- Modified the CI workflow to conditionally set up vcpkg and configure CMake based on the build type for Windows, enhancing build flexibility.
- Refactored the handling of staircase objects in the Room class to use initializer lists for improved clarity and consistency in object construction.
- Updated chest data handling to utilize modern C++ syntax for better readability.
- Replaced vertical separators with standard separators in the EditorManager's menu bar for consistency.
- Introduced a new room selection callback mechanism in DungeonRoomSelector to facilitate room selection events.
- Enhanced DungeonEditor with drag-and-select functionality for object placement, improving user interaction.
- Added an object browser in DungeonObjectSelector for better object management and preview capabilities.
- Streamlined object rendering and selection processes, ensuring a more intuitive editing experience.
- Introduced new classes for DungeonRoomSelector and DungeonObjectSelector to enhance room and object management within the dungeon editor.
- Implemented UI components for selecting rooms and entrances, allowing users to easily navigate and manage dungeon layouts.
- Added functionality for rendering room graphics and object previews, improving the visual editing experience.
- Updated the DungeonEditor class to integrate the new selectors, streamlining the overall editing workflow.
- Enhanced error handling and validation in room and object management processes to ensure robust functionality.
- Introduced a new DungeonEditorSystem to streamline dungeon editing functionalities, including room properties management and object editing.
- Enhanced the DungeonEditor class to initialize the new editor system and manage room properties effectively.
- Added comprehensive object editing capabilities with a dedicated DungeonObjectEditor, supporting object insertion, deletion, and real-time preview.
- Implemented improved UI components for editing dungeon settings, including integrated editing panels for various object types.
- Enhanced error handling and validation throughout the dungeon editing process to ensure robust functionality.
- Updated integration tests to cover new features and validate the overall performance of the dungeon editing system.
- Updated the DrawSimplifiedMapSettings method to streamline the layout and enhance usability with new UI constants for table and button dimensions.
- Removed the Tools popup from the MapPropertiesSystem, consolidating editing functionalities for a cleaner interface.
- Enhanced the DrawGraphicsPopup and DrawPalettesPopup methods with custom input widths for better alignment and user experience.
- Improved the organization of map properties sections, adding clear headers for Basic Properties, Area Configuration, and Visual Effects.
- Adjusted button functionalities and hover hints for better user guidance and interaction.
- Updated the DrawOverworldEntrancePopup to include new options for deleting entrances and improved UI labels for better clarity.
- Integrated new UI constants for consistent styling across the editor.
- Refactored MapPropertiesSystem to support additional toolset functionalities, including editing tools and view controls.
- Improved overlay handling in OverworldMap, consolidating vanilla and custom overlay loading logic.
- Enhanced user interaction with new buttons and streamlined layout for better usability in the editor.
- Changed the included assembly file for custom overworld to version 3 for improved features.
- Enhanced documentation in the overworld loading guide to clarify overlay effects and configurations.
- Refactored MapPropertiesSystem to support overlay previews and improved mosaic controls.
- Added functionality for loading vanilla overlays and displaying overlay descriptions in the editor.
- Updated UI components in OverworldEditor to integrate new overlay settings and preview options.
- Updated the MapPropertiesSystem to improve the layout of the simplified map settings table, increasing column widths for better visibility and usability.
- Adjusted button sizes in the OverworldEditor for Graphics, Palettes, Overlays, and Properties to enhance user interaction.
- Implemented filtering of sprites in the OverworldEditor based on the current world, ensuring only relevant sprites are displayed.
- Refactored sprite drawing logic to utilize global coordinates directly, improving accuracy in sprite rendering.
- Updated OverworldEditor to include new table columns for CopyMap, MapLock, CustomBG, and Overlay, improving user interaction and customization options.
- Implemented DrawCustomBackgroundColorEditor and DrawOverlayEditor methods for managing custom background colors and overlay settings, respectively.
- Added context menu functionality for map locking and quick access to map properties, enhancing usability.
- Refactored OverworldMap to support new features related to animated graphics and subscreen overlays, ensuring compatibility with ZScreamCustomOverworld v3.
