Add hex utility functions and refactor usage in editors

This commit is contained in:
scawful
2025-01-22 13:28:21 -05:00
parent 62e6157864
commit 50c9223a53
17 changed files with 174 additions and 134 deletions

View File

@@ -5,6 +5,7 @@
#include "app/gui/icons.h"
#include "app/gui/input.h"
#include "app/zelda3/sprite/sprite.h"
#include "util/hex.h"
namespace yaze {
namespace editor {
@@ -175,7 +176,9 @@ void SpriteEditor::DrawCurrentSheets() {
graphics_sheet_canvas_.DrawTileSelector(32);
for (int i = 0; i < 8; i++) {
graphics_sheet_canvas_.DrawBitmap(
GraphicsSheetManager::GetInstance().gfx_sheets().at(current_sheets_[i]), 1, (i * 0x40) + 1, 2);
GraphicsSheetManager::GetInstance().gfx_sheets().at(
current_sheets_[i]),
1, (i * 0x40) + 1, 2);
}
graphics_sheet_canvas_.DrawGrid();
graphics_sheet_canvas_.DrawOverlay();
@@ -190,7 +193,7 @@ void SpriteEditor::DrawSpritesList() {
int i = 0;
for (const auto each_sprite_name : zelda3::kSpriteDefaultNames) {
rom()->resource_label()->SelectableLabelWithNameEdit(
current_sprite_id_ == i, "Sprite Names", core::HexByte(i),
current_sprite_id_ == i, "Sprite Names", util::HexByte(i),
zelda3::kSpriteDefaultNames[i].data());
if (ImGui::IsItemClicked()) {
current_sprite_id_ = i;