Create Script class
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@@ -14,8 +14,8 @@ namespace yaze {
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namespace app {
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namespace snes_asm {
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absl::StatusOr<absl::string_view> GenerateMosaicChangeAssembly(
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MosaicArray mosaic_tiles) {
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absl::StatusOr<absl::string_view> Script::GenerateMosaicChangeAssembly(
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std::array<int, core::kNumOverworldMaps> mosaic_tiles) {
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std::fstream file("assets/asm/mosaic_change.asm",
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std::ios::out | std::ios::in);
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if (!file.is_open()) {
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@@ -15,11 +15,13 @@ namespace yaze {
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namespace app {
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namespace snes_asm {
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using MosaicArray = std::array<int, core::kNumOverworldMaps>;
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constexpr char kDefaultMosaicHook[] = "$02AADB";
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absl::StatusOr<absl::string_view> GenerateMosaicChangeAssembly(
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MosaicArray mosaic_tiles);
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class Script {
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public:
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absl::StatusOr<absl::string_view> GenerateMosaicChangeAssembly(
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std::array<int, core::kNumOverworldMaps> mosaic_tiles);
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};
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} // namespace snes_asm
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} // namespace app
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@@ -38,7 +38,7 @@ void ScreenEditor::Update() {
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void ScreenEditor::DrawMosaicEditor() {
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TAB_ITEM("Mosaic Transitions")
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if (ImGui::Button("GenerateMosaicChangeAssembly")) {
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auto mosaic = snes_asm::GenerateMosaicChangeAssembly(mosaic_tiles_);
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auto mosaic = mosaic_script_.GenerateMosaicChangeAssembly(mosaic_tiles_);
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if (!mosaic.ok()) {
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std::cout << "Failed to generate mosaic change assembly";
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} else {
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@@ -3,7 +3,10 @@
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#include <imgui/imgui.h>
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#include <array>
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#include "app/asm/script.h"
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#include "app/core/constants.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_tile.h"
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#include "app/zelda3/screen.h"
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@@ -32,8 +35,8 @@ class ScreenEditor {
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void DrawCanvas();
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void DrawToolset();
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snes_asm::MosaicArray mosaic_tiles_;
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std::array<int, core::kNumOverworldMaps> mosaic_tiles_;
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snes_asm::Script mosaic_script_;
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zelda3::Screen current_screen_;
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gui::Canvas screen_canvas_;
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};
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