Refactor sprite editor to use Zelda3 namespace for default sprite names

This commit is contained in:
scawful
2024-08-20 21:42:50 -04:00
parent a8ed9b7f92
commit dc244ac02d
7 changed files with 13 additions and 124 deletions

View File

@@ -4,6 +4,7 @@
#include "app/editor/sprite/zsprite.h"
#include "app/gui/icons.h"
#include "app/gui/input.h"
#include "app/zelda3/sprite/sprite.h"
namespace yaze {
namespace app {
@@ -71,13 +72,13 @@ void SpriteEditor::DrawVanillaSpriteEditor() {
for (int n = 0; n < active_sprites_.Size;) {
bool open = true;
if (active_sprites_[n] > sizeof(kSpriteDefaultNames) / 4) {
if (active_sprites_[n] > sizeof(zelda3::kSpriteDefaultNames) / 4) {
active_sprites_.erase(active_sprites_.Data + n);
continue;
}
if (ImGui::BeginTabItem(
kSpriteDefaultNames[active_sprites_[n]].data(), &open,
zelda3::kSpriteDefaultNames[active_sprites_[n]].data(), &open,
ImGuiTabItemFlags_None)) {
DrawSpriteCanvas();
ImGui::EndTabItem();
@@ -188,10 +189,10 @@ void SpriteEditor::DrawSpritesList() {
ImVec2(ImGui::GetContentRegionAvail().x, 0), true,
ImGuiWindowFlags_NoDecoration)) {
int i = 0;
for (const auto each_sprite_name : kSpriteDefaultNames) {
for (const auto each_sprite_name : zelda3::kSpriteDefaultNames) {
rom()->resource_label()->SelectableLabelWithNameEdit(
current_sprite_id_ == i, "Sprite Names", core::UppercaseHexByte(i),
kSpriteDefaultNames[i].data());
zelda3::kSpriteDefaultNames[i].data());
if (ImGui::IsItemClicked()) {
current_sprite_id_ = i;
if (!active_sprites_.contains(i)) {