5#include "imgui/imgui.h"
11using namespace dungeon_ui;
17 ImGui::Text(tr(
"Invalid room ID: %d"), room_id);
22 ImGui::Text(tr(
"ROM not loaded"));
32 frame_opts.
canvas_size = ImVec2(kDungeonRoomPixelSize, kDungeonRoomPixelSize);
64 if (room.
rom() && room.
rom()->is_loaded()) {
89 auto& room = *room_ptr;
void RefreshActiveRoomCanvasState(zelda3::Room &room, int room_id)
void set_custom_grid_size(int size)
void SyncCanvasConfigFromViewerState()
zelda3::Room * PrepareActiveRoomForCanvasFrame(int room_id)
uint8_t current_entrance_blockset_
bool ValidateRoomCanvasRequest(int room_id)
gui::CanvasFrameOptions BuildRoomCanvasFrameOptions() const
DungeonRoomStore * rooms_
void DrawRoomHeader(zelda3::Room &room, int room_id)
void SyncViewerStateFromCanvasConfig()
zelda3::Room * TryEnsureRoom(int room_id)
void ApplyConfigSnapshot(const CanvasConfig &snapshot)
void SetShowBuiltinContextMenu(bool show)
CanvasConfig & GetConfig()
void ReloadGraphics(std::optional< uint8_t > entrance_blockset=std::nullopt)
uint8_t spriteset() const
uint8_t layout_id() const
Editors are the view controllers for the application.
constexpr int kNumberOfRooms
std::optional< float > grid_step