refactor(editor): improve card visibility checks across various editors
- Updated multiple editor components to check visibility flags before rendering cards, ensuring that only visible cards are displayed. - Refactored card rendering logic in GraphicsEditor, ScreenEditor, MessageEditor, MusicEditor, SpriteEditor, and Emulator to enhance user experience and performance. - Improved maintainability by centralizing visibility checks and ensuring consistent behavior across different editor types. Benefits: - Streamlines the rendering process, leading to a more efficient UI experience. - Enhances code clarity and maintainability by standardizing visibility handling across editors.
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@@ -1423,6 +1423,8 @@ absl::Status EditorManager::LoadAssets() {
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emulator_.set_renderer(renderer_);
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}
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// Initialize all editors - this registers their cards with EditorCardRegistry
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// and sets up any editor-specific resources. Must be called before Load().
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current_editor_set_->overworld_editor_.Initialize();
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current_editor_set_->message_editor_.Initialize();
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current_editor_set_->graphics_editor_.Initialize();
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@@ -1430,6 +1432,8 @@ absl::Status EditorManager::LoadAssets() {
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current_editor_set_->sprite_editor_.Initialize();
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current_editor_set_->palette_editor_.Initialize();
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current_editor_set_->assembly_editor_.Initialize();
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current_editor_set_->music_editor_.Initialize();
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current_editor_set_->settings_editor_.Initialize(); // Initialize settings editor to register System cards
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// Initialize the dungeon editor with the renderer
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current_editor_set_->dungeon_editor_.Initialize(renderer_, current_rom_);
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ASSIGN_OR_RETURN(*gfx::Arena::Get().mutable_gfx_sheets(),
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