(), pair.second);
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}
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}
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// Check if the memory was freed by another reference
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bool IsFreed(const void* ptr) const {
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std::lock_guard<std::mutex> lock(mutex_);
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return allocations_.find(ptr) == allocations_.end();
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}
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private:
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MemoryTracker() = default;
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struct AllocationInfo {
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size_t size;
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const char* type;
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};
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std::unordered_map<const void*, AllocationInfo> allocations_;
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size_t total_allocated_ = 0;
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mutable std::mutex mutex_;
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};
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} // namespace core
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} // namespace yaze
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#endif // YAZE_APP_CORE_PLATFORM_MEMORY_TRACKER_H
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87
src/app/core/window.cc
Normal file
87
src/app/core/window.cc
Normal file
@@ -0,0 +1,87 @@
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#include "app/core/window.h"
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#include "absl/status/status.h"
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#include "absl/strings/str_format.h"
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#include "app/core/platform/font_loader.h"
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#include "app/core/platform/sdl_deleter.h"
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#include "app/gui/style.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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#include "imgui/imgui.h"
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namespace yaze {
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namespace core {
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absl::Status CreateWindow(Window& window, int flags) {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER) != 0) {
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return absl::InternalError(
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absl::StrFormat("SDL_Init: %s\n", SDL_GetError()));
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}
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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int screen_width = display_mode.w * 0.8;
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int screen_height = display_mode.h * 0.8;
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window.window_ = std::unique_ptr<SDL_Window, SDL_Deleter>(
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SDL_CreateWindow("Yet Another Zelda3 Editor", SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, screen_width, screen_height,
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flags),
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SDL_Deleter());
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if (window.window_ == nullptr) {
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return absl::InternalError(
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absl::StrFormat("SDL_CreateWindow: %s\n", SDL_GetError()));
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}
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RETURN_IF_ERROR(Renderer::Get().CreateRenderer(window.window_.get()));
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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ImGui_ImplSDL2_InitForSDLRenderer(window.window_.get(),
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Renderer::Get().renderer());
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ImGui_ImplSDLRenderer2_Init(Renderer::Get().renderer());
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RETURN_IF_ERROR(LoadPackageFonts());
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gui::ColorsYaze();
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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const int audio_frequency = 48000;
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SDL_AudioSpec want, have;
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SDL_memset(&want, 0, sizeof(want));
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want.freq = audio_frequency;
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want.format = AUDIO_S16;
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want.channels = 2;
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want.samples = 2048;
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want.callback = NULL; // Uses the queue
|
||||
window.audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
|
||||
if (window.audio_device_ == 0) {
|
||||
throw std::runtime_error(
|
||||
absl::StrFormat("Failed to open audio: %s\n", SDL_GetError()));
|
||||
}
|
||||
window.audio_buffer_ = std::make_shared<int16_t>(audio_frequency / 50 * 4);
|
||||
SDL_PauseAudioDevice(window.audio_device_, 0);
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
absl::Status ShutdownWindow(Window& window) {
|
||||
SDL_PauseAudioDevice(window.audio_device_, 1);
|
||||
SDL_CloseAudioDevice(window.audio_device_);
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui_ImplSDLRenderer2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
SDL_DestroyRenderer(Renderer::Get().renderer());
|
||||
SDL_DestroyWindow(window.window_.get());
|
||||
SDL_Quit();
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
} // namespace core
|
||||
} // namespace yaze
|
||||
@@ -1,5 +1,5 @@
|
||||
#ifndef YAZE_APP_CORE_PLATFORM_RENDERER_H
|
||||
#define YAZE_APP_CORE_PLATFORM_RENDERER_H
|
||||
#ifndef YAZE_CORE_WINDOW_H_
|
||||
#define YAZE_CORE_WINDOW_H_
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
@@ -13,6 +13,16 @@
|
||||
namespace yaze {
|
||||
namespace core {
|
||||
|
||||
struct Window {
|
||||
std::shared_ptr<SDL_Window> window_;
|
||||
SDL_AudioDeviceID audio_device_;
|
||||
std::shared_ptr<int16_t> audio_buffer_;
|
||||
};
|
||||
|
||||
absl::Status CreateWindow(Window &window, int flags);
|
||||
|
||||
absl::Status ShutdownWindow(Window &window);
|
||||
|
||||
/**
|
||||
* @class Renderer
|
||||
* @brief The Renderer class represents the renderer for the Yaze application.
|
||||
@@ -76,5 +86,4 @@ class Renderer {
|
||||
|
||||
} // namespace core
|
||||
} // namespace yaze
|
||||
|
||||
#endif
|
||||
#endif // YAZE_CORE_WINDOW_H_
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "dungeon_editor.h"
|
||||
|
||||
#include "absl/container/flat_hash_map.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/arena.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gui/canvas.h"
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "absl/strings/str_cat.h"
|
||||
#include "app/core/platform/clipboard.h"
|
||||
#include "app/core/platform/file_dialog.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/arena.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
#include "app/gfx/compression.h"
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "absl/strings/str_format.h"
|
||||
#include "absl/strings/string_view.h"
|
||||
#include "app/core/platform/file_dialog.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/arena.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
#include "app/gfx/snes_tile.h"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#include "absl/status/status.h"
|
||||
#include "absl/strings/str_cat.h"
|
||||
#include "absl/strings/str_format.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gfx/snes_tile.h"
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "absl/strings/str_format.h"
|
||||
#include "app/core/features.h"
|
||||
#include "app/core/platform/clipboard.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/editor/graphics/palette_editor.h"
|
||||
#include "app/editor/overworld/entity.h"
|
||||
#include "app/gfx/arena.h"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
#include "absl/status/status.h"
|
||||
#include "app/core/platform/file_dialog.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gui/canvas.h"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
#include <cmath>
|
||||
#include <string>
|
||||
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
#include "app/gui/color.h"
|
||||
#include "app/gui/input.h"
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
#include "absl/strings/str_cat.h"
|
||||
#include "absl/strings/string_view.h"
|
||||
#include "app/core/features.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/compression.h"
|
||||
#include "app/gfx/snes_color.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include "absl/strings/str_cat.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/arena.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/snes.h"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include "app/core/platform/file_dialog.h"
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
#include "app/gfx/snes_tile.h"
|
||||
#include "app/gfx/tilemap.h"
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "inventory.h"
|
||||
|
||||
#include "app/core/platform/renderer.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
#include "app/gfx/snes_tile.h"
|
||||
#include "app/rom.h"
|
||||
|
||||
Reference in New Issue
Block a user