feat: Introduce Layout Override Feature in DungeonCanvasViewer
- Added a new "Layout Override" section in the DungeonCanvasViewer, allowing users to enable or disable layout overrides for dungeon rooms. - Implemented a checkbox to toggle the override and a slider to select the layout ID when enabled. - Removed the previously disabled room layout drawing code to streamline the rendering process. - Updated the layout management to ensure proper handling of layout IDs and visibility settings. - Enhanced the overall user interface for better control over dungeon layout visualization.
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@@ -481,7 +481,6 @@ absl::Status HandleDungeonDescribeRoomCommand(
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room.LoadObjects();
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room.LoadSprites();
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auto dimensions = room.GetLayout().GetDimensions();
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const auto& sprites = room.GetSprites();
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const auto& chests = room.GetChests();
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const auto& stairs = room.GetStairs();
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@@ -537,8 +536,6 @@ absl::Status HandleDungeonDescribeRoomCommand(
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std::cout << absl::StrFormat(" \"name\": \"%s\",\n", room_name);
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std::cout << absl::StrFormat(" \"light\": %s,\n",
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room.IsLight() ? "true" : "false");
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std::cout << absl::StrFormat(" \"layout\": {\"width\": %d, \"height\": %d},\n",
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dimensions.first, dimensions.second);
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std::cout << absl::StrFormat(
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" \"counts\": {\"sprites\": %zu, \"chests\": %zu, \"stairs\": %zu, \"tile_objects\": %zu},\n",
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sprite_count, chest_count, stair_count, object_count);
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@@ -609,10 +606,6 @@ absl::Status HandleDungeonDescribeRoomCommand(
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std::cout << "}\n";
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} else {
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std::cout << absl::StrFormat("🏰 Room 0x%03X — %s\n", room_id, room_name);
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std::cout << absl::StrFormat(
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" Layout: %d×%d tiles | Lighting: %s\n",
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dimensions.first, dimensions.second,
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room.IsLight() ? "light" : "dark");
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std::cout << absl::StrFormat(
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" Sprites: %zu Chests: %zu Stairs: %zu Tile Objects: %zu\n",
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sprite_count, chest_count, stair_count, object_count);
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