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/tilemap.h"
11#include "app/gui/canvas.h"
12#include "app/rom.h"
15#include "imgui/imgui.h"
16
17namespace yaze {
18namespace editor {
19
32class ScreenEditor : public Editor {
33 public:
34 explicit ScreenEditor(Rom* rom = nullptr) : rom_(rom) {
35 screen_canvas_.SetCanvasSize(ImVec2(512, 512));
37 }
38
39 void Initialize() override;
40 absl::Status Load() override;
41 absl::Status Update() override;
42 absl::Status Undo() override { return absl::UnimplementedError("Undo"); }
43 absl::Status Redo() override { return absl::UnimplementedError("Redo"); }
44 absl::Status Cut() override { return absl::UnimplementedError("Cut"); }
45 absl::Status Copy() override { return absl::UnimplementedError("Copy"); }
46 absl::Status Paste() override { return absl::UnimplementedError("Paste"); }
47 absl::Status Find() override { return absl::UnimplementedError("Find"); }
48 absl::Status Save() override { return absl::UnimplementedError("Save"); }
49 void set_rom(Rom* rom) { rom_ = rom; }
50 Rom* rom() const { return rom_; }
51
52 std::vector<zelda3::DungeonMap> dungeon_maps_;
53
54 private:
58
60 void DrawToolset();
62
63 absl::Status LoadDungeonMapTile16(const std::vector<uint8_t>& gfx_data,
64 bool bin_mode = false);
65 absl::Status SaveDungeonMapTile16();
66
70
71 void LoadBinaryGfx();
72
73 enum class EditingMode { DRAW, EDIT };
74
76
77 bool binary_gfx_loaded_ = false;
78
79 uint8_t selected_room = 0;
80
84 int floor_number = 1;
85
86 bool copy_button_pressed = false;
88
89 std::unordered_map<int, gfx::Bitmap> tile16_individual_;
90 std::vector<gfx::Bitmap> tile8_individual_;
92
96 std::array<gfx::TileInfo, 4> current_tile16_info;
97
98 gui::Canvas current_tile_canvas_{"##CurrentTileCanvas", ImVec2(32, 32),
102 gui::Canvas tilemap_canvas_{"##TilemapCanvas", ImVec2(128 + 2, (192) + 4),
104
107 absl::Status status_;
108};
109
110} // namespace editor
111} // namespace yaze
112
113#endif
The Rom class is used to load, save, and modify Rom data.
Definition rom.h:58
EditorType type_
Definition editor.h:90
absl::Status LoadDungeonMapTile16(const std::vector< uint8_t > &gfx_data, bool bin_mode=false)
std::vector< gfx::Bitmap > tile8_individual_
gfx::SnesPalette palette_
absl::Status Undo() override
absl::Status SaveDungeonMapTile16()
absl::Status Paste() override
absl::Status Cut() override
std::array< gfx::TileInfo, 4 > current_tile16_info
absl::Status Save() override
absl::Status Load() override
absl::Status Update() override
absl::Status Copy() override
absl::Status Find() override
absl::Status Redo() override
ScreenEditor(Rom *rom=nullptr)
zelda3::Inventory inventory_
zelda3::DungeonMapLabels dungeon_map_labels_
std::vector< zelda3::DungeonMap > dungeon_maps_
std::unordered_map< int, gfx::Bitmap > tile16_individual_
Represents a palette of colors for the Super Nintendo Entertainment System (SNES).
Represents a canvas for drawing and manipulating graphics.
Definition canvas.h:37
Editors are the view controllers for the application.
std::unordered_map< int, gfx::Bitmap > BitmapTable
Definition bitmap.h:199
std::array< std::vector< std::array< std::string, kNumRooms > >, kNumDungeons > DungeonMapLabels
Definition dungeon_map.h:59
Main namespace for the application.
Definition controller.cc:18