Refactor DungeonEditor to use arrays for rooms and entrances, improving memory management and performance. Remove unused variables and streamline drawing methods for better clarity.
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@@ -95,7 +95,6 @@ class DungeonEditor : public Editor {
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int background_type_ = kNoBackground;
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int placement_type_ = kNoType;
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int current_object_ = 0;
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bool is_loaded_ = false;
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bool object_loaded_ = false;
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@@ -116,15 +115,14 @@ class DungeonEditor : public Editor {
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gfx::PaletteGroup current_palette_group_;
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gui::Canvas canvas_{"##DungeonCanvas", ImVec2(0x200, 0x200)};
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gui::Canvas room_gfx_canvas_;
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gui::Canvas room_gfx_canvas_{"##RoomGfxCanvas",
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ImVec2(0x100 + 1, 0x10 * 0x40 + 1)};
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gui::Canvas object_canvas_;
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gfx::Bitmap room_gfx_bmp_;
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std::array<gfx::Bitmap, kNumGfxSheets> graphics_bin_;
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std::vector<gfx::Bitmap*> room_gfx_sheets_;
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std::vector<zelda3::Room> rooms_;
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std::vector<zelda3::RoomEntrance> entrances_;
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std::array<zelda3::Room, 0x128> rooms_ = {};
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std::array<zelda3::RoomEntrance, 0x8C> entrances_ = {};
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zelda3::DungeonObjectRenderer object_renderer_;
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absl::flat_hash_map<uint16_t, int> spriteset_usage_;
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