Move DungeonObjectRenderer to its own file

This commit is contained in:
scawful
2023-12-17 20:59:42 -05:00
parent 813b2e2a62
commit 10785357ef
6 changed files with 323 additions and 294 deletions

View File

@@ -51,38 +51,6 @@ class DungeonEditor : public Editor,
void DrawTileSelector();
void DrawObjectRenderer();
bool is_loaded_ = false;
bool show_object_render_ = false;
bool object_loaded_ = false;
bool palette_showing_ = false;
bool refresh_graphics_ = false;
int current_object_ = 0;
uint64_t current_palette_id_ = 0;
uint64_t current_palette_group_id_ = 0;
uint16_t current_room_id_ = 0;
gfx::Bitmap room_gfx_bmp_;
gfx::SNESPalette current_palette_;
gfx::SNESPalette full_palette_;
gfx::PaletteGroup current_palette_group_;
gui::Canvas canvas_;
gui::Canvas room_gfx_canvas_;
gui::Canvas object_canvas_;
gfx::BitmapTable graphics_bin_;
ImVector<int> active_rooms_;
std::vector<zelda3::dungeon::Room> rooms_;
std::vector<gfx::BitmapManager> room_graphics_;
zelda3::dungeon::DungeonObjectRenderer object_renderer_;
PaletteEditor palette_editor_;
enum BackgroundType {
kNoBackground,
kBackground1,
@@ -94,10 +62,36 @@ class DungeonEditor : public Editor,
int background_type_ = kNoBackground;
int placement_type_ = kNoType;
int current_object_ = 0;
ImGuiTableFlags toolset_table_flags_ =
ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable |
ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable;
bool is_loaded_ = false;
bool object_loaded_ = false;
bool palette_showing_ = false;
bool refresh_graphics_ = false;
bool show_object_render_ = false;
uint16_t current_room_id_ = 0;
uint64_t current_palette_id_ = 0;
uint64_t current_palette_group_id_ = 0;
ImVector<int> active_rooms_;
PaletteEditor palette_editor_;
gfx::SNESPalette current_palette_;
gfx::SNESPalette full_palette_;
gfx::PaletteGroup current_palette_group_;
gui::Canvas canvas_;
gui::Canvas room_gfx_canvas_;
gui::Canvas object_canvas_;
gfx::Bitmap room_gfx_bmp_;
gfx::BitmapTable graphics_bin_;
std::vector<gfx::Bitmap*> room_gfx_sheets_;
std::vector<zelda3::dungeon::Room> rooms_;
std::vector<gfx::BitmapManager> room_graphics_;
zelda3::dungeon::DungeonObjectRenderer object_renderer_;
};
} // namespace editor