Add hex utility functions and refactor usage in editors
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@@ -9,9 +9,10 @@
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#include "app/gui/input.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/room.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 "util/hex.h"
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namespace yaze {
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namespace editor {
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@@ -109,7 +110,7 @@ absl::Status DungeonEditor::Initialize() {
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ASSIGN_OR_RETURN(current_palette_group_,
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gfx::CreatePaletteGroupFromLargePalette(full_palette_));
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graphics_bin_ = GraphicsSheetManager::GetInstance().gfx_sheets();
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graphics_bin_ = GraphicsSheetManager::GetInstance().gfx_sheets();
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// Create a vector of pointers to the current block bitmaps
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for (int block : rooms_[current_room_id_].blocks()) {
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room_gfx_sheets_.emplace_back(&graphics_bin_[block]);
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@@ -327,7 +328,7 @@ void DungeonEditor::DrawRoomSelector() {
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int i = 0;
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for (const auto each_room_name : zelda3::kRoomNames) {
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rom()->resource_label()->SelectableLabelWithNameEdit(
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current_room_id_ == i, "Dungeon Room Names", core::HexByte(i),
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current_room_id_ == i, "Dungeon Room Names", util::HexByte(i),
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each_room_name.data());
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if (ImGui::IsItemClicked()) {
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// TODO: Jump to tab if room is already open
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@@ -402,7 +403,7 @@ void DungeonEditor::DrawEntranceSelector() {
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for (int i = 0; i < 0x85 + 7; i++) {
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rom()->resource_label()->SelectableLabelWithNameEdit(
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current_entrance_id_ == i, "Dungeon Entrance Names",
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core::HexByte(i), zelda3::kEntranceNames[i].data());
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util::HexByte(i), zelda3::kEntranceNames[i].data());
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if (ImGui::IsItemClicked()) {
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current_entrance_id_ = i;
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