Refactor AssembleMap32Tiles to report errors
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@@ -117,7 +117,7 @@ absl::Status OverworldEditor::RefreshTile16Blockset() {
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std::vector<std::future<void>> futures;
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// Loop through the tiles and copy their pixel data into separate vectors
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for (uint i = 0; i < kNumTile16Individual; i++) {
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for (uint i = 0; i < zelda3::overworld::kNumTile16Individual; i++) {
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futures.push_back(std::async(
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std::launch::async,
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[&](int index) {
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@@ -141,7 +141,7 @@ absl::Status OverworldEditor::RefreshTile16Blockset() {
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}
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// Render the bitmaps of each tile.
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for (uint id = 0; id < kNumTile16Individual; id++) {
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for (uint id = 0; id < zelda3::overworld::kNumTile16Individual; id++) {
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RETURN_IF_ERROR(tile16_individual_[id].ApplyPalette(palette_));
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Renderer::GetInstance().UpdateBitmap(&tile16_individual_[id]);
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}
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