#include <algorithm>#include <array>#include <cstdint>#include <span>#include <string>#include <string_view>#include <vector>#include "util/i18n/tr.h"#include "absl/strings/str_format.h"#include "app/editor/dungeon/dungeon_canvas_transform.h"#include "app/editor/dungeon/dungeon_coordinates.h"#include "app/gfx/resource/arena.h"#include "app/gfx/resource/bitmap_texture_queue.h"#include "app/gui/core/agent_theme.h"#include "app/gui/core/layout_helpers.h"#include "dungeon_canvas_viewer.h"#include "imgui/imgui.h"#include "zelda3/dungeon/custom_collision.h"#include "zelda3/dungeon/dimension_service.h"#include "zelda3/dungeon/object_layer_semantics.h"#include "zelda3/dungeon/palette_debug.h"#include "zelda3/resource_labels.h"#include "zelda3/sprite/sprite.h"#include "zelda3/sprite/sprite_oam_tables.h"Go to the source code of this file.
Namespaces | |
| namespace | yaze |
| namespace | yaze::editor |
| Editors are the view controllers for the application. | |
| namespace | yaze::editor::anonymous_namespace{dungeon_canvas_overlays.cc} |
Functions | |
| bool | yaze::editor::anonymous_namespace{dungeon_canvas_overlays.cc}::DrawSpritePreviewPixels (const gui::CanvasRuntime &rt, const std::vector< uint8_t > &preview, const SDL_Rect &bounds, int room_x, int room_y, const std::array< SDL_Color, 256 > &color_table) |
| const char * | yaze::editor::anonymous_namespace{dungeon_canvas_overlays.cc}::GetStoredPlacementLabel (const zelda3::RoomObject &object) |