Refactor DungeonEditor::RefreshGraphics for improved readability and consistency
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@@ -10,6 +10,7 @@
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#include "app/rom.h"
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#include "app/rom.h"
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#include "app/zelda3/dungeon/object_names.h"
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#include "app/zelda3/dungeon/object_names.h"
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#include "imgui/imgui.h"
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#include "imgui/imgui.h"
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#include "imgui_memory_editor.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room.h"
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namespace yaze {
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namespace yaze {
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@@ -117,36 +118,24 @@ absl::Status DungeonEditor::Initialize() {
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}
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}
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absl::Status DungeonEditor::RefreshGraphics() {
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absl::Status DungeonEditor::RefreshGraphics() {
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for (int i = 0; i < 8; i++) {
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std::for_each_n(
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int block = rooms_[current_room_id_].blocks()[i];
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rooms_[current_room_id_].blocks().begin(), 8,
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RETURN_IF_ERROR(graphics_bin_[block].ApplyPaletteWithTransparent(
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current_palette_group_[current_palette_id_], 0));
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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}
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std::for_each_n(rooms_[current_room_id_].blocks().begin(), 8,
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[this](int block) -> absl::Status {
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[this](int block) -> absl::Status {
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RETURN_IF_ERROR(
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RETURN_IF_ERROR(graphics_bin_[block].ApplyPaletteWithTransparent(
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graphics_bin_[block].ApplyPaletteWithTransparent(
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current_palette_group_[current_palette_id_], 0));
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current_palette_group_[current_palette_id_], 0));
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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return absl::OkStatus();
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return absl::OkStatus();
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});
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});
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auto sprites_aux1_pal_group = rom()->palette_group().sprites_aux1;
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auto sprites_aux1_pal_group = rom()->palette_group().sprites_aux1;
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std::for_each_n(rooms_[current_room_id_].blocks().begin() + 8, 8,
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std::for_each_n(
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rooms_[current_room_id_].blocks().begin() + 8, 8,
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[this, &sprites_aux1_pal_group](int block) -> absl::Status {
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[this, &sprites_aux1_pal_group](int block) -> absl::Status {
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RETURN_IF_ERROR(
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RETURN_IF_ERROR(graphics_bin_[block].ApplyPaletteWithTransparent(
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graphics_bin_[block].ApplyPaletteWithTransparent(
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sprites_aux1_pal_group[current_palette_id_], 0));
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sprites_aux1_pal_group[current_palette_id_], 0));
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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return absl::OkStatus();
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return absl::OkStatus();
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});
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});
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for (int i = 9; i < 16; i++) {
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int block = rooms_[current_room_id_].blocks()[i];
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RETURN_IF_ERROR(graphics_bin_[block].ApplyPaletteWithTransparent(
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sprites_aux1_pal_group[current_palette_id_], 0));
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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}
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return absl::OkStatus();
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return absl::OkStatus();
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}
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}
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