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yaze/docs/infrastructure.md

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# YAZE Infrastructure Overview
For developers to reference.
## Directory Structure
- **.github/workflows**: Contains `yaze_test` workflow config.
- **assets**: Hosts assets like fonts.
- **cmake**: Contains CMake configurations.
- **docs**: Contains documentation for users and developers.
- [Getting Started](./getting-started.md)
- [LC_LZ2 Compression](./compression.md)
- **src**: Contains source files.
- **app**: Contains the GUI editor `yaze`
- **cli**: Contains the command line interface `z3ed`
- **lib**: Contains git submodule dependencies.
- Abseil-cpp
- Asar
- ImGui
- ImGuiFileDialog
- ImGuiColorTextEdit
- imgui_memory_editor
- SDL2
- **test**: Contains testing interface `yaze_test`
### Flow of Control
- [app/yaze.cc](../src/app/yaze.cc)
- Initializes `absl::FailureSignalHandler` for stack tracing.
- Runs the `core::Controller` loop.
- [app/core/controller.cc](../src/app/core/controller.cc)
- Initializes SDLRenderer and SDLWindow
- Initializes ImGui, fonts, themes, and clipboard.
- Handles user input from keyboard and mouse.
- Updates `editor::MasterEditor`
- Renders the output to the screen.
- Handles the teardown of SDL and ImGui resources.
- [app/editor/master_editor.cc](../src/app/editor/master_editor.cc)
- Handles the main menu bar.
- File
- Open - [app::ROM::LoadFromFile](../src/app/rom.cc#l=90)
- Save - [app::ROM::SaveToFile](../src/app/rom.cc#l=301)
- Edit
- View
- Emulator
- HEX Editor
- ASM Editor
- Palette Editor
- Memory Viewer
- ImGui Demo
- GUI Tools
- Runtime Metrics
- Style Editor
- Help
- Handles `absl::Status` errors as popups delivered to the user.
- Update all the editors in a tab view.
- [app/editor/assembly_editor.cc](../src/app/editor/assembly_editor.cc)
- [app/editor/dungeon_editor.cc](../src/app/editor/dungeon_editor.cc)
- [app/editor/graphics_editor.cc](../src/app/editor/graphics_editor.cc)
- [app/editor/music_editor.cc](../src/app/editor/music_editor.cc)
- [app/editor/overworld_editor.cc](../src/app/editor/overworld_editor.cc)
- [app/editor/screen_editor.cc](../src/app/editor/screen_editor.cc)
- [app/editor/sprite_editor.cc](../src/app/editor/sprite_editor.cc)
## ROM
- [app/rom.cc](../src/app/rom.cc)
- [app/rom.h](../src/app/rom.h)
---
This `ROM` class provides methods to manipulate and access data from a ROM.
- **Key Methods**:
- `Load2BppGraphics()`: Loads 2BPP graphics data from specified sheets.
- `LoadAllGraphicsData()`: Loads all graphics data, both compressed and uncompressed, converting where necessary.
- `LoadFromFile(const absl::string_view& filename, bool z3_load)`: Loads ROM data from a file. It also handles headers and Zelda 3 specific data if requested.
- `LoadFromPointer(uchar* data, size_t length)`: Loads ROM data from a provided pointer.
- `LoadFromBytes(const Bytes& data)`: Loads ROM data from bytes.
- `LoadAllPalettes()`: Loads all color palettes used in the ROM. This includes palettes for various elements like sprites, shields, swords, etc.
- `UpdatePaletteColor(...)`: Updates a specific color within a named palette group.
- **Internal Data Structures**:
- `rom_data_`: A container that holds the ROM data.
- `graphics_bin_`: Holds the graphics data.
- `palette_groups_`: A map containing various palette groups, each having its own set of color palettes.
- **Special Notes**:
- The class interacts with various external functionalities, such as decompression algorithms (`gfx::DecompressV2`) and color conversion (`gfx::SnesTo8bppSheet`).
- Headers in the ROM data, if present, are identified and removed.
- Specific Zelda 3 data can be loaded if specified.
- Palettes are categorized into multiple groups (e.g., `ow_main`, `ow_aux`, `hud`, etc.) and loaded accordingly.
## Bitmap
- [app/gfx/bitmap.cc](../src/app/gfx/bitmap.cc)
- [app/gfx/bitmap.h](../src/app/gfx/bitmap.cc)
---
This class is responsible for creating, managing, and manipulating bitmap data, which can be displayed on the screen using the ImGui library.
### Key Attributes:
1. **Width, Height, Depth, and Data Size**: These represent the dimensions and data size of the bitmap.
2. **Pixel Data**: Points to the raw data of the bitmap.
3. **Texture and Surface**: Use SDL to manage the graphical representation of the bitmap data. Both these attributes have custom deleters, ensuring proper resource management.
### Main Functions:
1. **Constructors**: Multiple constructors allow for different ways to create a Bitmap instance, like specifying width, height, depth, and data.
2. **Create**: This set of overloaded functions provides ways to create a bitmap from different data sources.
3. **CreateFromSurface**: Allows for the creation of a bitmap from an SDL_Surface.
4. **Apply**: Changes the bitmap's data to a new set of Bytes.
5. **Texture Operations**:
- **CreateTexture**: Creates an SDL_Texture from the bitmap's data for rendering.
- **UpdateTexture**: Updates the SDL_Texture with the latest bitmap data.
6. **SaveSurfaceToFile**: Saves the SDL_Surface to a file.
7. **SetSurface**: Assigns a new SDL_Surface to the bitmap.
8. **Palette Functions**:
- **ApplyPalette (Overloaded)**: This allows for the application of a SNESPalette or a standard SDL_Color palette to the bitmap.
9. **WriteToPixel**: Directly writes a value to a specified position in the pixel data.
## Z3ED cli
| Command | Arg | Params | Status |
|---------|-----|--------|--------|
| Apply BPS Patch | -a | rom_file bps_file | In progress |
| Create BPS Patch | -c | bps_file src_file modified_file | Not started |
| Open ROM | -o | rom_file | Complete |
| Backup ROM | -b | rom_file [new_file] | In progress |
| Expand ROM | -x | rom_file file_size | Not started |
| Transfer Tile16 | -t | src_rom dest_rom tile32_id_list(csv) | Complete |
| Export Graphics | -e | rom_file bin_file | In progress |
| Import Graphics | -i | bin_file rom_file | Not started |
| SNES to PC Address | -s | address | Complete |
| PC to SNES Address | -p | address | Complete |
## Further Development Ideas
- Extend `zelda3` namespace with additional functionalities.
- Optimize program performance.
- Introduce new features in the GUI editor.