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