Refactor Tile16Editor: rename InitBlockset to Initialize and update palette application methods for consistency
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@@ -10,6 +10,7 @@
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/gui/canvas.h"
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#include "app/gui/input.h"
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#include "app/rom.h"
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#include "app/zelda3/overworld/overworld.h"
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#include "imgui/imgui.h"
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@@ -26,9 +27,9 @@ class Tile16Editor : public gfx::GfxContext, public SharedRom {
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Tile16Editor(
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std::array<gfx::Bitmap, zelda3::kNumTile16Individual> &tile16_individual)
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: tile16_individual_(tile16_individual) {}
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absl::Status InitBlockset(const gfx::Bitmap &tile16_blockset_bmp,
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const gfx::Bitmap ¤t_gfx_bmp,
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std::array<uint8_t, 0x200> &all_tiles_types);
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absl::Status Initialize(const gfx::Bitmap &tile16_blockset_bmp,
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const gfx::Bitmap ¤t_gfx_bmp,
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std::array<uint8_t, 0x200> &all_tiles_types);
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absl::Status Update();
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absl::Status DrawMenu();
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@@ -87,6 +88,8 @@ class Tile16Editor : public gfx::GfxContext, public SharedRom {
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gui::Canvas transfer_canvas_;
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gfx::Bitmap transfer_blockset_bmp_;
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gui::Table tile_edit_table_{"##TileEditTable", 3, ImGuiTableFlags_Borders};
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std::array<gfx::Bitmap, zelda3::kNumTile16Individual> &tile16_individual_;
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std::vector<gfx::Bitmap> current_gfx_individual_;
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