1#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_SELECTION_EDIT_H_
2#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_SELECTION_EDIT_H_
9#include "absl/status/statusor.h"
30 std::vector<zelda3::Room::Door>
doors;
31 std::vector<DungeonSpriteSnapshot>
sprites;
32 std::vector<zelda3::PotItem>
items;
40 std::vector<zelda3::Room::Door>
doors;
41 std::vector<DungeonSpriteSnapshot>
sprites;
42 std::vector<zelda3::PotItem>
items;
75 const DungeonSelectionEditState& after);
81 const zelda3::Room& room,
const DungeonSelectionEditRequest& request);
84 const zelda3::Room& room,
const std::vector<size_t>& objects,
85 const std::vector<SelectedEntity>& entities);
90 const DungeonSelectionEditState& state,
Editors are the view controllers for the application.
absl::StatusOr< DungeonSelectionClipboard > CopyDungeonSelection(const zelda3::Room &room, const std::vector< size_t > &objects, const std::vector< SelectedEntity > &entities)
absl::StatusOr< DungeonSelectionEditPlan > PlanDungeonSelectionEdit(const zelda3::Room &room, const DungeonSelectionEditRequest &request)
DungeonSelectionEditState CaptureDungeonSelectionEditState(const zelda3::Room &room)
constexpr uint8_t kSelectionSprites
constexpr uint8_t kSelectionObjects
uint8_t ChangedDungeonSelectionDomains(const DungeonSelectionEditState &a, const DungeonSelectionEditState &b)
constexpr uint8_t kSelectionDoors
void ApplyDungeonSelectionEditState(zelda3::Room &room, const DungeonSelectionEditState &state, uint8_t domains)
constexpr uint8_t kSelectionItems
std::vector< zelda3::Room::Door > doors
std::vector< zelda3::RoomObject > objects
std::vector< DungeonSpriteSnapshot > sprites
std::vector< std::optional< chest_data > > object_chests
std::vector< zelda3::PotItem > items
DungeonSelectionEditKind kind
DungeonSelectionEditState before
DungeonSelectionEditState after
DungeonSelectionEditKind kind
std::vector< SelectedEntity > entities
std::vector< size_t > objects
const DungeonSelectionClipboard * clipboard
std::vector< SelectedEntity > selected_entities
std::vector< zelda3::Room::Door > doors
std::vector< DungeonSpriteSnapshot > sprites
std::vector< zelda3::PotItem > items
std::vector< zelda3::RoomObject > objects
std::vector< chest_data > chests
std::vector< size_t > selected_objects
bool operator==(const DungeonSpriteSnapshot &) const =default