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 "zelda3/game_data.h"
24
25namespace yaze::core {
26class AsarWrapper;
27class VersionManager;
28} // namespace yaze::core
29
30namespace yaze::zelda3 {
31class Overworld;
32}
33
34namespace yaze::editor {
35
36class EditorDependencies;
37class EditorRegistry;
38class UserSettings;
39
40// Forward declarations for legacy accessors
41class AssemblyEditor;
42class MemoryEditor;
43class DungeonEditorV2;
44class GraphicsEditor;
45class ScreenEditor;
46class MessageEditor;
47class MusicEditor;
48class OverworldEditor;
49class PaletteEditor;
50class SpriteEditor;
51class SettingsPanel;
52
57class EditorSet {
58 public:
59 explicit EditorSet(Rom* rom = nullptr, zelda3::GameData* game_data = nullptr,
60 UserSettings* user_settings = nullptr,
61 size_t session_id = 0,
62 EditorRegistry* editor_registry = nullptr);
64
65 void set_user_settings(UserSettings* settings);
66 void SetGameData(zelda3::GameData* game_data);
67
68 void ApplyDependencies(const EditorDependencies& dependencies);
69
70 size_t session_id() const { return session_id_; }
71
72 // Generic accessors
73 Editor* GetEditor(EditorType type) const;
74
75 template <typename T>
76 T* GetEditorAs(EditorType type) const {
77 return static_cast<T*>(GetEditor(type));
78 }
79
80 // Convenience helpers that avoid requiring concrete editor headers.
81 // Prefer these from higher-level systems (EditorManager, UI) to keep compile
82 // dependencies minimal.
83 void OpenAssemblyFolder(const std::string& folder_path) const;
84 void ChangeActiveAssemblyFile(std::string_view path) const;
86
87 // Backend-agnostic accessor for assembly symbols (works for both Asar
88 // and z3dk backends). Returns the assembly editor's last-known symbol
89 // table. Empty if no editor / no assemble has happened yet.
90 const std::map<std::string, core::AsarSymbol>& GetAssemblySymbols() const;
91 int LoadedDungeonRoomCount() const;
92 int TotalDungeonRoomCount() const;
93 std::vector<std::pair<uint32_t, uint32_t>> CollectDungeonWriteRanges() const;
95
96 // Deprecated named accessors (legacy compatibility)
97 [[deprecated("Use GetEditorAs<AssemblyEditor>(EditorType::kAssembly)")]]
99 [[deprecated("Use GetEditorAs<DungeonEditorV2>(EditorType::kDungeon)")]]
101 [[deprecated("Use GetEditorAs<GraphicsEditor>(EditorType::kGraphics)")]]
103 [[deprecated("Use GetEditorAs<MusicEditor>(EditorType::kMusic)")]]
105 [[deprecated("Use GetEditorAs<OverworldEditor>(EditorType::kOverworld)")]]
107 [[deprecated("Use GetEditorAs<PaletteEditor>(EditorType::kPalette)")]]
109 [[deprecated("Use GetEditorAs<ScreenEditor>(EditorType::kScreen)")]]
111 [[deprecated("Use GetEditorAs<SpriteEditor>(EditorType::kSprite)")]]
113 [[deprecated("Use GetEditorAs<SettingsPanel>(EditorType::kSettings)")]]
115 [[deprecated("Use GetEditorAs<MessageEditor>(EditorType::kMessage)")]]
117 [[deprecated("Use GetEditorAs<MemoryEditor>(EditorType::kHex)")]]
119
125 return gfx_group_workspace_.get();
126 }
127
128 std::vector<Editor*> active_editors_;
129
130 private:
131 using EditorFactory = std::function<std::unique_ptr<Editor>()>;
132
133 Editor* FindEditor(EditorType type) const;
135 bool ShouldTrackAsActiveEditor(EditorType type) const;
136 void TrackActiveEditor(Editor* editor);
137
138 size_t session_id_ = 0;
139 Rom* rom_ = nullptr;
143
144 std::optional<EditorDependencies> dependencies_;
145 mutable std::unordered_map<EditorType, std::unique_ptr<Editor>> editors_;
146 std::unordered_map<EditorType, EditorFactory> editor_factories_;
147
148 std::unique_ptr<GfxGroupWorkspaceState> gfx_group_workspace_;
149};
150
160 std::string custom_name; // User-defined session name
161 std::string filepath; // ROM filepath for duplicate detection
162 core::FeatureFlags::Flags feature_flags; // Per-session feature flags
163 // Full project/save policy snapshot for this ROM. An empty optional means
164 // the session has not yet been bound to a project context and must not save.
165 std::optional<project::YazeProject> project_context;
166 bool project_dirty = false;
168 // VersionManager keeps a raw project pointer internally, so its lifetime
169 // must be tied to the stable, session-owned project_context above. Editors
170 // cache this pointer for their entire lifetime.
171 std::unique_ptr<core::VersionManager> version_manager;
172 bool game_data_loaded = false;
173 std::array<bool, kEditorTypeCount> editor_initialized{};
174 std::array<bool, kEditorTypeCount> editor_assets_loaded{};
175
176 RomSession() = default;
177 RomSession(UserSettings* user_settings, size_t session_id,
178 EditorRegistry* editor_registry = nullptr);
179 explicit RomSession(Rom&& r, UserSettings* user_settings = nullptr,
180 size_t session_id = 0,
181 EditorRegistry* editor_registry = nullptr);
182 ~RomSession();
183
184 size_t session_id() const { return editors.session_id(); }
185
186 // Get display name (custom name or ROM title)
187 std::string GetDisplayName() const;
188};
189
190} // namespace yaze::editor
191
192#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:28
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.
Definition editor.h:245
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.
Definition overworld.h:389
Editors are the view controllers for the application.
Zelda 3 specific classes and functions.
Unified dependency container for all editor types.
Definition editor.h:169
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
ProjectFileEditorState project_file_editor_state
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