refactor: Replace deprecated dungeon editor guide with updated documentation

- Deleted the old D1-dungeon-editor-guide.md and F1-dungeon-editor-guide.md files to streamline documentation.
- Introduced a new DUNGEON_EDITOR_GUIDE.md that consolidates features, architecture, and usage instructions for the Dungeon Editor.
- Updated the development guide to include new naming conventions and clarified rendering processes.
- Enhanced the overall structure and content of the documentation to reflect the current production-ready status of the Dungeon Editor.
This commit is contained in:
scawful
2025-10-09 20:48:07 -04:00
parent 6c7f301177
commit c512dd7f35
11 changed files with 1026 additions and 3358 deletions

View File

@@ -22,8 +22,7 @@ void DungeonEditorV2::Initialize(gfx::IRenderer* renderer, Rom* rom) {
// Don't initialize emulator preview yet - ROM might not be loaded
// Will be initialized in Load() instead
// Setup docking class for room windows
room_window_class_.ClassId = ImGui::GetID("DungeonRoomClass");
// Setup docking class for room windows (ImGui::GetID will be called in Update when ImGui is ready)
room_window_class_.DockingAllowUnclassed = true; // Room windows can dock with anything
room_window_class_.DockingAlwaysTabBar = true; // Always show tabs when multiple rooms
@@ -158,6 +157,11 @@ absl::Status DungeonEditorV2::Load() {
}
absl::Status DungeonEditorV2::Update() {
// Initialize docking class ID on first Update (when ImGui is ready)
if (room_window_class_.ClassId == 0) {
room_window_class_.ClassId = ImGui::GetID("DungeonRoomClass");
}
if (!is_loaded_) {
// CARD-BASED EDITOR: Create a minimal loading card
gui::EditorCard loading_card("Dungeon Editor Loading", ICON_MD_CASTLE);