Enhance tile rendering and update logic in OverworldEditor and Canvas

- Added checks to ensure tile16 blockset is loaded and active before drawing in OverworldEditor.
- Improved tile rendering logic in Canvas to pre-render tiles and ensure they are active before drawing, preventing timing issues.
- Cleared cached tile bitmaps to force re-rendering when the tile16 blockset is updated, enhancing visual consistency.
This commit is contained in:
scawful
2025-09-27 11:36:12 -04:00
parent c6490314f3
commit 7e46b2b7be
2 changed files with 43 additions and 4 deletions

View File

@@ -844,8 +844,11 @@ void OverworldEditor::CheckForSelectRectangle() {
}
}
// Create a composite image of all the tile16s selected
if (!tile16_ids.empty()) {
ow_map_canvas_.DrawBitmapGroup(tile16_ids, tile16_blockset_, 0x10, ow_map_canvas_.global_scale());
if (!tile16_ids.empty() && map_blockset_loaded_) {
// Ensure the tilemap is ready before drawing
if (tile16_blockset_.atlas.is_active()) {
ow_map_canvas_.DrawBitmapGroup(tile16_ids, tile16_blockset_, 0x10, ow_map_canvas_.global_scale());
}
}
}
@@ -1008,6 +1011,15 @@ absl::Status OverworldEditor::CheckForCurrentMap() {
ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {
RefreshOverworldMap();
RETURN_IF_ERROR(RefreshTile16Blockset());
// Ensure tile16 blockset is fully updated before rendering
if (tile16_blockset_.atlas.is_active()) {
Renderer::Get().UpdateBitmap(&tile16_blockset_.atlas);
// Clear any cached tile bitmaps to force re-rendering
tile16_blockset_.tile_bitmaps.clear();
}
Renderer::Get().UpdateBitmap(&maps_bmp_[current_map_]);
maps_bmp_[current_map_].set_modified(false);
}