1#ifndef YAZE_APP_EDITOR_OVERWORLD_MAP_PROPERTIES_H
2#define YAZE_APP_EDITOR_OVERWORLD_MAP_PROPERTIES_H
30 std::array<gfx::Bitmap, zelda3::kNumOverworldMaps>* maps_bmp =
nullptr,
53 std::function<
void(
const std::string&)> insert_callback) {
64 bool& current_map_lock,
65 bool& show_map_properties_panel,
66 bool& show_custom_bg_color_editor,
67 bool& show_overlay_editor,
bool& show_overlay_preview,
74 bool& show_custom_bg_color_editor);
80 bool show_overlay_preview);
84 bool current_map_lock,
85 bool& show_map_properties_panel,
86 bool& show_custom_bg_color_editor,
87 bool& show_overlay_editor,
int current_mode = 0);
103 bool& show_custom_bg_color_editor);
105 bool& show_overlay_preview,
int& game_state);
126 std::array<gfx::Bitmap, zelda3::kNumOverworldMaps>*
maps_bmp_;
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
RefreshCallback refresh_overworld_map_
std::array< gfx::Bitmap, zelda3::kNumOverworldMaps > * maps_bmp_
std::function< void()> RefreshCallback
std::function< void()> edit_tile16_callback_
void RefreshMapProperties()
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, int current_mode=0)
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)
void SetTile16EditCallback(std::function< void()> callback)
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 SetEntityCallbacks(std::function< void(const std::string &)> insert_callback)
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)
std::function< void(const std::string &) entity_insert_callback_)
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 DrawCanvasToolbar(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, EditingMode ¤t_mode, EntityEditMode &entity_edit_mode)
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 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.