Refactor bitmap palette management across various components to streamline palette setting and improve error handling; remove unnecessary status checks and enhance consistency in palette application methods.
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@@ -68,7 +68,7 @@ absl::StatusOr<std::array<gfx::Bitmap, kNumLinkSheets>> LoadLinkGraphics(
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auto link_sheet_8bpp = gfx::SnesTo8bppSheet(link_sheet_data, /*bpp=*/4);
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link_graphics[i].Create(gfx::kTilesheetWidth, gfx::kTilesheetHeight,
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gfx::kTilesheetDepth, link_sheet_8bpp);
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RETURN_IF_ERROR(link_graphics[i].SetPalette(rom.palette_group().armors[0]);)
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link_graphics[i].SetPalette(rom.palette_group().armors[0]);
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Renderer::GetInstance().RenderBitmap(&link_graphics[i]);
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}
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return link_graphics;
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@@ -108,11 +108,11 @@ absl::StatusOr<std::array<gfx::Bitmap, kNumGfxSheets>> LoadAllGraphicsData(
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if (graphics_sheets[i].is_active()) {
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if (i > 115) {
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// Apply sprites palette
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RETURN_IF_ERROR(graphics_sheets[i].SetPaletteWithTransparent(
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rom.palette_group().global_sprites[0], 0));
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graphics_sheets[i].SetPaletteWithTransparent(
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rom.palette_group().global_sprites[0], 0);
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} else {
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RETURN_IF_ERROR(graphics_sheets[i].SetPaletteWithTransparent(
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rom.palette_group().dungeon_main[0], 0));
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graphics_sheets[i].SetPaletteWithTransparent(
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rom.palette_group().dungeon_main[0], 0);
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}
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}
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