1#ifndef YAZE_ZELDA3_OVERWORLD_TILE16_USAGE_INDEX_H
2#define YAZE_ZELDA3_OVERWORLD_TILE16_USAGE_INDEX_H
9#include "absl/status/status.h"
10#include "absl/status/statusor.h"
31 const std::function<absl::StatusOr<gfx::Tile16>(
int)>& tile_provider,
39 const std::vector<std::vector<uint16_t>>& world_tiles,
int local_map,
40 std::vector<int>* counts);
Tile composition of four 8x8 tiles.
Zelda 3 specific classes and functions.
void AccumulateTile16MapUsage(const std::vector< std::vector< uint16_t > > &world_tiles, int local_map, std::vector< int > *counts)
void ClearTile8UsageIndex(Tile8UsageIndex *usage_index)
absl::Status BuildTile8UsageIndex(int total_tiles, const std::function< absl::StatusOr< gfx::Tile16 >(int)> &tile_provider, Tile8UsageIndex *usage_index)
std::vector< int > BuildTile16DisplayOrder(const std::vector< int > &counts, Tile16SortMode sort_mode, bool hide_unused)
std::array< std::vector< Tile8UsageHit >, kMaxTile8UsageId > Tile8UsageIndex
constexpr int kMaxTile8UsageId
void AddTile16ToUsageIndex(const gfx::Tile16 &tile_data, int tile16_id, Tile8UsageIndex *usage_index)