Refactor editor manager and dungeon editor for improved clarity and performance
- Removed unused functions and streamlined shortcut registration in EditorManager for better readability. - Updated lambda captures to use 'this' pointer for consistency and clarity. - Refactored DungeonEditor to utilize ranges for sorting and filling operations, enhancing performance and readability. - Simplified table setup in DungeonEditor by using a static array for tool names, improving maintainability.
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@@ -4,12 +4,10 @@
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#include <cstdint>
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#include <vector>
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#include "absl/log/log.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_tile.h"
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namespace yaze {
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namespace gfx {
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namespace yaze::gfx {
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BackgroundBuffer::BackgroundBuffer(int width, int height)
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: width_(width), height_(height) {
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@@ -31,9 +29,7 @@ uint16_t BackgroundBuffer::GetTileAt(int x, int y) const {
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return 0;
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}
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void BackgroundBuffer::ClearBuffer() {
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std::fill(buffer_.begin(), buffer_.end(), 0);
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}
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void BackgroundBuffer::ClearBuffer() { std::ranges::fill(buffer_, 0); }
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void BackgroundBuffer::DrawTile(const TileInfo& tile, uint8_t* canvas,
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const uint8_t* tiledata, int indexoffset) {
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@@ -78,7 +74,7 @@ void BackgroundBuffer::DrawBackground(std::span<uint8_t> gfx16_data) {
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void BackgroundBuffer::DrawFloor(const std::vector<uint8_t>& rom_data,
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int tile_address, int tile_address_floor,
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uint8_t floor_graphics) {
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uint8_t f = (uint8_t)(floor_graphics << 4);
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auto f = (uint8_t)(floor_graphics << 4);
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// Create floor tiles from ROM data
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gfx::TileInfo floorTile1(rom_data[tile_address + f],
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@@ -115,5 +111,4 @@ void BackgroundBuffer::DrawFloor(const std::vector<uint8_t>& rom_data,
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}
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}
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} // namespace gfx
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} // namespace yaze
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} // namespace yaze::gfx
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