1#ifndef YAZE_APP_EDITOR_SESSION_TYPES_H_
2#define YAZE_APP_EDITOR_SESSION_TYPES_H_
12#include <unordered_map>
33class EditorDependencies;
94 [[deprecated(
"Use GetEditorAs<AssemblyEditor>(EditorType::kAssembly)")]]
96 [[deprecated(
"Use GetEditorAs<DungeonEditorV2>(EditorType::kDungeon)")]]
98 [[deprecated(
"Use GetEditorAs<GraphicsEditor>(EditorType::kGraphics)")]]
100 [[deprecated(
"Use GetEditorAs<MusicEditor>(EditorType::kMusic)")]]
102 [[deprecated(
"Use GetEditorAs<OverworldEditor>(EditorType::kOverworld)")]]
104 [[deprecated(
"Use GetEditorAs<PaletteEditor>(EditorType::kPalette)")]]
106 [[deprecated(
"Use GetEditorAs<ScreenEditor>(EditorType::kScreen)")]]
108 [[deprecated(
"Use GetEditorAs<SpriteEditor>(EditorType::kSprite)")]]
110 [[deprecated(
"Use GetEditorAs<SettingsPanel>(EditorType::kSettings)")]]
112 [[deprecated(
"Use GetEditorAs<MessageEditor>(EditorType::kMessage)")]]
114 [[deprecated(
"Use GetEditorAs<MemoryEditor>(EditorType::kHex)")]]
142 mutable std::unordered_map<EditorType, std::unique_ptr<Editor>>
editors_;
166 size_t session_id = 0,
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
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 ShouldTrackAsActiveEditor(EditorType type) const
core::AsarWrapper * GetAsarWrapper() const
std::unique_ptr< GfxGroupWorkspaceState > gfx_group_workspace_
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
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.
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.
Represents the full Overworld data, light and dark world.
Editors are the view controllers for the application.
Zelda 3 specific classes and functions.
Unified dependency container for all editor types.
Per-ROM-session UI state shared by all GfxGroupEditor surfaces.
Represents a single session, containing a ROM and its associated editors.
core::FeatureFlags::Flags feature_flags
std::array< bool, kEditorTypeCount > editor_initialized
zelda3::GameData game_data
std::array< bool, kEditorTypeCount > editor_assets_loaded
std::string GetDisplayName() const