Create snes_asm namespace for MosaicEditor code

This commit is contained in:
Justin Scofield
2022-08-05 19:30:05 +00:00
parent ffe03b278c
commit c7c5513f46
4 changed files with 68 additions and 24 deletions

36
src/app/asm/script.cc Normal file
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@@ -0,0 +1,36 @@
#include "script.h"
#include <asar.h>
#include <array>
#include <fstream>
#include <sstream>
#include "absl/status/statusor.h"
#include "absl/strings/string_view.h"
#include "app/core/constants.h"
namespace yaze {
namespace app {
namespace snes_asm {
absl::StatusOr<absl::string_view> GenerateMosaicChangeAssembly(
MosaicArray mosaic_tiles) {
std::fstream file("assets/asm/mosaic_change.asm",
std::ios::out | std::ios::in);
if (!file.is_open()) {
return absl::InvalidArgumentError(
"Couldn't open mosaic change template file");
}
std::stringstream assembly;
assembly << absl::StrCat("org ", kDefaultMosaicHook);
assembly << file.rdbuf();
file.close();
return assembly.str();
}
} // namespace snes_asm
} // namespace app
} // namespace yaze

28
src/app/asm/script.h Normal file
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@@ -0,0 +1,28 @@
#ifndef YAZE_APP_ASM_SCRIPT_H
#define YAZE_APP_ASM_SCRIPT_H
#include <asar.h>
#include <array>
#include <fstream>
#include <sstream>
#include "absl/status/statusor.h"
#include "absl/strings/string_view.h"
#include "app/core/constants.h"
namespace yaze {
namespace app {
namespace snes_asm {
using MosaicArray = std::array<int, core::kNumOverworldMaps>;
constexpr char kDefaultMosaicHook[] = "$02AADB";
absl::StatusOr<absl::string_view> GenerateMosaicChangeAssembly(
MosaicArray mosaic_tiles);
} // namespace snes_asm
} // namespace app
} // namespace yaze
#endif

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@@ -10,6 +10,7 @@
#include "absl/status/statusor.h"
#include "absl/strings/string_view.h"
#include "app/asm/script.h"
#include "app/core/common.h"
#include "app/core/constants.h"
#include "app/gfx/bitmap.h"
@@ -20,27 +21,6 @@ namespace yaze {
namespace app {
namespace editor {
namespace {
absl::StatusOr<absl::string_view> GenerateMosaicChangeAssembly(
MosaicArray mosaic_tiles) {
std::fstream file("assets/asm/mosaic_change.asm",
std::ios::out | std::ios::in);
if (!file.is_open()) {
return absl::InvalidArgumentError(
"Couldn't open mosaic change template file");
}
std::stringstream assembly;
assembly << absl::StrCat("org ", kDefaultMosaicHook);
assembly << file.rdbuf();
file.close();
return assembly.str();
}
} // namespace
ScreenEditor::ScreenEditor() { screen_canvas_.SetCanvasSize(ImVec2(512, 512)); }
void ScreenEditor::Update() {
@@ -58,7 +38,7 @@ void ScreenEditor::Update() {
void ScreenEditor::DrawMosaicEditor() {
TAB_ITEM("Mosaic Transitions")
if (ImGui::Button("GenerateMosaicChangeAssembly")) {
auto mosaic = GenerateMosaicChangeAssembly(mosaic_tiles_);
auto mosaic = snes_asm::GenerateMosaicChangeAssembly(mosaic_tiles_);
if (!mosaic.ok()) {
std::cout << "Failed to generate mosaic change assembly";
} else {

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@@ -3,6 +3,7 @@
#include <imgui/imgui.h>
#include "app/asm/script.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/zelda3/screen.h"
@@ -13,7 +14,6 @@ namespace app {
namespace editor {
using MosaicArray = std::array<int, core::kNumOverworldMaps>;
constexpr char kDefaultMosaicHook[] = "$02AADB";
class ScreenEditor {
public:
@@ -32,7 +32,7 @@ class ScreenEditor {
void DrawCanvas();
void DrawToolset();
MosaicArray mosaic_tiles_;
snes_asm::MosaicArray mosaic_tiles_;
zelda3::Screen current_screen_;
gui::Canvas screen_canvas_;