1#ifndef YAZE_APP_EDITOR_TILE16EDITOR_H
2#define YAZE_APP_EDITOR_TILE16EDITOR_H
11#include "absl/status/status.h"
20#include "imgui/imgui.h"
115 std::array<uint8_t, 0x200>& all_tiles_types);
177 absl::Status
BatchEdit(
const std::vector<int>& tile_ids,
178 const std::function<
void(
int)>& operation);
348 if (palette.
size() >= 256) {
351 "Tile16 editor received complete overworld palette with %zu colors",
354 util::logf(
"Warning: Received incomplete palette with %zu colors",
363 util::logf(
"Failed to load tile8 graphics with new palette: %s",
364 status.message().data());
367 "Successfully loaded tile8 graphics with complete overworld "
372 util::logf(
"Tile16 editor palette coordination complete");
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Allows the user to view and edit in game palettes.
Popup window to edit Tile16 data.
absl::Status SaveTile16ToScratchSpace(int slot)
Tile16Editor(Rom *rom, gfx::Tilemap *tile16_blockset)
gfx::Bitmap current_gfx_bmp_
std::map< int, gfx::Tile16 > pending_tile16_changes_
absl::Status LoadLayoutFromScratch(int slot)
zelda3::GameData * game_data() const
std::chrono::steady_clock::time_point last_edit_time_
util::NotifyValue< uint32_t > notify_tile16
void DrawContextMenu()
Draw context menu with editor actions.
absl::Status CyclePalette(bool forward=true)
absl::Status BatchEdit(const std::vector< int > &tile_ids, const std::function< void(int)> &operation)
absl::Status ClearTile16()
absl::Status FillTile16WithTile8(int tile8_id)
gfx::Tilemap * tile16_blockset_
bool map_blockset_loaded_
absl::Status CommitAllChanges()
Write all pending changes to ROM and notify parent.
std::map< int, gfx::Bitmap > pending_tile16_bitmaps_
bool live_preview_enabled_
void AnalyzeTile8SourceData() const
PaletteEditor palette_editor_
gfx::Tile16 current_tile16_data_
absl::Status SaveTile16ToROM()
Write current tile16 data directly to ROM (bypasses pending system)
absl::Status ApplyPaletteToAll(uint8_t palette_id)
int current_tile16() const
void DiscardAllChanges()
Discard all pending changes (revert to ROM state)
int current_palette_group_
int GetActualPaletteSlotForCurrentTile16() const
Get the palette slot for the current tile being edited.
void set_current_palette(int palette)
absl::Status AutoTileTile16()
std::array< uint8_t, 0x200 > all_tiles_types_
absl::Status RegenerateTile16BitmapFromROM()
absl::Status DiscardChanges()
Discard current tile's changes (single tile)
bool show_palette_settings_
uint8_t palette_normalization_mask_
absl::Status PasteTile16FromClipboard()
gui::TileSelectorWidget blockset_selector_
int pending_changes_count() const
Get count of tiles with pending changes.
absl::Status SaveLayoutToScratch(int slot)
bool show_palette_preview_
absl::Status LoadTile16FromScratchSpace(int slot)
int GetPaletteSlotForSheet(int sheet_index) const
Get base palette slot for a graphics sheet.
gfx::SnesPalette CreateRemappedPaletteForViewing(const gfx::SnesPalette &source, int target_row) const
Create a remapped palette for viewing with user-selected palette.
int GetActualPaletteSlot(int palette_button, int sheet_index) const
Calculate actual palette slot from button + sheet.
bool show_unsaved_changes_dialog_
std::vector< UndoState > undo_stack_
absl::Status FlipTile16Horizontal()
gfx::SnesPalette palette_
void SetGameData(zelda3::GameData *game_data)
int current_tile8() const
absl::Status UpdateTile16Edit()
gfx::SnesPalette overworld_palette_
absl::Status Initialize(const gfx::Bitmap &tile16_blockset_bmp, const gfx::Bitmap ¤t_gfx_bmp, std::array< uint8_t, 0x200 > &all_tiles_types)
absl::Status UpdateBlockset()
static constexpr int kTilesPerPage
int GetEncodedPaletteRow(uint8_t pixel_value) const
Get the encoded palette row for a pixel value.
static constexpr int kTilesPerRow
bool auto_normalize_pixels_
void EnableLivePreview(bool enable)
absl::Status SetCurrentTile(int id)
absl::Status UpdateTile8Palette(int tile8_id)
Update palette for a specific tile8.
