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