yaze 0.3.2
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object_coverage_model.h File Reference
#include <cstddef>
#include <cstdint>
#include <filesystem>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <utility>
#include <vector>
#include "absl/status/status.h"
#include "absl/status/statusor.h"
#include "core/hack_manifest.h"
#include "zelda3/dungeon/object_draw_code.h"
#include "zelda3/dungeon/room_object.h"
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Go to the source code of this file.

Classes

struct  yaze::editor::ObjectEvidence
 
class  yaze::editor::ObjectEvidenceStore
 
struct  yaze::editor::ObjectOccurrence
 
class  yaze::editor::ObjectUsageIndex
 
struct  yaze::editor::ReleaseFocusGroup
 
struct  yaze::editor::GameCaptureManifest
 
struct  yaze::editor::PlacementAutoResult
 
class  yaze::editor::ObjectAutoCheckResults
 
struct  yaze::editor::ObjectAutoCheckResults::ObjectSummary
 
struct  yaze::editor::ObjectCustomDrawCode
 

Namespaces

namespace  yaze
 
namespace  yaze::editor
 Editors are the view controllers for the application.
 

Enumerations

enum class  yaze::editor::ObjectEvidenceState {
  yaze::editor::kUntriaged , yaze::editor::kReproduced , yaze::editor::kFixedAwaitingProof , yaze::editor::kVerified ,
  yaze::editor::kIntentionalPreviewLimit
}
 

Functions

const char * yaze::editor::ObjectEvidenceStateKey (ObjectEvidenceState state)
 
const char * yaze::editor::ObjectEvidenceStateLabel (ObjectEvidenceState state)
 
std::optional< ObjectEvidenceState > yaze::editor::ParseObjectEvidenceState (std::string_view key)
 
const std::vector< ReleaseFocusGroup > & yaze::editor::ReleaseFocusGroups ()
 
int yaze::editor::ReleaseFocusGroupFor (int object_id)
 
std::vector< int > yaze::editor::OrderObjectsForReview (const std::vector< int16_t > &object_ids)
 
std::optional< int > yaze::editor::NextObjectToCheck (const std::vector< int > &review_order, const ObjectEvidenceStore &evidence, const ObjectUsageIndex &usage, std::optional< int > after_object_id)
 
absl::StatusOr< GameCaptureManifest > yaze::editor::LoadGameCaptureManifest (const std::filesystem::path &dir)
 
std::filesystem::path yaze::editor::GameCaptureRoomPath (const std::filesystem::path &dir, int room_id)
 
std::map< int, ObjectEvidence > yaze::editor::ProposeAutomaticVerdicts (const ObjectAutoCheckResults &results, const ObjectEvidenceStore &evidence, const std::string &rom_sha1)
 
std::string yaze::editor::FormatObjectId (int object_id)
 
std::string yaze::editor::SafeEvidenceFileName (std::string_view name)
 
bool yaze::editor::IsPlainCaptureDir (const std::filesystem::path &dir)
 
std::map< int, ObjectCustomDrawCode > yaze::editor::FindObjectsWithCustomDrawCode (const std::vector< zelda3::ObjectDrawCode > &draw_code, const std::vector< core::ProtectedRegion > &hooks)
 

Variables

constexpr ObjectEvidenceState yaze::editor::kAllObjectEvidenceStates []