1#ifndef YAZE_APP_EDITOR_DUNGEON_INSPECTORS_DOOR_EDITOR_CONTENT_H_
2#define YAZE_APP_EDITOR_DUNGEON_INSPECTORS_DOOR_EDITOR_CONTENT_H_
17 std::string
GetId()
const override {
return "dungeon.door_editor"; }
24 void Draw(
bool* p_open)
override;
40 std::function<
void(
int neighbor_room_id,
size_t reciprocal_door_index)>
DungeonCanvasViewer * canvas_viewer_
void SetOpenSelectionInspectorCallback(std::function< void()> callback)
void SetJumpToReciprocalDoorCallback(std::function< void(int neighbor_room_id, size_t reciprocal_door_index)> callback)
std::string GetId() const override
Unique identifier for this panel.
zelda3::DoorType selected_door_type_
void SetCurrentRoom(int room_id)
DungeonRoomStore * rooms_
int GetPriority() const override
Get display priority for menu ordering.
DungeonCanvasViewer * ResolveCanvasViewer()
float GetPreferredWidth() const override
Get preferred width for this panel (optional)
std::string GetEditorCategory() const override
Editor category this panel belongs to.
std::function< DungeonCanvasViewer *()> canvas_viewer_provider_
void OnClose() override
Called when panel is hidden.
std::string GetDisplayName() const override
Human-readable name shown in menus and title bars.
void SetCanvasViewerProvider(std::function< DungeonCanvasViewer *()> provider)
void Draw(bool *p_open) override
Draw the panel content.
void SetRooms(DungeonRoomStore *rooms)
std::function< void()> open_selection_inspector_callback_
bool door_placement_mode_
std::function< void(int, size_t)> on_jump_to_reciprocal_door_
void SetCanvasViewer(DungeonCanvasViewer *viewer)
std::string GetIcon() const override
Material Design icon for this panel.
Base interface for all logical window content components.
#define ICON_MD_DOOR_FRONT
Editors are the view controllers for the application.
DoorType
Door types from ALTTP.
@ NormalDoor
Normal door (upper layer)