Files
yaze/src/app/editor/editor_manager.h
scawful d45f7819e1 refactor(app): reorganize application structure and update includes
- Moved core components such as `Controller` and `Window` from `src/app/core/` to `src/app/` and `src/app/platform/`, respectively, to improve modularity and clarity.
- Updated include paths across the codebase to reflect the new locations of these components.
- Introduced a new foundational core library in `src/core/` for project management and ROM patching logic, enhancing the separation of concerns.
- Adjusted CMake configurations to ensure proper compilation of the new core library and updated dependencies in various modules.

Benefits:
- Streamlines the application structure, making it easier to navigate and maintain.
- Enhances code organization by clearly delineating core functionalities from application-specific logic.
- Improves overall architecture by promoting a clearer separation of concerns between different components.
2025-10-15 20:10:04 -04:00

348 lines
12 KiB
C++

#ifndef YAZE_APP_EDITOR_EDITOR_MANAGER_H
#define YAZE_APP_EDITOR_EDITOR_MANAGER_H
#define IMGUI_DEFINE_MATH_OPERATORS
#include "app/editor/editor.h"
#include "app/editor/system/user_settings.h"
#include "app/editor/ui/workspace_manager.h"
#include "app/editor/session_types.h"
#include "imgui/imgui.h"
#include <cstddef>
#include <deque>
#include <memory>
#include <string>
#include "absl/status/status.h"
#include "core/project.h"
#include "app/editor/agent/agent_chat_history_popup.h"
#include "app/editor/code/project_file_editor.h"
#include "app/editor/system/editor_card_registry.h"
#include "app/editor/system/editor_registry.h"
#include "app/editor/system/menu_orchestrator.h"
#include "app/editor/system/popup_manager.h"
#include "app/editor/system/project_manager.h"
#include "app/editor/system/proposal_drawer.h"
#include "app/editor/system/rom_file_manager.h"
#include "app/editor/system/session_coordinator.h"
#include "app/editor/system/toast_manager.h"
#include "app/editor/system/window_delegate.h"
#include "app/editor/ui/editor_selection_dialog.h"
#include "app/editor/ui/layout_manager.h"
#include "app/editor/ui/menu_builder.h"
#include "app/editor/ui/ui_coordinator.h"
#include "app/editor/ui/welcome_screen.h"
#include "app/emu/emulator.h"
#include "zelda3/overworld/overworld.h"
#include "app/rom.h"
#include "yaze_config.h"
#ifdef YAZE_WITH_GRPC
#include "app/editor/agent/agent_editor.h"
#include "app/editor/agent/automation_bridge.h"
// Forward declarations for gRPC-dependent types
namespace yaze::agent {
class AgentControlServer;
}
#endif
namespace yaze {
namespace editor {
/**
* @class EditorManager
* @brief The EditorManager controls the main editor window and manages the
* various editor classes.
*
* The EditorManager class contains instances of various editor classes such as
* AssemblyEditor, DungeonEditor, GraphicsEditor, MusicEditor, OverworldEditor,
* PaletteEditor, ScreenEditor, and SpriteEditor. The current_editor_ member
* variable points to the currently active editor in the tab view.
*
*/
class EditorManager {
public:
// Constructor and destructor must be defined in .cc file for std::unique_ptr with forward-declared types
EditorManager();
~EditorManager();
void Initialize(gfx::IRenderer* renderer, const std::string& filename = "");
// Processes startup flags to open a specific editor and cards.
