Refactor bitmap update methods to remove unnecessary parameters; simplify texture updating in Renderer and Bitmap classes
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@@ -119,14 +119,14 @@ absl::Status DungeonEditor::RefreshGraphics() {
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int block = rooms_[current_room_id_].blocks()[i];
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RETURN_IF_ERROR(graphics_bin_[block].ApplyPaletteWithTransparent(
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current_palette_group_[current_palette_id_], 0));
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block], true);
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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}
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auto sprites_aux1_pal_group = rom()->palette_group().sprites_aux1;
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for (int i = 9; i < 16; i++) {
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int block = rooms_[current_room_id_].blocks()[i];
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RETURN_IF_ERROR(graphics_bin_[block].ApplyPaletteWithTransparent(
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sprites_aux1_pal_group[current_palette_id_], 0));
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block], true);
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Renderer::GetInstance().UpdateBitmap(&graphics_bin_[block]);
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}
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return absl::OkStatus();
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}
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