Rearranging structure
This commit is contained in:
@@ -20,10 +20,14 @@ void Editor::UpdateScreen() {
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return;
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return;
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}
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}
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DrawYazeMenu();
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DrawYazeMenu();
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if (ImGui::BeginTabBar("##TabBar")) {
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if (ImGui::BeginTabBar("##TabBar")) {
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DrawOverworldEditor();
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DrawOverworldEditor();
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ImGui::EndTabBar();
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ImGui::EndTabBar();
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}
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}
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ImGui::ShowDemoWindow();
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ImGui::End();
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ImGui::End();
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}
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}
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@@ -124,11 +128,11 @@ void Editor::DrawEditMenu() const {
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// 4) get the tiles32 data
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// 4) get the tiles32 data
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// 5) get the tiles16 data
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// 5) get the tiles16 data
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// 6) get the map32 data (they must be decompressed as well with a lz2 variant
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// 6) get the map32 data (they must be decompressed as well with a lz2 variant
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// not the same as gfx compression but pretty similar)
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// not the same as gfx compression but pretty similar)
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// 7) get the gfx data of the map
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// 7) get the gfx data of the map
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// yeah i forgot that one and load 4bpp in a pseudo vram and use that to
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// yeah i forgot that one and load 4bpp in a pseudo vram and use that to
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// render tiles on screen
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// render tiles on screen
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// 8) try to render the tiles on the bitmap in black & white to start
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// 8) try to render the tiles on the bitmap in black & white to start
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// 9) get the palettes data and try to find how they're loaded in
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// 9) get the palettes data and try to find how they're loaded in
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// the game that's a big puzzle to solve then 9 you'll have an overworld map
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// the game that's a big puzzle to solve then 9 you'll have an overworld map
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// viewer, in less than few hours if are able to understand the data quickly
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// viewer, in less than few hours if are able to understand the data quickly
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@@ -3,6 +3,7 @@
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#include <memory>
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#include <memory>
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#include "Data/Overworld.h"
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#include "ImGuiFileDialog/ImGuiFileDialog.h"
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#include "ImGuiFileDialog/ImGuiFileDialog.h"
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#include "Utils/ROM.h"
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#include "Utils/ROM.h"
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#include "imgui/backends/imgui_impl_sdl.h"
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#include "imgui/backends/imgui_impl_sdl.h"
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@@ -26,6 +27,7 @@ class Editor {
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void DrawOverworldEditor();
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void DrawOverworldEditor();
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Data::Overworld overworld;
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Utils::ROM rom;
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Utils::ROM rom;
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};
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};
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@@ -1,17 +1,13 @@
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#ifndef YAZE_APPLICATION_UTILS_BITMAP_H
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#ifndef YAZE_APPLICATION_UTILS_BITMAP_H
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#define YAZE_APPLICATION_UTILS_BITMAP_H
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#define YAZE_APPLICATION_UTILS_BITMAP_H
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#include <GL/gl.h>
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#include <GL/glu.h>
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namespace yaze {
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namespace yaze {
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namespace Application {
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namespace Application {
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namespace Utils {
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namespace Utils {
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class Bitmap {
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class Bitmap {
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};
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};
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} // namespace Utils
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} // namespace Utils
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} // namespace Application
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} // namespace Application
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} // namespace yaze
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} // namespace yaze
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@@ -1,29 +0,0 @@
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#include "Debug.h"
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namespace yaze {
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namespace Application {
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namespace View {
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void Debug::UpdateScreen() const
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{
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const ImGuiIO& io = ImGui::GetIO();
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ImGui::NewFrame();
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImVec2 dimensions(io.DisplaySize.x, io.DisplaySize.y);
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ImGui::SetNextWindowSize(dimensions, ImGuiCond_Always);
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if (!ImGui::Begin("Main", nullptr, flags)) {
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ImGui::End();
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return;
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}
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ImGui::ShowDemoWindow();
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ImGui::End();
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}
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}
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}
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}
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@@ -1,28 +0,0 @@
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#ifndef YAZE_APPLICATION_DEBUG_DEBUG_H
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#define YAZE_APPLICATION_DEBUG_DEBUG_H
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#include "imgui/backends/imgui_impl_sdl.h"
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#include "imgui/backends/imgui_impl_sdlrenderer.h"
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#include "imgui/imgui.h"
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#include "imgui/imgui_internal.h"
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#include "imgui/misc/cpp/imgui_stdlib.h"
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namespace yaze {
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namespace Application {
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namespace View {
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class Debug {
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public:
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Debug()=default;
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void UpdateScreen() const;
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private:
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ImGuiWindowFlags flags =
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ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse |
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ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoScrollbar;
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};
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}
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}
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}
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#endif
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