yaze 0.3.2
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dungeon_workbench_toolbar.h
Go to the documentation of this file.
1#ifndef YAZE_APP_EDITOR_DUNGEON_WIDGETS_DUNGEON_WORKBENCH_TOOLBAR_H
2#define YAZE_APP_EDITOR_DUNGEON_WIDGETS_DUNGEON_WORKBENCH_TOOLBAR_H
3
4#include <cstddef>
5#include <deque>
6#include <functional>
7
9
10namespace yaze::editor {
11
12class DungeonCanvasViewer;
13
16
17 int* current_room_id = nullptr;
18 int* previous_room_id = nullptr;
19 bool* split_view_enabled = nullptr;
20 int* compare_room_id = nullptr;
21
24
25 std::function<void(int)> on_room_selected;
26 std::function<const std::deque<int>&()> get_recent_rooms;
27 std::function<void(bool)> set_workflow_mode;
28
29 char* compare_search_buf = nullptr;
31};
32
33// Draws the stitched "Workbench" toolbar (room nav + compare + key view
34// toggles). Intended to replace per-canvas header chrome in Workbench mode.
36 public:
37 // Returns true when the user requested switching out of Workbench mode.
38 // Caller should apply that mode change after finishing current ImGui scopes.
39 static bool Draw(const DungeonWorkbenchToolbarParams& params);
40};
41
42} // namespace yaze::editor
43
44#endif // YAZE_APP_EDITOR_DUNGEON_WIDGETS_DUNGEON_WORKBENCH_TOOLBAR_H
static bool Draw(const DungeonWorkbenchToolbarParams &params)
Editors are the view controllers for the application.
std::function< const std::deque< int > &()> get_recent_rooms