yaze 0.2.2
Link to the Past ROM Editor
 
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screen_editor.h
Go to the documentation of this file.
1#ifndef YAZE_APP_EDITOR_SCREEN_EDITOR_H
2#define YAZE_APP_EDITOR_SCREEN_EDITOR_H
3
4#include <array>
5
6#include "absl/status/status.h"
7#include "app/editor/editor.h"
8#include "app/gfx/bitmap.h"
10#include "app/gfx/tilesheet.h"
11#include "app/gui/canvas.h"
12#include "app/rom.h"
15#include "imgui/imgui.h"
16
17namespace yaze {
18namespace editor {
19
34class ScreenEditor : public SharedRom, public Editor {
35 public:
37 screen_canvas_.SetCanvasSize(ImVec2(512, 512));
39 }
40
41 absl::Status Update() override;
42
43 absl::Status Undo() override { return absl::UnimplementedError("Undo"); }
44 absl::Status Redo() override { return absl::UnimplementedError("Redo"); }
45 absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
46 absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
47 absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
48 absl::Status Find() override { return absl::UnimplementedError("Find"); }
49
50 absl::Status SaveDungeonMaps();
51
52 private:
56
58 void DrawToolset();
60
61 absl::Status LoadDungeonMaps();
62 absl::Status LoadDungeonMapTile16(const std::vector<uint8_t> &gfx_data,
63 bool bin_mode = false);
64 absl::Status SaveDungeonMapTile16();
65
69
70 void LoadBinaryGfx();
71
72 enum class EditingMode { DRAW, EDIT };
73
75
77 bool binary_gfx_loaded_ = false;
78
79 uint8_t selected_room = 0;
80 uint8_t boss_room = 0;
81
85 int floor_number = 1;
86
87 bool copy_button_pressed = false;
89
90 std::array<uint16_t, 4> current_tile16_data_;
91 std::unordered_map<int, gfx::Bitmap> tile16_individual_;
92 std::vector<gfx::Bitmap> tile8_individual_;
93 std::vector<uint8_t> all_gfx_;
94 std::vector<uint8_t> gfx_bin_data_;
95 std::vector<zelda3::DungeonMap> dungeon_maps_;
96 std::vector<std::vector<std::array<std::string, 25>>> dungeon_map_labels_;
97
98 absl::Status status_;
99
104
105 gui::Canvas current_tile_canvas_{"##CurrentTileCanvas", ImVec2(32, 32),
109 gui::Canvas tilemap_canvas_{"##TilemapCanvas", ImVec2(128 + 2, (192) + 4),
111
113};
114
115} // namespace editor
116} // namespace yaze
117
118#endif
SharedRom()=default
EditorType type_
Definition editor.h:68
absl::Status LoadDungeonMapTile16(const std::vector< uint8_t > &gfx_data, bool bin_mode=false)
std::vector< gfx::Bitmap > tile8_individual_
absl::Status Undo() override
absl::Status SaveDungeonMapTile16()
absl::Status Paste() override
absl::Status Cut() override
absl::Status Update() override
absl::Status Copy() override
absl::Status Find() override
std::vector< uint8_t > gfx_bin_data_
absl::Status Redo() override
std::array< uint16_t, 4 > current_tile16_data_
std::vector< std::vector< std::array< std::string, 25 > > > dungeon_map_labels_
zelda3::Inventory inventory_
std::vector< uint8_t > all_gfx_
std::vector< zelda3::DungeonMap > dungeon_maps_
std::unordered_map< int, gfx::Bitmap > tile16_individual_
gfx::InternalTile16 current_tile16_info
Represents a palette of colors for the Super Nintendo Entertainment System (SNES).
Represents a tilesheet, which is a collection of tiles stored in a bitmap.
Definition tilesheet.h:28
Represents a canvas for drawing and manipulating graphics.
Definition canvas.h:34
Editors are the view controllers for the application.
std::unordered_map< int, gfx::Bitmap > BitmapTable
Definition bitmap.h:193
Main namespace for the application.
Definition controller.cc:18