Refactor logging to use util::logf and add log utility header
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@@ -24,6 +24,7 @@
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#include "imgui/imgui.h"
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#include "imgui_memory_editor.h"
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#include "util/hex.h"
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#include "util/log.h"
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#include "util/macro.h"
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@@ -1020,18 +1021,18 @@ absl::Status OverworldEditor::Save() {
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}
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absl::Status OverworldEditor::LoadGraphics() {
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core::logf("Loading overworld.");
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util::logf("Loading overworld.");
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// Load the Link to the Past overworld.
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RETURN_IF_ERROR(overworld_.Load(rom_))
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palette_ = overworld_.current_area_palette();
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core::logf("Loading overworld graphics.");
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util::logf("Loading overworld graphics.");
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// Create the area graphics image
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RETURN_IF_ERROR(Renderer::GetInstance().CreateAndRenderBitmap(
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0x80, kOverworldMapSize, 0x40, overworld_.current_graphics(),
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current_gfx_bmp_, palette_));
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core::logf("Loading overworld tileset.");
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util::logf("Loading overworld tileset.");
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// Create the tile16 blockset image
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RETURN_IF_ERROR(Renderer::GetInstance().CreateAndRenderBitmap(
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0x80, 0x2000, 0x08, overworld_.tile16_blockset_data(),
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@@ -1041,7 +1042,7 @@ absl::Status OverworldEditor::LoadGraphics() {
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// Copy the tile16 data into individual tiles.
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auto tile16_data = overworld_.tile16_blockset_data();
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core::logf("Loading overworld tile16 graphics.");
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util::logf("Loading overworld tile16 graphics.");
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// Loop through the tiles and copy their pixel data into separate vectors
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for (unsigned int i = 0; i < zelda3::kNumTile16Individual; i++) {
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tile16_individual_[i].Create(kTile16Size, kTile16Size, 0x08,
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@@ -1062,7 +1063,7 @@ absl::Status OverworldEditor::LoadGraphics() {
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Renderer::GetInstance().RenderBitmap(&tile16_individual_[i]);
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}
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core::logf("Loading overworld maps.");
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util::logf("Loading overworld maps.");
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// Render the overworld maps loaded from the ROM.
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for (int i = 0; i < zelda3::kNumOverworldMaps; ++i) {
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overworld_.set_current_map(i);
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