1#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
2#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_ROOM_LOADER_H
4#include <unordered_map>
7#include "absl/status/status.h"
45 std::array<zelda3::RoomEntrance, zelda3::kNumDungeonEntranceSlots>&
48 std::array<zelda3::DungeonSpawnPoint, zelda3::kNumDungeonSpawnPoints>&
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Manages loading and saving of dungeon room data.
const std::unordered_map< int, ImVec4 > & GetRoomPalette() const
const std::vector< int64_t > & GetRoomSizes() const
absl::Status ReloadAllRoomGraphics(DungeonRoomStore &rooms)
absl::Status LoadRoom(int room_id, zelda3::Room &room)
std::unordered_map< int, int > room_size_addresses_
std::vector< int64_t > room_size_pointers_
zelda3::GameData * game_data_
EditorContext context() const
absl::Status LoadRoomEntrances(std::array< zelda3::RoomEntrance, zelda3::kNumDungeonEntranceSlots > &entrances)
absl::Status LoadAllRooms(DungeonRoomStore &rooms)
zelda3::GameData * game_data() const
absl::Status LoadDungeonSpawnPoints(std::array< zelda3::DungeonSpawnPoint, zelda3::kNumDungeonSpawnPoints > &spawn_points)
void LoadDungeonRoomSize()
const std::vector< int64_t > & GetRoomSizePointers() const
std::vector< int64_t > room_sizes_
DungeonRoomLoader(Rom *rom)
std::unordered_map< int, ImVec4 > room_palette_
uint64_t GetTotalRoomSize() const
const std::unordered_map< int, int > & GetRoomSizeAddresses() const
void SetGameData(zelda3::GameData *game_data)
void SetContext(EditorContext ctx)
absl::Status LoadAndRenderRoomGraphics(zelda3::Room &room)
uint64_t total_room_size_
Lightweight view into the essential runtime context (Rom + GameData)
zelda3::GameData * game_data