yaze 0.3.2
Link to the Past ROM Editor
 
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session_types.h
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1#ifndef YAZE_APP_EDITOR_SESSION_TYPES_H_
2#define YAZE_APP_EDITOR_SESSION_TYPES_H_
3
4#include <array>
5#include <cstdint>
6#include <functional>
7#include <map>
8#include <memory>
9#include <optional>
10#include <string>
11#include <string_view>
12#include <unordered_map>
13#include <utility>
14#include <vector>
15
17#include "app/editor/editor.h"
19#include "core/asar_wrapper.h" // For AsarSymbol (backend-agnostic symbol shape)
20#include "core/features.h"
21#include "core/project.h"
22#include "rom/rom.h"
23#include "util/rom_hash.h"
24#include "zelda3/game_data.h"
25
26namespace yaze::core {
27class AsarWrapper;
28class VersionManager;
29} // namespace yaze::core
30
31namespace yaze::zelda3 {
32class Overworld;
33}
34
35namespace yaze::editor {
36
37class EditorDependencies;
38class EditorRegistry;
39class UserSettings;
40
41// Forward declarations for legacy accessors
42class AssemblyEditor;
43class MemoryEditor;
44class DungeonEditorV2;
45class GraphicsEditor;
46class ScreenEditor;
47class MessageEditor;
48class MusicEditor;
49class OverworldEditor;
50class PaletteEditor;
51class SpriteEditor;
52class SettingsPanel;
53
58class EditorSet {
59 public:
60 explicit EditorSet(Rom* rom = nullptr, zelda3::GameData* game_data = nullptr,
61 UserSettings* user_settings = nullptr,
62 size_t session_id = 0,
63 EditorRegistry* editor_registry = nullptr);
65
66 void set_user_settings(UserSettings* settings);
67 void SetGameData(zelda3::GameData* game_data);
68
69 void ApplyDependencies(const EditorDependencies& dependencies);
70
71 // Give materialized editors one terminal detach pass while their external
72 // WorkspaceWindowManager panels are still alive.
74
75 size_t session_id() const { return session_id_; }
76
77 // Generic accessors
78 Editor* GetEditor(EditorType type) const;
79 // Returns an already-created editor without materializing a lazy editor.
80 Editor* GetExistingEditor(EditorType type) const { return FindEditor(type); }
81
82 template <typename T>
83 T* GetEditorAs(EditorType type) const {
84 return static_cast<T*>(GetEditor(type));
85 }
86
87 // Convenience helpers that avoid requiring concrete editor headers.
88 // Prefer these from higher-level systems (EditorManager, UI) to keep compile
89 // dependencies minimal.
90 void OpenAssemblyFolder(const std::string& folder_path) const;
91 void ChangeActiveAssemblyFile(std::string_view path) const;
93
94 // Backend-agnostic accessor for assembly symbols (works for both Asar
95 // and z3dk backends). Returns the assembly editor's last-known symbol
96 // table. Empty if no editor / no assemble has happened yet.
97 const std::map<std::string, core::AsarSymbol>& GetAssemblySymbols() const;
98 int LoadedDungeonRoomCount() const;
99 int TotalDungeonRoomCount() const;
100 std::vector<std::pair<uint32_t, uint32_t>> CollectDungeonWriteRanges() const;
101 bool HasPendingGraphicsChanges() const;
102 bool HasPendingScreenChanges() const;
103 // Reset cached Screen Editor models only when that lazy editor already
104 // exists. ROM replacement must not materialize an otherwise-unused editor.