absl::Status UpdateAsPanel()
Update the editor content without MenuBar (for EditorPanel usage)
void ApplyPaletteToCurrentTile16Bitmap()
absl::Status RefreshTile16Blockset()
absl::Status ValidateTile16Data()
void DrawManualTile8Inputs()
int pending_tile_switch_target_
gfx::Bitmap clipboard_tile16_
const gfx::Bitmap * GetPendingTileBitmap(int tile_id) const
Get preview bitmap for a pending tile (nullptr if not modified)
zelda3::GameData * game_data_
std::array< gfx::Bitmap, 4 > scratch_space_
absl::Status RefreshAllPalettes()
Refresh all tile8 palettes after a palette change.
void DrawPaletteSettings()
Draw palette settings UI.
std::vector< UndoState > redo_stack_
absl::Status UpdateOverworldTilemap()
Update the overworld tilemap to reflect tile changes.
absl::Status RotateTile16()
gfx::Bitmap preview_tile16_
gui::Canvas tile16_edit_canvas_
absl::Status CommitChangesToBlockset()
Commit pending changes to the blockset atlas.
std::array< LayoutScratch, 4 > layout_scratch_
absl::Status UpdateROMTile16Data()
gui::Canvas blockset_canvas_
gui::Canvas tile8_source_canvas_
bool IsTile16Valid(int tile_id) const
gfx::Tile16 * GetCurrentTile16Data()
gfx::Bitmap tile16_blockset_bmp_
absl::Status ApplyToSelection(const std::function< void(int)> &operation)
void MarkCurrentTileModified()
Mark the current tile as having pending changes.
std::vector< gfx::Bitmap > current_gfx_individual_
bool has_pending_changes() const
Check if any tiles have uncommitted changes.
absl::Status CommitChangesToOverworld()
Full commit workflow: ROM + blockset + notify parent.
absl::Status UpdateBlocksetBitmap()
void DiscardCurrentTileChanges()
Discard only the current tile's pending changes.
void RequestTileSwitch(int target_tile_id)
int current_palette() const
absl::Status DrawToCurrentTile16(ImVec2 pos, const gfx::Bitmap *source_tile=nullptr)
absl::Status UpdateLivePreview()
absl::Status PreviewPaletteChange(uint8_t palette_id)
gfx::Bitmap tile8_preview_bmp_
absl::Status CopyTile16ToClipboard(int tile_id)
absl::Status ClearScratchSpace(int slot)
int selection_start_tile_
bool is_tile_modified(int tile_id) const
Check if a specific tile has pending changes.
gui::Table tile_edit_table_
std::function< absl::Status()> on_changes_committed_
static constexpr size_t kMaxUndoStates_
int GetPaletteBaseForSheet(int sheet_index) const
Get palette base row for a graphics sheet.
int GetSheetIndexForTile8(int tile8_id) const
Determine which graphics sheet contains a tile8.
absl::Status FlipTile16Vertical()
gfx::Bitmap current_tile16_bmp_
std::array< bool, 4 > scratch_space_used_
absl::Status PickTile8FromTile16(const ImVec2 &position)
std::vector< int > selected_tiles_
void set_palette(const gfx::SnesPalette &palette)
util::NotifyValue< uint8_t > notify_palette
void set_on_changes_committed(std::function< absl::Status()> callback)
Represents a bitmap image optimized for SNES ROM hacking.
Shared graphical context across editors.
Represents a palette of colors for the Super Nintendo Entertainment System (SNES).
Tile composition of four 8x8 tiles.
Modern, robust canvas for drawing and manipulating graphics.
A class to manage a value that can be modified and notify when it changes.
constexpr int kTile16PixelCount
constexpr int kTile8PixelCount
constexpr int kTile16CanvasSize
constexpr int kTilesheetEditorHeight
constexpr int kTile16Size
constexpr int kNumScratchSlots
constexpr int kTile8CanvasHeight
constexpr int kNumPalettes
constexpr int kTilesheetEditorWidth
constexpr int kTilesheetHeight
constexpr int kTilesheetWidth
void logf(const absl::FormatSpec< Args... > &format, Args &&... args)
std::array< std::array< int, 8 >, 8 > tile_layout
Tilemap structure for SNES tile-based graphics management.