refactor: Update Dungeon Rendering Logic for Enhanced Tile Management (WIP)
- Refactored DungeonCanvasViewer to utilize LoadLayoutTilesToBuffer for rendering layout tiles, improving the separation of concerns in the rendering process. - Updated ObjectDrawer to draw using 8x8 tiles instead of 16x16, enhancing tile rendering accuracy and efficiency. - Modified Room and RoomLayoutObject classes to support room-specific graphics buffers, ensuring correct tile usage during rendering. - Removed legacy methods and classes related to tile handling, streamlining the codebase and improving maintainability.
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@@ -51,7 +51,9 @@ class RoomLayoutObject {
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void set_layer(uint8_t layer) { layer_ = layer; }
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// Get tile data for this layout object
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absl::StatusOr<gfx::Tile16> GetTile() const;
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// NOTE: Layout codes need to be mapped to actual VRAM tile IDs
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// The room_gfx_buffer provides the assembled graphics for this specific room
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absl::StatusOr<gfx::Tile16> GetTile(const uint8_t* room_gfx_buffer = nullptr) const;
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// Get the name/description of this layout object type
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std::string GetTypeName() const;
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