refactor(app): reorganize application structure and update includes
- Moved core components such as `Controller` and `Window` from `src/app/core/` to `src/app/` and `src/app/platform/`, respectively, to improve modularity and clarity. - Updated include paths across the codebase to reflect the new locations of these components. - Introduced a new foundational core library in `src/core/` for project management and ROM patching logic, enhancing the separation of concerns. - Adjusted CMake configurations to ensure proper compilation of the new core library and updated dependencies in various modules. Benefits: - Streamlines the application structure, making it easier to navigate and maintain. - Enhances code organization by clearly delineating core functionalities from application-specific logic. - Improves overall architecture by promoting a clearer separation of concerns between different components.
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@@ -19,7 +19,7 @@
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#include "absl/status/statusor.h"
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#include "absl/strings/str_format.h"
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#include "absl/strings/string_view.h"
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#include "app/core/project.h"
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#include "core/project.h"
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#include "app/gfx/core/bitmap.h"
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#include "app/gfx/types/snes_color.h"
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#include "app/gfx/types/snes_palette.h"
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@@ -220,7 +220,7 @@ class Rom {
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return palette_groups_.dungeon_main.mutable_palette(i);
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}
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core::ResourceLabelManager* resource_label() { return &resource_label_manager_; }
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project::ResourceLabelManager* resource_label() { return &resource_label_manager_; }
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zelda3_version_pointers version_constants() const {
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return kVersionConstantsMap.at(version_);
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}
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@@ -250,7 +250,7 @@ class Rom {
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std::vector<uint8_t> graphics_buffer_;
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// Label manager for unique resource names.
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core::ResourceLabelManager resource_label_manager_;
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project::ResourceLabelManager resource_label_manager_;
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// All palette groups in the game
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gfx::PaletteGroupMap palette_groups_;
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