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