housekeeping, accessors, gui, etc
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@@ -14,6 +14,11 @@ namespace yaze {
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namespace app {
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namespace editor {
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using ImGui::TableHeadersRow;
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using ImGui::TableNextColumn;
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using ImGui::TableNextRow;
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using ImGui::TableSetupColumn;
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absl::Status DungeonEditor::Update() {
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if (!is_loaded_ && rom()->isLoaded()) {
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for (int i = 0; i < 0x100; i++) {
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@@ -29,14 +34,14 @@ absl::Status DungeonEditor::Update() {
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ImGui::Separator();
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if (ImGui::BeginTable("#DungeonEditTable", 3, toolset_table_flags_,
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ImVec2(0, 0))) {
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ImGui::TableSetupColumn("Room Selector");
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TableSetupColumn("Room Selector");
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ImGui::TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
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ImGui::GetContentRegionAvail().x);
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ImGui::TableSetupColumn("Object Selector");
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ImGui::TableHeadersRow();
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
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ImGui::GetContentRegionAvail().x);
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TableSetupColumn("Object Selector");
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TableHeadersRow();
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TableNextRow();
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TableNextColumn();
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if (rom()->isLoaded()) {
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if (ImGuiID child_id = ImGui::GetID((void*)(intptr_t)9);
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ImGui::BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
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@@ -53,9 +58,9 @@ absl::Status DungeonEditor::Update() {
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ImGui::EndChild();
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}
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ImGui::TableNextColumn();
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TableNextColumn();
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DrawDungeonTabView();
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ImGui::TableNextColumn();
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TableNextColumn();
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DrawTileSelector();
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ImGui::EndTable();
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}
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