#include "app/editor/graphics/graphics_edit_context.h"
#include <algorithm>
#include <array>
#include <limits>
#include <map>
#include <optional>
#include <set>
#include <tuple>
#include <utility>
#include "absl/cleanup/cleanup.h"
#include "absl/strings/str_format.h"
#include "app/gfx/resource/arena.h"
#include "zelda3/dungeon/custom_object.h"
#include "zelda3/dungeon/object_drawer.h"
#include "zelda3/dungeon/object_layer_semantics.h"
#include "zelda3/dungeon/object_parser.h"
#include "zelda3/dungeon/room.h"
Go to the source code of this file.
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| auto | yaze::editor::anonymous_namespace{graphics_edit_context.cc}::ObjectIdentity (const zelda3::RoomObject &object) |
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| absl::StatusOr< std::vector< zelda3::ObjectDrawer::TileTrace > > | yaze::editor::anonymous_namespace{graphics_edit_context.cc}::TraceObjectPattern (const zelda3::Room &room, const zelda3::RoomObject &object, std::string &limitation) |
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| absl::Status | yaze::editor::ValidateGraphicsPaletteAddressing (const GraphicsEditTarget &target, const zelda3::GameData *owner) |
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| void | yaze::editor::ResolveGraphicsPaletteAddressing (GraphicsEditTarget &target, const zelda3::GameData *owner, const zelda3::PaletteAddressMap &addresses, int row, int half_offset) |
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| absl::Status | yaze::editor::UpdateGraphicsContextPalettes (GraphicsEditContext &context, GraphicsEditContext refreshed) |
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| absl::StatusOr< GraphicsEditContext > | yaze::editor::MakeDungeonGraphicsEditContext (const zelda3::Room &room, const zelda3::RoomObject &object, const zelda3::GameData *owner) |
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