void OpenEditorAndCardsFromFlags(const std::string& editor_name,
const std::string& cards_str);
absl::Status Update();
void DrawMenuBar();
auto emulator() -> emu::Emulator& { return emulator_; }
auto quit() const { return quit_; }
auto version() const { return version_; }
MenuBuilder& menu_builder() { return menu_builder_; }
WorkspaceManager* workspace_manager() { return &workspace_manager_; }
absl::Status SetCurrentRom(Rom* rom);
auto GetCurrentRom() const -> Rom* { return session_coordinator_ ? session_coordinator_->GetCurrentRom() : nullptr; }
auto GetCurrentEditorSet() const -> EditorSet* { return session_coordinator_ ? session_coordinator_->GetCurrentEditorSet() : nullptr; }
auto GetCurrentEditor() const -> Editor* { return current_editor_; }
size_t GetCurrentSessionId() const { return session_coordinator_ ? session_coordinator_->GetActiveSessionIndex() : 0; }
UICoordinator* ui_coordinator() { return ui_coordinator_.get(); }
auto overworld() const -> yaze::zelda3::Overworld* {
if (auto* editor_set = GetCurrentEditorSet()) {
return &editor_set->overworld_editor_.overworld();
}
return nullptr;
}
// Session management helpers
size_t GetCurrentSessionIndex() const;
// Get current session's feature flags (falls back to global if no session)
core::FeatureFlags::Flags* GetCurrentFeatureFlags() {
size_t current_index = GetCurrentSessionIndex();
if (current_index < sessions_.size()) {
return &sessions_[current_index].feature_flags;
}
return &core::FeatureFlags::get(); // Fallback to global
}
void SetFontGlobalScale(float scale) {
user_settings_.prefs().font_global_scale = scale;
ImGui::GetIO().FontGlobalScale = scale;
auto status = user_settings_.Save();
if (!status.ok()) {
LOG_WARN("EditorManager", "Failed to save user settings: %s",
status.ToString().c_str());
}
}
// Workspace management (delegates to WorkspaceManager)
void RefreshWorkspacePresets() { workspace_manager_.RefreshPresets(); }
void SaveWorkspacePreset(const std::string& name) {
workspace_manager_.SaveWorkspacePreset(name);
}
void LoadWorkspacePreset(const std::string& name) {
workspace_manager_.LoadWorkspacePreset(name);
}
// Jump-to functionality for cross-editor navigation
void JumpToDungeonRoom(int room_id);
void JumpToOverworldMap(int map_id);
void SwitchToEditor(EditorType editor_type);
// Card-based editor registry
static bool IsCardBasedEditor(EditorType type);
bool IsSidebarVisible() const {
return ui_coordinator_ ? ui_coordinator_->IsCardSidebarVisible() : false;
}
void SetSidebarVisible(bool visible) {
if (ui_coordinator_) {
ui_coordinator_->SetCardSidebarVisible(visible);
}
}
// Clean up cards when switching editors
void HideCurrentEditorCards();
// Session management
void CreateNewSession();
void DuplicateCurrentSession();
void CloseCurrentSession();
void RemoveSession(size_t index);
void SwitchToSession(size_t index);
size_t GetActiveSessionCount() const;
// Workspace layout management
// Window management - inline delegation (reduces EditorManager bloat)
void SaveWorkspaceLayout() { window_delegate_.SaveWorkspaceLayout(); }
void LoadWorkspaceLayout() { window_delegate_.LoadWorkspaceLayout(); }
void ResetWorkspaceLayout() { window_delegate_.ResetWorkspaceLayout(); }
void ShowAllWindows() {
if (ui_coordinator_)
ui_coordinator_->ShowAllWindows();
}
void HideAllWindows() {
if (ui_coordinator_)
ui_coordinator_->HideAllWindows();
}
// Layout presets (inline delegation)
void LoadDeveloperLayout() { window_delegate_.LoadDeveloperLayout(); }
void LoadDesignerLayout() { window_delegate_.LoadDesignerLayout(); }
void LoadModderLayout() { window_delegate_.LoadModderLayout(); }
// Helper methods
std::string GenerateUniqueEditorTitle(EditorType type,
size_t session_index) const;
bool HasDuplicateSession(const std::string& filepath);
void RenameSession(size_t index, const std::string& new_name);
void Quit() { quit_ = true; }
// UI visibility controls (public for MenuOrchestrator)
// UI visibility controls - inline for performance (single-line wrappers delegating to UICoordinator)
void ShowGlobalSearch() {
if (ui_coordinator_)
ui_coordinator_->ShowGlobalSearch();
}
void ShowCommandPalette() {
if (ui_coordinator_)
ui_coordinator_->ShowCommandPalette();
}
void ShowPerformanceDashboard() {
if (ui_coordinator_)
ui_coordinator_->SetPerformanceDashboardVisible(true);
}
void ShowImGuiDemo() {
if (ui_coordinator_)
ui_coordinator_->SetImGuiDemoVisible(true);
}
