1#ifndef YAZE_APP_EDITOR_GRAPHICS_PALETTE_CONTROLS_VIEW_H
2#define YAZE_APP_EDITOR_GRAPHICS_PALETTE_CONTROLS_VIEW_H
4#include "absl/status/status.h"
32 std::string
GetId()
const override {
return "graphics.palette_controls"; }
51 void Draw(
bool* p_open)
override;
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Shared state between GraphicsEditor panel components.
View for managing palettes applied to graphics sheets.
float GetPreferredWidth() const override
Get preferred width for this panel (optional)
std::string GetId() const override
Unique identifier for this panel.
void DrawApplyButtons()
Draw apply buttons.
zelda3::GameData * game_data_
void Initialize()
Initialize the view.
void ApplyPaletteToAllSheets()
Apply current palette to all active sheets.
PaletteControlsView(GraphicsEditorState *state, Rom *rom, zelda3::GameData *game_data=nullptr)
std::string GetIcon() const override
Material Design icon for this panel.
std::string GetDisplayName() const override
Human-readable name shown in menus and title bars.
GraphicsEditorState * state_
int GetPriority() const override
Get display priority for menu ordering.
std::string GetEditorCategory() const override
Editor category this panel belongs to.
void DrawPresets()
Draw quick preset buttons.
absl::Status Update()
Legacy Update method for backward compatibility.
void DrawPaletteDisplay()
Draw the current palette display.
void SetGameData(zelda3::GameData *game_data)
void DrawPaletteGroupSelector()
Draw palette group selection.
void ApplyPaletteToSheet(uint16_t sheet_id)
Apply current palette to specified sheet.
void Draw(bool *p_open) override
Draw the palette controls UI (WindowContent interface)
Base interface for all logical window content components.