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.
This commit is contained in:
scawful
2025-09-23 21:38:54 -04:00
parent 0920fcc1fb
commit 8da8014170
3 changed files with 66 additions and 59 deletions

View File

@@ -64,6 +64,7 @@ class ScreenEditor : public Editor {
bool bin_mode = false);
absl::Status SaveDungeonMapTile16();
void DrawDungeonMapScreen(int i);
void DrawDungeonMapsTabs();
void DrawDungeonMapsEditor();
void DrawDungeonMapsRoomGfx();
@@ -86,7 +87,6 @@ class ScreenEditor : public Editor {
bool copy_button_pressed = false;
bool paste_button_pressed = false;
std::unordered_map<int, gfx::Bitmap> tile16_individual_;
std::vector<gfx::Bitmap> tile8_individual_;
zelda3::DungeonMapLabels dungeon_map_labels_;