Add SaveDungeonMapTile16 function to handle saving dungeon map tile data and enhance tile editing UI
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@@ -66,6 +66,7 @@ class ScreenEditor : public SharedRom, public Editor {
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absl::Status LoadDungeonMaps();
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absl::Status LoadDungeonMapTile16(const std::vector<uint8_t>& gfx_data,
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bool bin_mode = false);
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absl::Status SaveDungeonMapTile16();
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void DrawDungeonMapsTabs();
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void DrawDungeonMapsEditor();
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@@ -88,13 +89,16 @@ class ScreenEditor : public SharedRom, public Editor {
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std::unordered_map<int, gfx::Bitmap> tile16_individual_;
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std::vector<zelda3::screen::DungeonMap> dungeon_maps_;
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std::vector<std::vector<std::array<std::string, 25>>> dungeon_map_labels_;
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std::array<uint16_t, 4> current_tile16_data_;
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absl::Status status_;
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gfx::SnesPalette palette_;
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gfx::BitmapTable sheets_;
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gfx::Tilesheet tile16_sheet_;
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gfx::InternalTile16 current_tile16_info;
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gui::Canvas current_tile_canvas_{"##CurrentTileCanvas"};
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gui::Canvas screen_canvas_;
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gui::Canvas tilesheet_canvas_;
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gui::Canvas tilemap_canvas_;
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