Add Editor and Transfer to Tile16Editor
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@@ -18,9 +18,54 @@
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#include "app/rom.h"
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#include "app/zelda3/overworld.h"
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class Tile16Editor {
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namespace yaze {
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namespace app {
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namespace editor {
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class Tile16Editor : public SharedROM {
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public:
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absl::Status Update();
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absl::Status InitBlockset(gfx::Bitmap tile16_blockset_bmp);
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private:
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bool map_blockset_loaded_ = false;
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bool transfer_started_ = false;
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bool transfer_blockset_loaded_ = false;
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// Canvas dimensions
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int canvas_width;
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int canvas_height;
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// Texture ID for the canvas
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int texture_id;
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// Various options for the Tile16 Editor
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bool x_flip;
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bool y_flip;
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bool priority_tile;
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int tile_size;
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gui::Canvas blockset_canvas_;
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gfx::Bitmap tile16_blockset_bmp_;
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gui::Canvas transfer_canvas_;
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gfx::Bitmap transfer_blockset_bmp_;
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gfx::Bitmap transfer_current_bmp_;
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PaletteEditor palette_editor_;
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gfx::SNESPalette palette_;
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zelda3::Overworld transfer_overworld_;
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std::vector<Bytes> tile16_individual_data_;
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std::vector<gfx::Bitmap> tile16_individual_;
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gfx::BitmapTable graphics_bin_;
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ROM transfer_rom_;
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absl::Status transfer_status_;
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};
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} // namespace editor
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} // namespace app
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} // namespace yaze
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#endif // YAZE_APP_EDITOR_TILE16EDITOR_H
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