Port ScreenEditor to use Tilemap, remove Tilesheet class
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@@ -8,7 +8,6 @@
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/tilemap.h"
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#include "app/gfx/tilesheet.h"
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#include "app/gui/canvas.h"
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#include "app/rom.h"
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#include "app/zelda3/screen/dungeon_map.h"
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@@ -50,7 +49,7 @@ class ScreenEditor : public Editor {
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void set_rom(Rom* rom) { rom_ = rom; }
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Rom* rom() const { return rom_; }
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absl::Status SaveDungeonMaps();
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std::vector<zelda3::DungeonMap> dungeon_maps_;
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private:
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void DrawTitleScreenEditor();
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@@ -61,7 +60,6 @@ class ScreenEditor : public Editor {
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void DrawToolset();
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void DrawInventoryToolset();
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absl::Status LoadDungeonMaps();
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absl::Status LoadDungeonMapTile16(const std::vector<uint8_t>& gfx_data,
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bool bin_mode = false);
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absl::Status SaveDungeonMapTile16();
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@@ -79,7 +77,6 @@ class ScreenEditor : public Editor {
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bool binary_gfx_loaded_ = false;
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uint8_t selected_room = 0;
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uint8_t boss_room = 0;
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int selected_tile16_ = 0;
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int selected_tile8_ = 0;
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@@ -91,14 +88,12 @@ class ScreenEditor : public Editor {
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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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std::vector<zelda3::DungeonMap> dungeon_maps_;
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std::vector<std::vector<std::array<std::string, 25>>> dungeon_map_labels_;
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zelda3::DungeonMapLabels dungeon_map_labels_;
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gfx::SnesPalette palette_;
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gfx::BitmapTable sheets_;
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gfx::Tilesheet tile16_sheet_;
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gfx::Tilemap tile16_blockset_;
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gfx::InternalTile16 current_tile16_info;
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std::array<gfx::TileInfo, 4> current_tile16_info;
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gui::Canvas current_tile_canvas_{"##CurrentTileCanvas", ImVec2(32, 32),
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gui::CanvasGridSize::k16x16, 2.0f};
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