Refactor OverworldEditor to use uint for loop counters in RefreshTile16Blockset method
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@@ -59,7 +59,8 @@ void HandleEntityDragging(zelda3::GameEntity *entity, ImVec2 canvas_p0,
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std::string entity_type = "Entity";
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if (entity->entity_type_ == zelda3::GameEntity::EntityType::kExit) {
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entity_type = "Exit";
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} else if (entity->entity_type_ == zelda3::GameEntity::EntityType::kEntrance) {
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} else if (entity->entity_type_ ==
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zelda3::GameEntity::EntityType::kEntrance) {
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entity_type = "Entrance";
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} else if (entity->entity_type_ == zelda3::GameEntity::EntityType::kSprite) {
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entity_type = "Sprite";
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@@ -310,11 +311,11 @@ bool DrawExitEditorPopup(zelda3::overworld::OverworldExit &exit) {
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void DrawItemInsertPopup() {
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// Contents of the Context Menu
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if (ImGui::BeginPopup("Item Inserter")) {
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static int new_item_id = 0;
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static size_t new_item_id = 0;
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Text("Add Item");
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BeginChild("ScrollRegion", ImVec2(150, 150), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar);
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for (int i = 0; i < zelda3::overworld::kSecretItemNames.size(); i++) {
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for (size_t i = 0; i < zelda3::overworld::kSecretItemNames.size(); i++) {
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if (Selectable(zelda3::overworld::kSecretItemNames[i].c_str(),
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i == new_item_id)) {
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new_item_id = i;
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@@ -348,7 +349,7 @@ bool DrawItemEditorPopup(zelda3::overworld::OverworldItem &item) {
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BeginChild("ScrollRegion", ImVec2(150, 150), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar);
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ImGui::BeginGroup();
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for (int i = 0; i < zelda3::overworld::kSecretItemNames.size(); i++) {
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for (size_t i = 0; i < zelda3::overworld::kSecretItemNames.size(); i++) {
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if (Selectable(zelda3::overworld::kSecretItemNames[i].c_str(),
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item.id_ == i)) {
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item.id_ = i;
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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 (int i = 0; i < kNumTile16Individual; i++) {
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for (uint i = 0; i < 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 (int id = 0; id < kNumTile16Individual; id++) {
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for (uint id = 0; id < 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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