107 absl::Status PrepareProjectSave();
109
110 // Deprecated named accessors (legacy compatibility)
111 [[deprecated("Use GetEditorAs<AssemblyEditor>(EditorType::kAssembly)")]]
113 [[deprecated("Use GetEditorAs<DungeonEditorV2>(EditorType::kDungeon)")]]
115 [[deprecated("Use GetEditorAs<GraphicsEditor>(EditorType::kGraphics)")]]
117 [[deprecated("Use GetEditorAs<MusicEditor>(EditorType::kMusic)")]]
119 [[deprecated("Use GetEditorAs<OverworldEditor>(EditorType::kOverworld)")]]
121 [[deprecated("Use GetEditorAs<PaletteEditor>(EditorType::kPalette)")]]
123 [[deprecated("Use GetEditorAs<ScreenEditor>(EditorType::kScreen)")]]
125 [[deprecated("Use GetEditorAs<SpriteEditor>(EditorType::kSprite)")]]
127 [[deprecated("Use GetEditorAs<SettingsPanel>(EditorType::kSettings)")]]
129 [[deprecated("Use GetEditorAs<MessageEditor>(EditorType::kMessage)")]]
131 [[deprecated("Use GetEditorAs<MemoryEditor>(EditorType::kHex)")]]
133
139 return gfx_group_workspace_.get();
140 }
141
142 std::vector<Editor*> active_editors_;
143
144 private:
145 using EditorFactory = std::function<std::unique_ptr<Editor>()>;
146
147 Editor* FindEditor(EditorType type) const;
149 bool ShouldTrackAsActiveEditor(EditorType type) const;
150 void TrackActiveEditor(Editor* editor);
151
152 size_t session_id_ = 0;
153 Rom* rom_ = nullptr;
157
158 std::optional<EditorDependencies> dependencies_;
159 mutable std::unordered_map<EditorType, std::unique_ptr<Editor>> editors_;
160 std::unordered_map<EditorType, EditorFactory> editor_factories_;
162
163 std::unique_ptr<GfxGroupWorkspaceState> gfx_group_workspace_;
164};
165
168 std::string normalized_path;
169 // Retained across our own saves, reset when loading/replacing ROM bytes.
171};
172
180 // Identity of loaded/committed bytes, independent of pending raw/model edits.
181 // Empty sessions have no baseline. Session activation must never capture it.
182 std::optional<RomBaselineIdentity> rom_baseline;
183 void CaptureRomIdentity(bool preserve_editing_source = false);
184
186 // Display copies have stable addresses across user and per-frame activation.
187 // Authored pixels remain in game_data.sheet_store; loaded palette colors stay
188 // in game_data.gfx_bitmaps. Allocate only after graphics are loaded.
192
194 std::string custom_name; // User-defined session name
195 std::string filepath; // ROM filepath for duplicate detection
196 core::FeatureFlags::Flags feature_flags; // Per-session feature flags
197 // Full project/save policy snapshot for this ROM. An empty optional means
198 // the session has not yet been bound to a project context and must not save.
199 std::optional<project::YazeProject> project_context;
200 bool project_dirty = false;
201
202 // True when the gfx group tables (blocksets, spritesets, palettesets) in
203 // game_data differ from the ROM buffer. Derived from the data, so every
204 // edit path counts without extra dirty flags.
205 bool HasPendingGfxGroupChanges() const;
206 // A restored backup is staged for inspection and must never be committed by
207 // the periodic autosave path. Explicit Save ROM / Save As clears this flag.
210 // VersionManager keeps a raw project pointer internally, so its lifetime
211 // must be tied to the stable, session-owned project_context above. Editors
212 // cache this pointer for their entire lifetime.
213 std::unique_ptr<core::VersionManager> version_manager;
214 bool game_data_loaded = false;
215 std::array<bool, kEditorTypeCount> editor_initialized{};
216 std::array<bool, kEditorTypeCount> editor_assets_loaded{};
217
218 RomSession() = default;
219 RomSession(UserSettings* user_settings, size_t session_id,
220 EditorRegistry* editor_registry = nullptr);
221 explicit RomSession(Rom&& r, UserSettings* user_settings = nullptr,
222 size_t session_id = 0,
223 EditorRegistry* editor_registry = nullptr);
224 ~RomSession();
225
226 private:
227 std::unique_ptr<std::array<gfx::Bitmap, zelda3::kNumGfxSheets>>
229
230 public:
231 size_t session_id() const { return editors.session_id(); }
232
233 // Get display name (custom name or ROM title)
234 std::string GetDisplayName() const;
235};
236
237} // namespace yaze::editor
238
239#endif // YAZE_APP_EDITOR_SESSION_TYPES_H_
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Definition rom.h:49
Modern C++ wrapper for Asar 65816 assembler integration.
Text editor for modifying assembly code.
