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.
This commit is contained in:
scawful
2025-10-15 14:55:49 -04:00
parent 71a573aee4
commit b8ccc2a6cd
10 changed files with 361 additions and 189 deletions

View File

@@ -114,30 +114,44 @@ absl::Status GraphicsEditor::Update() {
player_anims_card.SetDefaultSize(500, 600);
prototype_card.SetDefaultSize(600, 500);
// Get visibility flags from card manager and pass to Begin()
// Always call End() after Begin() - End() handles ImGui state safely
if (sheet_editor_card.Begin(card_registry->GetVisibilityFlag("graphics.sheet_editor"))) {
status_ = UpdateGfxEdit();
}
sheet_editor_card.End();
if (sheet_browser_card.Begin(card_registry->GetVisibilityFlag("graphics.sheet_browser"))) {
if (asset_browser_.Initialized == false) {
asset_browser_.Initialize(gfx::Arena::Get().gfx_sheets());
// Sheet Editor Card - Check visibility flag exists and is true before rendering
bool* sheet_editor_visible = card_registry->GetVisibilityFlag("graphics.sheet_editor");
if (sheet_editor_visible && *sheet_editor_visible) {
if (sheet_editor_card.Begin(sheet_editor_visible)) {
status_ = UpdateGfxEdit();
}
asset_browser_.Draw(gfx::Arena::Get().gfx_sheets());
sheet_editor_card.End();
}
sheet_browser_card.End();
if (player_anims_card.Begin(card_registry->GetVisibilityFlag("graphics.player_animations"))) {
status_ = UpdateLinkGfxView();
// Sheet Browser Card - Check visibility flag exists and is true before rendering
bool* sheet_browser_visible = card_registry->GetVisibilityFlag("graphics.sheet_browser");
if (sheet_browser_visible && *sheet_browser_visible) {
if (sheet_browser_card.Begin(sheet_browser_visible)) {
if (asset_browser_.Initialized == false) {
asset_browser_.Initialize(gfx::Arena::Get().gfx_sheets());
}
asset_browser_.Draw(gfx::Arena::Get().gfx_sheets());
}
sheet_browser_card.End();
}
player_anims_card.End();
if (prototype_card.Begin(card_registry->GetVisibilityFlag("graphics.prototype_viewer"))) {
status_ = UpdateScadView();
// Player Animations Card - Check visibility flag exists and is true before rendering
bool* player_anims_visible = card_registry->GetVisibilityFlag("graphics.player_animations");
if (player_anims_visible && *player_anims_visible) {
if (player_anims_card.Begin(player_anims_visible)) {
status_ = UpdateLinkGfxView();
}
player_anims_card.End();
}
// Prototype Viewer Card - Check visibility flag exists and is true before rendering
bool* prototype_visible = card_registry->GetVisibilityFlag("graphics.prototype_viewer");
if (prototype_visible && *prototype_visible) {
if (prototype_card.Begin(prototype_visible)) {
status_ = UpdateScadView();
}
prototype_card.End();
}
prototype_card.End();
CLEAR_AND_RETURN_STATUS(status_)
return absl::OkStatus();

View File

@@ -122,32 +122,50 @@ absl::Status ScreenEditor::Update() {
title_screen_card.SetDefaultSize(600, 500);
naming_screen_card.SetDefaultSize(500, 400);
// Get visibility flags from card manager and pass to Begin()
// Always call End() after Begin() - End() handles ImGui state safely
if (dungeon_maps_card.Begin(card_registry->GetVisibilityFlag("screen.dungeon_maps"))) {
DrawDungeonMapsEditor();
// Dungeon Maps Card - Check visibility flag exists and is true before rendering
bool* dungeon_maps_visible = card_registry->GetVisibilityFlag("screen.dungeon_maps");
if (dungeon_maps_visible && *dungeon_maps_visible) {
if (dungeon_maps_card.Begin(dungeon_maps_visible)) {
DrawDungeonMapsEditor();
}
dungeon_maps_card.End();
}
dungeon_maps_card.End();
if (inventory_menu_card.Begin(card_registry->GetVisibilityFlag("screen.inventory_menu"))) {
DrawInventoryMenuEditor();
// Inventory Menu Card - Check visibility flag exists and is true before rendering
bool* inventory_menu_visible = card_registry->GetVisibilityFlag("screen.inventory_menu");
if (inventory_menu_visible && *inventory_menu_visible) {
if (inventory_menu_card.Begin(inventory_menu_visible)) {
DrawInventoryMenuEditor();
}
inventory_menu_card.End();
}
inventory_menu_card.End();
if (overworld_map_card.Begin(card_registry->GetVisibilityFlag("screen.overworld_map"))) {
DrawOverworldMapEditor();
// Overworld Map Card - Check visibility flag exists and is true before rendering
bool* overworld_map_visible = card_registry->GetVisibilityFlag("screen.overworld_map");
if (overworld_map_visible && *overworld_map_visible) {
if (overworld_map_card.Begin(overworld_map_visible)) {
DrawOverworldMapEditor();
}
overworld_map_card.End();
}
overworld_map_card.End();
if (title_screen_card.Begin(card_registry->GetVisibilityFlag("screen.title_screen"))) {
DrawTitleScreenEditor();
// Title Screen Card - Check visibility flag exists and is true before rendering
bool* title_screen_visible = card_registry->GetVisibilityFlag("screen.title_screen");
if (title_screen_visible && *title_screen_visible) {
if (title_screen_card.Begin(title_screen_visible)) {
DrawTitleScreenEditor();
}
title_screen_card.End();
}
title_screen_card.End();
if (naming_screen_card.Begin(card_registry->GetVisibilityFlag("screen.naming_screen"))) {
DrawNamingScreenEditor();
// Naming Screen Card - Check visibility flag exists and is true before rendering
bool* naming_screen_visible = card_registry->GetVisibilityFlag("screen.naming_screen");
if (naming_screen_visible && *naming_screen_visible) {
if (naming_screen_card.Begin(naming_screen_visible)) {
DrawNamingScreenEditor();
}
naming_screen_card.End();
}
naming_screen_card.End();
return status_;
}