Updated GraphicsEditor and Tile16Editor to use std::array instead of std::vector for better performance.
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@@ -1,6 +1,9 @@
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#ifndef YAZE_APP_EDITOR_TILE16EDITOR_H
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#define YAZE_APP_EDITOR_TILE16EDITOR_H
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#include <array>
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#include <vector>
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#include "absl/status/status.h"
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#include "app/core/common.h"
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#include "app/editor/graphics/palette_editor.h"
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@@ -20,9 +23,9 @@ namespace editor {
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*/
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class Tile16Editor : public gfx::GfxContext, public SharedRom {
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public:
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Tile16Editor(std::array<gfx::Bitmap, zelda3::kNumTile16Individual>& tile16_individual) : tile16_individual_(tile16_individual) {}
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absl::Status InitBlockset(const gfx::Bitmap &tile16_blockset_bmp,
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const gfx::Bitmap ¤t_gfx_bmp,
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const std::vector<gfx::Bitmap> &tile16_individual,
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std::array<uint8_t, 0x200> &all_tiles_types);
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absl::Status Update();
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@@ -82,17 +85,16 @@ class Tile16Editor : public gfx::GfxContext, public SharedRom {
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gui::Canvas transfer_canvas_;
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gfx::Bitmap transfer_blockset_bmp_;
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std::vector<gfx::Bitmap> tile16_individual_;
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std::array<gfx::Bitmap, zelda3::kNumTile16Individual>& tile16_individual_;
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std::vector<gfx::Bitmap> current_gfx_individual_;
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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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absl::Status status_;
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Rom transfer_rom_;
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zelda3::Overworld transfer_overworld_{ transfer_rom_ };
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std::array<gfx::Bitmap, kNumGfxSheets> transfer_gfx_;
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absl::Status transfer_status_;
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};
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