- Introduced a new PerformanceProfiler class for detailed timing and performance measurement across graphics operations.
- Implemented a smart tile cache with LRU eviction in the TileCache structure to optimize memory usage and improve tile rendering efficiency.
- Updated various graphics components to utilize the new caching system, reducing redundant texture updates and enhancing overall performance.
- Added dirty region tracking in Bitmap for efficient texture updates, minimizing the area that needs to be refreshed during rendering.
- Enhanced existing methods to leverage performance monitoring, providing insights into operation durations and potential bottlenecks.
- Added performance monitoring capabilities using ScopedTimer in the DungeonEditor, PaletteEditor, ScreenEditor, MessageEditor, MusicEditor, SpriteEditor, and SettingsEditor classes to track loading times.
- Enhanced the Load methods in each editor to include timing for critical operations, improving performance analysis and optimization.
- Removed unnecessary debug output in the Sprite class to clean up the codebase.
- Added DrawDungeonMapScreen method to encapsulate the logic for rendering the dungeon map, improving code organization and readability.
- Refactored DrawDungeonMapsTabs to utilize the new DrawDungeonMapScreen method, reducing code duplication.
- Updated various drawing operations for better clarity and efficiency, including adjustments to tile rendering and grid display.
- Removed commented-out code to clean up the implementation.
- Replaced platform backend references with a dedicated Window class for better encapsulation of window and audio device management.
- Updated various files to include the new window header, enhancing clarity and reducing dependencies on the platform backend.
- Removed obsolete platform backend code to streamline the codebase and improve maintainability.
- Refactored controller and editor classes to utilize the new window management system, ensuring consistent handling of window creation and rendering.
- Updated tab item handling in GraphicsEditor and ScreenEditor to ensure proper opening and closing of tab items.
- Improved layout management by replacing deprecated macros with ImGui table functions for better readability and maintainability.
- Adjusted palette display function signature in color handling to return a boolean for success status instead of absl::Status.
- Enhanced tile rendering functions for consistency and clarity in the graphics editing workflow.
- Replaced instances of Renderer::GetInstance() with Renderer::Get() for consistency across the codebase.
- Updated various rendering methods to streamline bitmap updates and enhance performance.
- Removed unused includes and comments to improve code clarity and maintainability.
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.