Remove outdated dungeon integration tests documentation and introduce new dungeon object system documentation
- Deleted the `dungeon-integration-tests.md` file, which contained comprehensive integration tests for the dungeon object rendering system. - Added `dungeon-object-system.md`, detailing the architecture, object types, placement processes, rendering pipeline, and user interface components of the YAZE Dungeon Object System. - Enhanced the DungeonEditor and DungeonObjectSelector with improved UI methods and object selection callbacks for better user interaction and object management.
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@@ -50,6 +50,15 @@ class DungeonObjectSelector {
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void set_current_palette_group_id(uint64_t id) { current_palette_group_id_ = id; }
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void SetCurrentPaletteGroup(const gfx::PaletteGroup& palette_group) { current_palette_group_ = palette_group; }
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void SetCurrentPaletteId(uint64_t palette_id) { current_palette_id_ = palette_id; }
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// Object selection callbacks
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void SetObjectSelectedCallback(std::function<void(const zelda3::RoomObject&)> callback) {
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object_selected_callback_ = callback;
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}
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// Get current preview object for placement
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const zelda3::RoomObject& GetPreviewObject() const { return preview_object_; }
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bool IsObjectLoaded() const { return object_loaded_; }
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private:
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void DrawRoomGraphics();
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@@ -84,6 +93,9 @@ class DungeonObjectSelector {
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zelda3::RoomObject preview_object_{0, 0, 0, 0, 0};
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gfx::SnesPalette preview_palette_;
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bool object_loaded_ = false;
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// Callback for object selection
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std::function<void(const zelda3::RoomObject&)> object_selected_callback_;
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};
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} // namespace editor
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