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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@@ -35,7 +35,7 @@ absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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converted_bin.begin() + ((i + 1) * 0x1000));
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sheets[i] = gfx::Bitmap(128, 32, 8, gfx_sheets[i]);
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sheets[i].SetPalette(*rom.mutable_dungeon_palette(3));
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core::Renderer::GetInstance().RenderBitmap(&sheets[i]);
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core::Renderer::Get().RenderBitmap(&sheets[i]);
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}
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} else {
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return absl::InternalError("Failed to load dungeon map tile16");
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@@ -69,7 +69,7 @@ absl::Status Inventory::Create() {
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bitmap_.Create(256, 256, 8, data_);
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bitmap_.SetPalette(palette_);
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Renderer::GetInstance().RenderBitmap(&bitmap_);
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Renderer::Get().RenderBitmap(&bitmap_);
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return absl::OkStatus();
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}
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@@ -88,7 +88,7 @@ absl::Status Inventory::BuildTileset() {
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auto hud_pal_group = rom()->palette_group().hud;
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palette_ = hud_pal_group[0];
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tilesheets_bmp_.SetPalette(palette_);
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Renderer::GetInstance().RenderBitmap(&tilesheets_bmp_);
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Renderer::Get().RenderBitmap(&tilesheets_bmp_);
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return absl::OkStatus();
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}
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