1#ifndef YAZE_APP_EDITOR_OVERWORLD_MAP_REFRESH_COORDINATOR_H
2#define YAZE_APP_EDITOR_OVERWORLD_MAP_REFRESH_COORDINATOR_H
7#include "absl/status/status.h"
44 std::array<gfx::Bitmap, zelda3::kNumOverworldMaps>*
maps_bmp =
nullptr;
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
void RefreshMapProperties()
Refresh map properties (copy parent properties to siblings)
void RefreshMultiAreaMapsSafely(int map_index, zelda3::OverworldMap *map)
Safely refresh multi-area maps without recursion.
void RefreshChildMapOnDemand(int map_index)
On-demand child map refresh with selective updates.
void RefreshChildMap(int map_index)
Refresh a child map's graphics pipeline (legacy full rebuild)
absl::Status RefreshMapPalette()
Refresh map palette after palette property changes.
void InvalidateGraphicsCache(int map_id=-1)
Invalidate cached graphics for a specific map or all maps.
void RefreshOverworldMap()
Refresh the current overworld map.
absl::Status RefreshTile16Blockset()
Refresh the tile16 blockset after graphics/palette changes.
MapRefreshCoordinator(const MapRefreshContext &ctx)
void RefreshSiblingMapGraphics(int map_index, bool include_self=false)
Refresh sibling map graphics for multi-area maps.
void UpdateBlocksetWithPendingTileChanges()
Update blockset atlas with pending tile16 editor changes.
void RefreshOverworldMapOnDemand(int map_index)
On-demand map refresh that only updates what's actually needed.
void ForceRefreshGraphics(int map_index)
Force refresh graphics for a specific map.
Popup window to edit Tile16 data.
Represents a bitmap image optimized for SNES ROM hacking.
Defines an abstract interface for all rendering operations.
Represents a palette of colors for the Super Nintendo Entertainment System (SNES).
Represents a single Overworld map screen.
Represents the full Overworld data, light and dark world.
std::unordered_map< int, std::unique_ptr< gfx::Bitmap > > BitmapTable
Context struct holding all data dependencies for map refresh operations. All pointers/references must...
gfx::Tilemap * tile16_blockset
gfx::SnesPalette * palette
zelda3::Overworld * overworld
std::function< void(int map_index)> ensure_map_texture
Callback to ensure a map texture is created (stays in OverworldEditor)
gfx::IRenderer * renderer
Tile16Editor * tile16_editor
std::array< gfx::Bitmap, zelda3::kNumOverworldMaps > * maps_bmp
gfx::Bitmap * current_gfx_bmp
bool * map_blockset_loaded
gfx::BitmapTable * current_graphics_set
Tilemap structure for SNES tile-based graphics management.