feat: Introduce Debugging and Testing Guide with enhanced startup options

- Added a new document, E5-debugging-guide.md, providing comprehensive strategies for debugging and testing the `yaze` application, including logging practices and testing frameworks.
- Updated E2-development-guide.md to include a new section on debugging and testing, detailing quick debugging methods using command-line flags for specific editors and UI cards.
- Enhanced the main application to support command-line flags for opening specific editors and cards on startup, improving the developer experience.
- Refactored the Controller class to handle startup editor and card initialization based on command-line inputs.
This commit is contained in:
scawful
2025-10-09 17:19:36 -04:00
parent b3c6fd6e12
commit e769cea1d9
32 changed files with 1044 additions and 413 deletions

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@@ -104,7 +104,37 @@ To ensure a consistent and polished look and feel, all new UI components must ad
- **Items**: Bright red
- **Sprites**: Bright magenta
### 3.5. Bitmap and Texture Synchronization
## 4. Debugging and Testing
### 4.1. Quick Debugging with Startup Flags
To accelerate your debugging workflow, use command-line flags to jump directly to specific editors and open relevant UI cards:
```bash
# Quick dungeon room testing
./yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0"
# Compare multiple rooms
./yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0,Room 1,Room 105"
# Full dungeon workspace
./yaze --rom_file=zelda3.sfc --editor=Dungeon \
--cards="Rooms List,Room Matrix,Object Editor,Palette Editor"
# Enable debug logging
./yaze --debug --log_file=debug.log --rom_file=zelda3.sfc --editor=Dungeon
```
**Available Editors**: Assembly, Dungeon, Graphics, Music, Overworld, Palette, Screen, Sprite, Message, Hex, Agent, Settings
**Dungeon Editor Cards**: Rooms List, Room Matrix, Entrances List, Room Graphics, Object Editor, Palette Editor, Room N (where N is room ID 0-319)
See [debugging-startup-flags.md](debugging-startup-flags.md) for complete documentation.
### 4.2. Testing Strategies
For a comprehensive overview of debugging tools and testing strategies, including how to use the logging framework, command-line test runners, and the GUI automation harness for AI agents, please refer to the [Debugging and Testing Guide](E5-debugging-guide.md).
When working with bitmaps and textures, understand that two memory locations must stay synchronized: