cleanup infrastructure doc
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@@ -19,11 +19,12 @@ For developers to reference.
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- [Getting Started](./getting-started.md)
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- [LC_LZ2 Compression](./compression.md)
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- **src**: Contains source files.
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- **app**: Contains the GUI editor `yaze`
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- **cli**: Contains the command line interface `z3ed`
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- **ext**: Contains the extensions library `yaze_ext`
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- **py**: Contains the Python module `yaze_py`
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- **lib**: Contains git submodule dependencies.
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- **app**: Contains the GUI editor `yaze`
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- **base**: Contains the base data headers for `yaze_c`
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- **cli**: Contains the command line interface `z3ed`
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- **ext**: Contains the extensions library `yaze_ext`
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- **py**: Contains the Python module `yaze_py`
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- **lib**: Contains git submodule dependencies.
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- Abseil-cpp
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- Asar
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- ImGui
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@@ -48,13 +49,12 @@ For developers to reference.
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- [app/editor/master_editor.cc](../src/app/editor/master_editor.cc)
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- Handles the main menu bar.
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- File
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- Open - [app::ROM::LoadFromFile](../src/app/rom.cc#l=90)
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- Save - [app::ROM::SaveToFile](../src/app/rom.cc#l=301)
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- Open
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- Save
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- Edit
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- View
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- Emulator
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- HEX Editor
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- ASM Editor
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- Palette Editor
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- Memory Viewer
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- ImGui Demo
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@@ -79,25 +79,6 @@ For developers to reference.
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This `ROM` class provides methods to manipulate and access data from a ROM.
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- **Key Methods**:
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- `Load2BppGraphics()`: Loads 2BPP graphics data from specified sheets.
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- `LoadAllGraphicsData()`: Loads all graphics data, both compressed and uncompressed, converting where necessary.
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- `LoadFromFile(const absl::string_view& filename, bool z3_load)`: Loads ROM data from a file. It also handles headers and Zelda 3 specific data if requested.
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- `LoadFromPointer(uchar* data, size_t length)`: Loads ROM data from a provided pointer.
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- `LoadFromBytes(const Bytes& data)`: Loads ROM data from bytes.
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- `LoadAllPalettes()`: Loads all color palettes used in the ROM. This includes palettes for various elements like sprites, shields, swords, etc.
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- `UpdatePaletteColor(...)`: Updates a specific color within a named palette group.
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- **Internal Data Structures**:
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- `rom_data_`: A container that holds the ROM data.
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- `graphics_bin_`: Holds the graphics data.
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- `palette_groups_`: A map containing various palette groups, each having its own set of color palettes.
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- **Special Notes**:
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- The class interacts with various external functionalities, such as decompression algorithms (`gfx::DecompressV2`) and color conversion (`gfx::SnesTo8bppSheet`).
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- Headers in the ROM data, if present, are identified and removed.
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- Specific Zelda 3 data can be loaded if specified.
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- Palettes are categorized into multiple groups (e.g., `ow_main`, `ow_aux`, `hud`, etc.) and loaded accordingly.
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## Bitmap
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@@ -107,27 +88,6 @@ This `ROM` class provides methods to manipulate and access data from a ROM.
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This class is responsible for creating, managing, and manipulating bitmap data, which can be displayed on the screen using the ImGui library.
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### Key Attributes:
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1. **Width, Height, Depth, and Data Size**: These represent the dimensions and data size of the bitmap.
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2. **Pixel Data**: Points to the raw data of the bitmap.
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3. **Texture and Surface**: Use SDL to manage the graphical representation of the bitmap data. Both these attributes have custom deleters, ensuring proper resource management.
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### Main Functions:
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1. **Constructors**: Multiple constructors allow for different ways to create a Bitmap instance, like specifying width, height, depth, and data.
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2. **Create**: This set of overloaded functions provides ways to create a bitmap from different data sources.
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3. **CreateFromSurface**: Allows for the creation of a bitmap from an SDL_Surface.
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4. **Apply**: Changes the bitmap's data to a new set of Bytes.
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5. **Texture Operations**:
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- **CreateTexture**: Creates an SDL_Texture from the bitmap's data for rendering.
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- **UpdateTexture**: Updates the SDL_Texture with the latest bitmap data.
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6. **SaveSurfaceToFile**: Saves the SDL_Surface to a file.
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7. **SetSurface**: Assigns a new SDL_Surface to the bitmap.
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8. **Palette Functions**:
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- **ApplyPalette (Overloaded)**: This allows for the application of a SNESPalette or a standard SDL_Color palette to the bitmap.
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9. **WriteToPixel**: Directly writes a value to a specified position in the pixel data.
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## Z3ED cli
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| Command | Arg | Params | Status |
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