feat: Enhance DungeonCanvasViewer with Object Outline Filters and Context Menu Improvements
- Added a sub-menu for toggling visibility of object outlines based on type and layer, allowing for more granular control over displayed objects in the dungeon canvas. - Implemented checkboxes for filtering object outlines by type (Type 1, Type 2, Type 3) and layer (Layer 0, Layer 1, Layer 2) in the debug menu. - Updated the drawing logic to respect the new filtering options, ensuring only the selected objects are rendered on the canvas. - Improved the visibility of object ID labels by making them smaller and less obtrusive, enhancing the overall clarity of the canvas display.
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@@ -323,9 +323,14 @@ absl::StatusOr<PaletteGroup> CreatePaletteGroupFromLargePalette(
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PaletteGroup palette_group;
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for (int i = 0; i < palette.size(); i += num_colors) {
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SnesPalette new_palette;
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if (i + num_colors < palette.size()) {
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if (i + num_colors <= palette.size()) {
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for (int j = 0; j < num_colors; j++) {
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new_palette.AddColor(palette[i + j]);
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auto color = palette[i + j];
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// Ensure first color of each sub-palette (index 0) is transparent
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if (j == 0) {
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color.set_transparent(true);
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}
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new_palette.AddColor(color);
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}
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}
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palette_group.AddPalette(new_palette);
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