Refactor graphics sheet management with singleton class
Refactor the handling of graphics sheets by introducing a singleton class `GraphicsSheetManager`. This centralizes the management of graphics sheets, replacing direct access through the `Rom` object. Key changes include: - Updated various methods across multiple classes to use `GraphicsSheetManager::GetInstance()` for accessing and manipulating graphics sheets. - Introduced standalone functions `LoadLinkGraphics`, `LoadAllGraphicsData`, and `SaveAllGraphicsData` for loading and saving graphics data. - Refactored the `Rom` class to remove methods and member variables related to graphics sheet management. - Updated `OverworldEditor` to use `std::array` for `maps_bmp_` and added error handling for `std::bad_alloc` exceptions. - Improved code modularity and error handling throughout the application.
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@@ -388,10 +388,10 @@ void ScreenEditor::DrawDungeonMapsEditor() {
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if (LoadDungeonMapTile16(rom()->graphics_buffer()).ok()) {
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// TODO: Load roomset gfx based on dungeon ID
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sheets_.emplace(0, rom()->gfx_sheets()[212]);
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sheets_.emplace(1, rom()->gfx_sheets()[213]);
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sheets_.emplace(2, rom()->gfx_sheets()[214]);
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sheets_.emplace(3, rom()->gfx_sheets()[215]);
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sheets_.emplace(0, GraphicsSheetManager::GetInstance().gfx_sheets()[212]);
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sheets_.emplace(1, GraphicsSheetManager::GetInstance().gfx_sheets()[213]);
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sheets_.emplace(2, GraphicsSheetManager::GetInstance().gfx_sheets()[214]);
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sheets_.emplace(3, GraphicsSheetManager::GetInstance().gfx_sheets()[215]);
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int current_tile8 = 0;
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int tile_data_offset = 0;
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for (int i = 0; i < 4; ++i) {
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