1#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
2#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
5#include <unordered_map>
7#include "absl/status/status.h"
27 absl::Status
LoadAllRooms(std::array<zelda3::Room, 0x128>& rooms);
28 absl::Status
LoadRoomEntrances(std::array<zelda3::RoomEntrance, 0x8C>& entrances);
The Rom class is used to load, save, and modify Rom data.
Manages loading and saving of dungeon room data.
const std::unordered_map< int, ImVec4 > & GetRoomPalette() const
const std::vector< int64_t > & GetRoomSizes() const
absl::Status LoadRoomEntrances(std::array< zelda3::RoomEntrance, 0x8C > &entrances)
absl::Status LoadAllRooms(std::array< zelda3::Room, 0x128 > &rooms)
absl::Status LoadRoom(int room_id, zelda3::Room &room)
std::unordered_map< int, int > room_size_addresses_
std::vector< int64_t > room_size_pointers_
absl::Status ReloadAllRoomGraphics(std::array< zelda3::Room, 0x128 > &rooms)
void LoadDungeonRoomSize()
const std::vector< int64_t > & GetRoomSizePointers() const
std::vector< int64_t > room_sizes_
DungeonRoomLoader(Rom *rom)
std::unordered_map< int, ImVec4 > room_palette_
uint64_t GetTotalRoomSize() const
const std::unordered_map< int, int > & GetRoomSizeAddresses() const
absl::Status LoadAndRenderRoomGraphics(zelda3::Room &room)
uint64_t total_room_size_
Main namespace for the application.