Implement dungeon map screen drawing functionality in ScreenEditor
- Added DrawDungeonMapScreen method to encapsulate the logic for rendering the dungeon map, improving code organization and readability. - Refactored DrawDungeonMapsTabs to utilize the new DrawDungeonMapScreen method, reducing code duplication. - Updated various drawing operations for better clarity and efficiency, including adjustments to tile rendering and grid display. - Removed commented-out code to clean up the implementation.
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@@ -64,6 +64,7 @@ class ScreenEditor : public Editor {
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bool bin_mode = false);
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absl::Status SaveDungeonMapTile16();
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void DrawDungeonMapScreen(int i);
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void DrawDungeonMapsTabs();
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void DrawDungeonMapsEditor();
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void DrawDungeonMapsRoomGfx();
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@@ -86,7 +87,6 @@ class ScreenEditor : public Editor {
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bool copy_button_pressed = false;
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bool paste_button_pressed = false;
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std::unordered_map<int, gfx::Bitmap> tile16_individual_;
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std::vector<gfx::Bitmap> tile8_individual_;
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zelda3::DungeonMapLabels dungeon_map_labels_;
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