1#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_COMPOSITE_H_
2#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_COMPOSITE_H_
13class RoomLayerManager;
uint64_t rendered_layer_signature_
RoomCompositeOutput & operator=(RoomCompositeOutput &&)=delete
RoomCompositeOutput & operator=(const RoomCompositeOutput &)=delete
RoomCompositeOutput(const RoomCompositeOutput &)=delete
const zelda3::Room * rendered_room_
RoomCompositeOutput(RoomCompositeOutput &&)=delete
std::unique_ptr< gfx::Bitmap > bitmap_
uint64_t rendered_room_revision_
gfx::Bitmap & Prepare(zelda3::Room &room, const zelda3::RoomLayerManager &layer_manager)
const gfx::Bitmap & bitmap() const
Represents a bitmap image optimized for SNES ROM hacking.
RoomLayerManager - Manages layer visibility and compositing.
Editors are the view controllers for the application.
gfx::Bitmap & PrepareCanonicalRoomComposite(zelda3::Room &room, RoomCompositeOutput &output)
Contains classes for handling graphical data.
Zelda 3 specific classes and functions.