void ShowImGuiMetrics() {
if (ui_coordinator_)
ui_coordinator_->SetImGuiMetricsVisible(true);
}
void ShowHexEditor();
void ShowEmulator() { if (ui_coordinator_) ui_coordinator_->SetEmulatorVisible(true); }
void ShowMemoryEditor() { if (ui_coordinator_) ui_coordinator_->SetMemoryEditorVisible(true); }
void ShowResourceLabelManager() { if (ui_coordinator_) ui_coordinator_->SetResourceLabelManagerVisible(true); }
void ShowCardBrowser() {
if (ui_coordinator_)
ui_coordinator_->ShowCardBrowser();
}
void ShowWelcomeScreen() {
if (ui_coordinator_)
ui_coordinator_->SetWelcomeScreenVisible(true);
}
#ifdef YAZE_ENABLE_TESTING
void ShowTestDashboard() { show_test_dashboard_ = true; }
#endif
#ifdef YAZE_WITH_GRPC
void ShowAIAgent();
void ShowChatHistory();
void ShowProposalDrawer() { proposal_drawer_.Show(); }
#endif
// ROM and Project operations (public for MenuOrchestrator)
absl::Status LoadRom();
absl::Status SaveRom();
absl::Status SaveRomAs(const std::string& filename);
absl::Status OpenRomOrProject(const std::string& filename);
absl::Status CreateNewProject(
const std::string& template_name = "Basic ROM Hack");
absl::Status OpenProject();
absl::Status SaveProject();
absl::Status SaveProjectAs();
absl::Status ImportProject(const std::string& project_path);
absl::Status RepairCurrentProject();
private:
absl::Status DrawRomSelector() = delete; // Moved to UICoordinator
void DrawContextSensitiveCardControl(); // Card control for current editor
absl::Status LoadAssets();
// Testing system
void InitializeTestSuites();
bool quit_ = false;
// Note: All show_* flags are being moved to UICoordinator
// Access via ui_coordinator_->IsXxxVisible() or SetXxxVisible()
// Workspace dialog flags (managed by EditorManager, not UI)
bool show_workspace_layout = false;
size_t session_to_rename_ = 0;
char session_rename_buffer_[256] = {};
// Note: Most UI visibility flags have been moved to UICoordinator
// Access via ui_coordinator_->IsXxxVisible() or SetXxxVisible()
// Agent proposal drawer
ProposalDrawer proposal_drawer_;
bool show_proposal_drawer_ = false;
#ifdef YAZE_WITH_GRPC
AutomationBridge harness_telemetry_bridge_;
#endif
// Agent chat history popup
AgentChatHistoryPopup agent_chat_history_popup_;
bool show_chat_history_popup_ = false;
// Project file editor
ProjectFileEditor project_file_editor_;
// Note: Editor selection dialog and welcome screen are now managed by UICoordinator
// Kept here for backward compatibility during transition
EditorSelectionDialog editor_selection_dialog_;
WelcomeScreen welcome_screen_;
#ifdef YAZE_WITH_GRPC
// Agent editor - manages chat, collaboration, and network coordination
AgentEditor agent_editor_;
std::unique_ptr<yaze::agent::AgentControlServer> agent_control_server_;
#endif
std::string version_ = "";
absl::Status status_;
emu::Emulator emulator_;
public:
private:
std::deque<RomSession> sessions_;
Editor* current_editor_ = nullptr;
EditorSet blank_editor_set_{};
// Tracks which session is currently active so delegators (menus, popups,
// shortcuts) stay in sync without relying on per-editor context.
gfx::IRenderer* renderer_ = nullptr;
project::YazeProject current_project_;
EditorDependencies::SharedClipboard shared_clipboard_;
std::unique_ptr<PopupManager> popup_manager_;
ToastManager toast_manager_;
MenuBuilder menu_builder_;
ShortcutManager shortcut_manager_;
UserSettings user_settings_;
// New delegated components (dependency injection architecture)
EditorCardRegistry card_registry_; // Card management with session awareness
EditorRegistry editor_registry_;
std::unique_ptr<MenuOrchestrator> menu_orchestrator_;
ProjectManager project_manager_;
RomFileManager rom_file_manager_;
std::unique_ptr<UICoordinator> ui_coordinator_;
WindowDelegate window_delegate_;
std::unique_ptr<SessionCoordinator> session_coordinator_;
std::unique_ptr<LayoutManager> layout_manager_; // DockBuilder layout management
WorkspaceManager workspace_manager_{&toast_manager_};
float autosave_timer_ = 0.0f;
// RAII helper for clean session context switching
class SessionScope {
public:
SessionScope(EditorManager* manager, size_t session_id);
~SessionScope();
private:
EditorManager* manager_;
Rom* prev_rom_;
EditorSet* prev_editor_set_;
size_t prev_session_id_;
};
void ConfigureEditorDependencies(EditorSet* editor_set, Rom* rom,
size_t session_id);
};
} // namespace editor
} // namespace yaze
#endif // YAZE_APP_EDITOR_EDITOR_MANAGER_H