Refactor Renderer access and enhance graphics loading functionality

- Replaced instances of Renderer::GetInstance() with Renderer::Get() for consistency across the codebase.
- Updated various rendering methods to streamline bitmap updates and enhance performance.
- Removed unused includes and comments to improve code clarity and maintainability.
This commit is contained in:
scawful
2025-05-08 19:37:48 -04:00
parent fb015523dc
commit 11504ca4c1
18 changed files with 147 additions and 177 deletions

View File

@@ -116,7 +116,7 @@ absl::Status DungeonEditor::RefreshGraphics() {
[this](int block) -> absl::Status {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
current_palette_group_[current_palette_id_], 0);
Renderer::GetInstance().UpdateBitmap(
Renderer::Get().UpdateBitmap(
&gfx::Arena::Get().gfx_sheets()[block]);
return absl::OkStatus();
});
@@ -127,7 +127,7 @@ absl::Status DungeonEditor::RefreshGraphics() {
[this, &sprites_aux1_pal_group](int block) -> absl::Status {
gfx::Arena::Get().gfx_sheets()[block].SetPaletteWithTransparent(
sprites_aux1_pal_group[current_palette_id_], 0);
Renderer::GetInstance().UpdateBitmap(
Renderer::Get().UpdateBitmap(
&gfx::Arena::Get().gfx_sheets()[block]);
return absl::OkStatus();
});
@@ -563,10 +563,9 @@ void DungeonEditor::DrawObjectRenderer() {
for (const auto object_name : zelda3::Type1RoomObjectNames) {
if (ImGui::Selectable(object_name.data(), selected_object == i)) {
selected_object = i;
object_renderer_.LoadObject(i,
rooms_[current_room_id_].mutable_blocks());
Renderer::GetInstance().RenderBitmap(object_renderer_.bitmap());
object_loaded_ = true;
// object_renderer_.LoadObject(i,
// rooms_[current_room_id_].mutable_blocks());
// object_loaded_ = true;
}
i += 1;
}
@@ -580,9 +579,6 @@ void DungeonEditor::DrawObjectRenderer() {
object_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
object_canvas_.DrawContextMenu();
object_canvas_.DrawTileSelector(32);
if (object_loaded_) {
object_canvas_.DrawBitmap(*object_renderer_.bitmap(), 0, 0);
}
object_canvas_.DrawGrid(32.0f);
object_canvas_.DrawOverlay();
@@ -593,8 +589,8 @@ void DungeonEditor::DrawObjectRenderer() {
if (object_loaded_) {
ImGui::Begin("Memory Viewer", &object_loaded_, 0);
static MemoryEditor mem_edit;
mem_edit.DrawContents((void *)object_renderer_.mutable_memory(),
object_renderer_.mutable_memory()->size());
// mem_edit.DrawContents(object_renderer_.mutable_memory()->data(),
// object_renderer_.mutable_memory()->size());
ImGui::End();
}
}