DungeonEditorV2 - Simplified dungeon editor using component delegation.
Manages editor types, categories, and lifecycle.
Contains a complete set of editors for a single ROM instance.
std::optional< EditorDependencies > dependencies_
MemoryEditor * GetMemoryEditor() const
T * GetEditorAs(EditorType type) const
std::unordered_map< EditorType, std::unique_ptr< Editor > > editors_
DungeonEditorV2 * GetDungeonEditor() const
void OpenAssemblyFolder(const std::string &folder_path) const
MusicEditor * GetMusicEditor() const
ScreenEditor * GetScreenEditor() const
void SetGameData(zelda3::GameData *game_data)
bool HasPendingProjectDraftChanges() const
Editor * GetExistingEditor(EditorType type) const
bool ShouldTrackAsActiveEditor(EditorType type) const
core::AsarWrapper * GetAsarWrapper() const
std::unique_ptr< GfxGroupWorkspaceState > gfx_group_workspace_
absl::Status PrepareProjectSave()
void TrackActiveEditor(Editor *editor)
void ChangeActiveAssemblyFile(std::string_view path) const
size_t session_id() const
void ApplyDependencies(const EditorDependencies &dependencies)
const std::map< std::string, core::AsarSymbol > & GetAssemblySymbols() const
EditorSet(Rom *rom=nullptr, zelda3::GameData *game_data=nullptr, UserSettings *user_settings=nullptr, size_t session_id=0, EditorRegistry *editor_registry=nullptr)
Editor * EnsureEditorCreated(EditorType type) const
SpriteEditor * GetSpriteEditor() const
UserSettings * user_settings_
Editor * GetEditor(EditorType type) const
GraphicsEditor * GetGraphicsEditor() const
int LoadedDungeonRoomCount() const
Editor * FindEditor(EditorType type) const
PaletteEditor * GetPaletteEditor() const
bool HasPendingGraphicsChanges() const
bool HasPendingScreenChanges() const
std::unordered_map< EditorType, EditorFactory > editor_factories_
const GfxGroupWorkspaceState * gfx_group_workspace() const
EditorRegistry * editor_registry_
void set_user_settings(UserSettings *settings)
zelda3::Overworld * GetOverworldData() const
GfxGroupWorkspaceState * gfx_group_workspace()
MessageEditor * GetMessageEditor() const
std::function< std::unique_ptr< Editor >()> EditorFactory
int TotalDungeonRoomCount() const
SettingsPanel * GetSettingsPanel() const
std::vector< Editor * > active_editors_
zelda3::GameData * game_data_
OverworldEditor * GetOverworldEditor() const
AssemblyEditor * GetAssemblyEditor() const
std::vector< std::pair< uint32_t, uint32_t > > CollectDungeonWriteRanges() const
Interface for editor classes.
Definition editor.h:249
Allows the user to edit graphics sheets from the game or view prototype graphics.
A class for editing music data in a Rom.
Main UI class for editing overworld maps in A Link to the Past.
Allows the user to view and edit in game palettes.
The ScreenEditor class allows the user to edit a variety of screens in the game or create a custom me...
Manages the settings UI displayed in the right sidebar.
Allows the user to edit sprites.
Manages user preferences and settings persistence.
Editors are the view controllers for the application.
Zelda 3 specific classes and functions.
Unified dependency container for all editor types.
Definition editor.h:170
Per-ROM-session UI state shared by all GfxGroupEditor surfaces.
util::RomIdentityHashes hashes
Represents a single session, containing a ROM and its associated editors.
std::unique_ptr< std::array< gfx::Bitmap, zelda3::kNumGfxSheets > > graphics_display_
core::FeatureFlags::Flags feature_flags
ProjectFileEditorState project_file_editor_state
void CaptureRomIdentity(bool preserve_editing_source=false)
bool HasPendingGfxGroupChanges() const
std::optional< RomBaselineIdentity > rom_baseline
std::array< bool, kEditorTypeCount > editor_initialized
zelda3::GameData game_data
std::unique_ptr< core::VersionManager > version_manager
std::array< bool, kEditorTypeCount > editor_assets_loaded
std::string GetDisplayName() const
std::optional< project::YazeProject > project_context