- Introduced ZScream Custom Overworld ASM to enhance customization of the ALTTP overworld, allowing users to modify various aspects such as palettes, backgrounds, and transitions.
- Updated OverworldEditor to include area size selection for v3 support, enabling users to choose between different area sizes (Small, Large, Wide, Tall).
- Enhanced OverworldMap to load area size information based on the applied ASM version, ensuring compatibility with expanded features.
- Implemented SaveAreaSizes method in Overworld to persist area size settings in the ROM, supporting the new customization capabilities.
- Refactored related classes and methods to accommodate the new area size logic and ensure seamless integration with existing functionalities.
- Included object_parser.cc and room_layout.cc in the CMakeLists.txt for the Zelda 3 project, enhancing the build configuration to support new dungeon functionalities.
- Ensured proper inclusion of necessary source files for improved object handling and room layout management in the dungeon editor.
- Introduced new object rendering features in DungeonEditor, allowing for improved visualization of dungeon objects with options to show outlines, render objects, and display object information.
- Implemented a caching mechanism for rendered objects to optimize performance.
- Added functionality to load and manage room layouts, including walls, floors, and other structural elements, enhancing the overall editing experience.
- Refactored object handling in Room and RoomObject classes to support new rendering logic and ensure compatibility with the updated layout system.
- Introduced ObjectParser for efficient parsing of object data directly from ROM, improving reliability and performance in object rendering.
- Introduced CompareOverworldItems function to compare two vectors of OverworldItem objects for equality based on their properties (x, y, id).
- Included necessary header for algorithm functions to support the new comparison logic.
- Removed unused functions and streamlined shortcut registration in EditorManager for better readability.
- Updated lambda captures to use 'this' pointer for consistency and clarity.
- Refactored DungeonEditor to utilize ranges for sorting and filling operations, enhancing performance and readability.
- Simplified table setup in DungeonEditor by using a static array for tool names, improving maintainability.
- Replaced platform backend references with a dedicated Window class for better encapsulation of window and audio device management.
- Updated various files to include the new window header, enhancing clarity and reducing dependencies on the platform backend.
- Removed obsolete platform backend code to streamline the codebase and improve maintainability.
- Refactored controller and editor classes to utilize the new window management system, ensuring consistent handling of window creation and rendering.
- Added dungeon_map.cc to the build configuration for improved organization.
- Refactored namespace usage to yaze::zelda3 for better clarity.
- Updated LoadDungeonMaps and SaveDungeonMaps functions to use kNumRooms constant for room handling.
- Improved error handling in LoadDungeonMapGfxFromBinary function and added comments for better documentation.
- Updated various graphics loading functions to ensure consistent use of semicolons in ASSIGN_OR_RETURN statements.
- Changed set_filename method in Rom class to accept std::string_view for improved efficiency.
- Enhanced code readability and maintainability across multiple files by standardizing syntax.
- Updated Emulator class to remove inheritance from SharedRom and streamline ROM handling.
- Refactored memory access methods in Emulator and Snes classes to use consistent naming conventions.
- Enhanced DungeonObjectRenderer to utilize the updated Snes class for CPU and memory operations, improving clarity and maintainability.
- Cleaned up unnecessary comments and improved code formatting for better readability.
- Updated RoomEntrance constructor and Save method to accept a pointer to Rom instead of a reference, improving memory management.
- Refactored data access methods to utilize the new pointer syntax for reading and writing ROM data.
- Enhanced code readability and consistency by applying the pointer approach throughout the class methods.
- Replaced instances of Renderer::GetInstance() with Renderer::Get() for consistency across the codebase.
- Updated various rendering methods to streamline bitmap updates and enhance performance.
- Removed unused includes and comments to improve code clarity and maintainability.
Implement RenderRoomGraphics in the Room class to handle the rendering of room graphics, including floor and background drawing. This addition enhances the graphics management by utilizing the gfx::Arena for rendering operations and updating bitmaps as needed. Update room.h to declare the new method.