replace old renderer access pattern
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@@ -1,9 +1,12 @@
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#include "app/core/platform/renderer.h"
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#include "app/editor/overworld_editor.h"
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namespace yaze {
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namespace app {
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namespace editor {
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using core::Renderer;
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void OverworldEditor::RefreshChildMap(int map_index) {
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overworld_.mutable_overworld_map(map_index)->LoadAreaGraphics();
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status_ = overworld_.mutable_overworld_map(map_index)->BuildTileset();
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@@ -50,7 +53,7 @@ void OverworldEditor::RefreshOverworldMap() {
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int n = is_large ? 4 : 1;
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// We do texture updating on the main thread
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for (int i = 0; i < n; ++i) {
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rom()->UpdateBitmap(&maps_bmp_[indices[i]]);
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Renderer::GetInstance().UpdateBitmap(&maps_bmp_[indices[i]]);
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}
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}
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@@ -106,7 +109,7 @@ absl::Status OverworldEditor::RefreshTile16Blockset() {
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overworld_.set_current_map(current_map_);
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palette_ = overworld_.AreaPalette();
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// Create the tile16 blockset image
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rom()->UpdateBitmap(&tile16_blockset_bmp_);
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Renderer::GetInstance().UpdateBitmap(&tile16_blockset_bmp_);
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RETURN_IF_ERROR(tile16_blockset_bmp_.ApplyPalette(palette_));
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// Copy the tile16 data into individual tiles.
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@@ -146,7 +149,7 @@ absl::Status OverworldEditor::RefreshTile16Blockset() {
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// Render the bitmaps of each tile.
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for (int id = 0; id < 4096; id++) {
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RETURN_IF_ERROR(tile16_individual_[id].ApplyPalette(palette_));
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rom()->UpdateBitmap(&tile16_individual_[id]);
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Renderer::GetInstance().UpdateBitmap(&tile16_individual_[id]);
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}
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return absl::OkStatus();
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