1#ifndef YAZE_APP_EDITOR_OVERWORLD_MAP_PROPERTIES_H
2#define YAZE_APP_EDITOR_OVERWORLD_MAP_PROPERTIES_H
28 std::array<gfx::Bitmap, zelda3::kNumOverworldMaps>* maps_bmp =
nullptr,
47 bool& current_map_lock,
bool& show_map_properties_panel,
48 bool& show_custom_bg_color_editor,
bool& show_overlay_editor,
49 bool& show_overlay_preview,
int& game_state,
int& current_mode);
62 bool& show_map_properties_panel,
bool& show_custom_bg_color_editor,
63 bool& show_overlay_editor);
68 void DrawPalettesPopup(
int current_map,
int game_state,
bool& show_custom_bg_color_editor);
70 bool& show_overlay_preview,
int& game_state);
101 std::array<gfx::Bitmap, zelda3::kNumOverworldMaps>*
maps_bmp_;
The Rom class is used to load, save, and modify Rom data.
RefreshCallback refresh_overworld_map_
std::array< gfx::Bitmap, zelda3::kNumOverworldMaps > * maps_bmp_
std::function< void()> RefreshCallback
void RefreshMapProperties()
void DrawOverlayEditor(int current_map, bool &show_overlay_editor)
void DrawPropertiesPopup(int current_map, bool &show_map_properties_panel, bool &show_overlay_preview, int &game_state)
MapPropertiesSystem(zelda3::Overworld *overworld, Rom *rom, std::array< gfx::Bitmap, zelda3::kNumOverworldMaps > *maps_bmp=nullptr, gui::Canvas *canvas=nullptr)
RefreshCallback refresh_map_properties_
void RefreshOverworldMap()
RefreshPaletteCallback refresh_tile16_blockset_
void DrawOverlayPreviewOnMap(int current_map, int current_world, bool show_overlay_preview)
void DrawMosaicControls(int current_map)
void DrawMapPropertiesPanel(int current_map, bool &show_map_properties_panel)
std::function< void(int)> ForceRefreshGraphicsCallback
absl::Status RefreshTile16Blockset()
void SetRefreshCallbacks(RefreshCallback refresh_map_properties, RefreshCallback refresh_overworld_map, RefreshPaletteCallback refresh_map_palette, RefreshPaletteCallback refresh_tile16_blockset=nullptr, ForceRefreshGraphicsCallback force_refresh_graphics=nullptr)
void DrawSpritePropertiesTab(int current_map)
void DrawToolsPopup(int ¤t_mode)
RefreshPaletteCallback refresh_map_palette_
void DrawMusicTab(int current_map)
void DrawBasicPropertiesTab(int current_map)
void DrawCustomFeaturesTab(int current_map)
void DrawPalettesPopup(int current_map, int game_state, bool &show_custom_bg_color_editor)
void DrawCustomBackgroundColorEditor(int current_map, bool &show_custom_bg_color_editor)
void SetupCanvasContextMenu(gui::Canvas &canvas, int current_map, bool current_map_lock, bool &show_map_properties_panel, bool &show_custom_bg_color_editor, bool &show_overlay_editor)
zelda3::Overworld * overworld_
void ForceRefreshGraphics(int map_index)
std::function< absl::Status()> RefreshPaletteCallback
void RefreshSiblingMapGraphics(int map_index, bool include_self=false)
void DrawTileGraphicsTab(int current_map)
ForceRefreshGraphicsCallback force_refresh_graphics_
void DrawQuickAccessPopup()
std::string GetOverlayDescription(uint16_t overlay_id)
void DrawSimplifiedMapSettings(int ¤t_world, int ¤t_map, bool ¤t_map_lock, bool &show_map_properties_panel, bool &show_custom_bg_color_editor, bool &show_overlay_editor, bool &show_overlay_preview, int &game_state, int ¤t_mode)
void DrawOverlayControls(int current_map, bool &show_overlay_preview)
absl::Status RefreshMapPalette()
void DrawGraphicsPopup(int current_map, int game_state)
Modern, robust canvas for drawing and manipulating graphics.
Represents the full Overworld data, light and dark world.
Main namespace for the application.