Refactor sprite editor to use Zelda3 namespace for default sprite names
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@@ -384,7 +384,7 @@ void DrawSpriteTable(std::function<void(int)> onSpriteSelect) {
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// Initialize items if empty
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if (items.empty()) {
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for (int i = 0; i < 256; ++i) {
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items.push_back(SpriteItem{i, kSpriteDefaultNames[i].data()});
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items.push_back(SpriteItem{i, zelda3::kSpriteDefaultNames[i].data()});
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}
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}
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@@ -4,6 +4,7 @@
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#include "app/editor/sprite/zsprite.h"
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#include "app/gui/icons.h"
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#include "app/gui/input.h"
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#include "app/zelda3/sprite/sprite.h"
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namespace yaze {
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namespace app {
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@@ -71,13 +72,13 @@ void SpriteEditor::DrawVanillaSpriteEditor() {
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for (int n = 0; n < active_sprites_.Size;) {
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bool open = true;
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if (active_sprites_[n] > sizeof(kSpriteDefaultNames) / 4) {
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if (active_sprites_[n] > sizeof(zelda3::kSpriteDefaultNames) / 4) {
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active_sprites_.erase(active_sprites_.Data + n);
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continue;
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}
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if (ImGui::BeginTabItem(
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kSpriteDefaultNames[active_sprites_[n]].data(), &open,
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zelda3::kSpriteDefaultNames[active_sprites_[n]].data(), &open,
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ImGuiTabItemFlags_None)) {
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DrawSpriteCanvas();
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ImGui::EndTabItem();
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@@ -188,10 +189,10 @@ void SpriteEditor::DrawSpritesList() {
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ImVec2(ImGui::GetContentRegionAvail().x, 0), true,
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ImGuiWindowFlags_NoDecoration)) {
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int i = 0;
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for (const auto each_sprite_name : kSpriteDefaultNames) {
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for (const auto each_sprite_name : zelda3::kSpriteDefaultNames) {
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rom()->resource_label()->SelectableLabelWithNameEdit(
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current_sprite_id_ == i, "Sprite Names", core::UppercaseHexByte(i),
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kSpriteDefaultNames[i].data());
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zelda3::kSpriteDefaultNames[i].data());
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if (ImGui::IsItemClicked()) {
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current_sprite_id_ = i;
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if (!active_sprites_.contains(i)) {
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