1#ifndef YAZE_APP_SERVICE_RENDER_SERVICE_H_
2#define YAZE_APP_SERVICE_RENDER_SERVICE_H_
9#include "absl/status/statusor.h"
21namespace RenderOverlay {
28constexpr uint32_t
kGrid = 1 << 5;
29constexpr uint32_t
kAll = ~0u;
77 int width,
int height);
80 void ApplyOverlays(std::vector<uint8_t>& rgba,
int width,
int height,
84 absl::StatusOr<std::vector<uint8_t>>
EncodePng(
85 const std::vector<uint8_t>& rgba,
int width,
int height);
89 mutable std::mutex
mu_;
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
zelda3::GameData * game_data_
absl::StatusOr< std::vector< uint8_t > > EncodePng(const std::vector< uint8_t > &rgba, int width, int height)
RenderService(Rom *rom, zelda3::GameData *game_data)
absl::StatusOr< RoomMetadata > GetDungeonRoomMetadata(int room_id)
void ApplyOverlays(std::vector< uint8_t > &rgba, int width, int height, const zelda3::Room &room, uint32_t flags, float scale)
absl::StatusOr< std::vector< uint8_t > > BitmapToRgba(const gfx::Bitmap &bitmap, int width, int height)
absl::StatusOr< RenderResult > RenderDungeonRoom(const RenderRequest &req)
Represents a bitmap image optimized for SNES ROM hacking.
constexpr uint32_t kCollision
constexpr uint32_t kSprites
constexpr uint32_t kCameraQuads
constexpr uint32_t kObjects
constexpr uint32_t kTrack
std::vector< uint8_t > png_data