yaze 0.3.2
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sprite_graphics_context.h
Go to the documentation of this file.
1#ifndef YAZE_APP_EDITOR_SPRITE_SPRITE_GRAPHICS_CONTEXT_H_
2#define YAZE_APP_EDITOR_SPRITE_SPRITE_GRAPHICS_CONTEXT_H_
3
4#include <array>
5#include <span>
6#include <string>
9struct Frame;
10}
12// Resolves every 8x8 component of the selected OAM entry independently.
13absl::StatusOr<GraphicsEditContext> Make(
14 const zsprite::Frame& frame, int frame_index, int oam_index,
15 const std::array<uint8_t, 8>& slots, const gfx::PaletteGroup& palettes,
16 const zelda3::GameData* owner, const std::string& source_label,
17 const std::string& sheet_source = "sprite sheet selection");
18// Captured pose/palette, live pixels from the owning session's store.
19absl::StatusOr<usage_preview::PreviewImage> RenderCapturedFrame(
20 const zsprite::Frame& frame, const std::array<uint8_t, 8>& slots,
21 const gfx::PaletteGroup& palettes, const zelda3::GameData* owner);
22// Common pose renderer for session-backed sheets and detached scratch slots.
23absl::StatusOr<usage_preview::PreviewImage> RenderFrameBuffer(
24 const zsprite::Frame& frame, std::span<const uint8_t> buffer,
25 const gfx::PaletteGroup& palettes);
26} // namespace yaze::editor::sprite_graphics_context
27
28#endif // YAZE_APP_EDITOR_SPRITE_SPRITE_GRAPHICS_CONTEXT_H_
absl::StatusOr< GraphicsEditContext > Make(const zsprite::Frame &frame, int frame_index, int oam_index, const std::array< uint8_t, 8 > &slots, const gfx::PaletteGroup &palettes, const zelda3::GameData *owner, const std::string &source_label, const std::string &sheet_source)
absl::StatusOr< usage_preview::PreviewImage > RenderCapturedFrame(const zsprite::Frame &frame, const std::array< uint8_t, 8 > &slots, const gfx::PaletteGroup &palettes, const zelda3::GameData *owner)
absl::StatusOr< usage_preview::PreviewImage > RenderFrameBuffer(const zsprite::Frame &frame, std::span< const uint8_t > buffer, const gfx::PaletteGroup &palettes)
Namespace for the ZSprite format from Zarby's ZSpriteMaker.
Represents a group of palettes.