Refactor OverworldEditor Load method to ensure graphics are loaded before initialization

This commit is contained in:
scawful
2025-03-13 09:27:27 -04:00
parent 12d2d212fd
commit 1a674e731a

View File

@@ -89,20 +89,17 @@ void OverworldEditor::Initialize() {
}
absl::Status OverworldEditor::Load() {
RETURN_IF_ERROR(LoadGraphics());
RETURN_IF_ERROR(
tile16_editor_.Initialize(tile16_blockset_bmp_, current_gfx_bmp_,
*overworld_.mutable_all_tiles_types()));
ASSIGN_OR_RETURN(entrance_tiletypes_, zelda3::LoadEntranceTileTypes(rom_));
RETURN_IF_ERROR(LoadGraphics());
all_gfx_loaded_ = true;
return absl::OkStatus();
}
absl::Status OverworldEditor::Update() {
status_ = absl::OkStatus();
if (rom_.is_loaded() && !all_gfx_loaded_) {
RETURN_IF_ERROR(Load());
}
if (overworld_canvas_fullscreen_) {
DrawFullscreenCanvas();