1#ifndef YAZE_APP_EDITOR_GRAPHICS_PROTOTYPE_RESEARCH_VIEW_H_
2#define YAZE_APP_EDITOR_GRAPHICS_PROTOTYPE_RESEARCH_VIEW_H_
8#include "absl/status/status.h"
28 std::string
GetId()
const override {
return "graphics.prototype_viewer"; }
34 void Draw(
bool* p_open)
override;
49 bool DrawPathEditor(
const char*
id,
const char* hint, std::string* path,
50 const char* browse_label,
const char* browse_spec);
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
absl::Status DrawTilemapImportSection()
gfx::SnesPalette col_file_palette_
std::vector< uint8_t > extra_cgx_data_
absl::Status RebuildScreenPreview()
absl::Status DrawClipboardSection()
void ApplyPreviewPalette(gfx::Bitmap &bitmap)
uint64_t num_sheets_to_load_
std::vector< uint8_t > decoded_scr_data_
void DrawGraphicsPreview()
void DrawInspectorColumn()
std::vector< uint8_t > scr_data_
void DrawEmptyState(const char *title, const char *detail)
uint64_t rom_palette_index_
std::vector< uint8_t > import_data_
int rom_palette_group_index_
absl::Status LoadBinPreview()
int prototype_sheet_columns_
std::string GetDisplayName() const override
Human-readable name shown in menus and title bars.
int active_graphics_preview_
absl::Status LoadCgxData()
uint64_t clipboard_offset_
std::vector< SDL_Color > decoded_col_
zelda3::GameData * game_data_
gui::Canvas import_canvas_
absl::Status DrawScrImportSection()
absl::Status DrawExperimentalSection()
void DrawMemoryEditorWindow()
void SetGameData(zelda3::GameData *game_data)
float GetPreferredWidth() const override
Get preferred width for this panel (optional)
absl::Status LoadColData()
bool HasScreenPreview() const
absl::Status DrawBinImportSection()
uint64_t external_palette_index_
std::array< gfx::Bitmap, zelda3::kNumGfxSheets > gfx_sheets_
bool DrawPathEditor(const char *id, const char *hint, std::string *path, const char *browse_label, const char *browse_spec)
std::vector< uint8_t > cgx_data_
gfx::PaletteGroup col_file_palette_group_
std::string tilemap_path_
bool HasGraphicsPreview() const
absl::Status DrawCgxImportSection()
PrototypeResearchView(Rom *rom=nullptr, zelda3::GameData *game_data=nullptr)
void DrawLoadedAssetBadges()
absl::Status ImportClipboard()
absl::Status LoadObjData()
absl::Status DecompressImportData(int size)
absl::Status LoadScrData()
void RefreshPreviewPalettes()
std::vector< uint8_t > decoded_cgx_
std::string GetEditorCategory() const override
Editor category this panel belongs to.
float prototype_sheet_scale_
bool use_external_palette_
std::string GetId() const override
Unique identifier for this panel.
absl::Status DrawPaletteSection()
void Draw(bool *p_open) override
Draw the panel content.
absl::Status LoadTilemapData()
int GetPriority() const override
Get display priority for menu ordering.
void DrawSuperDonkeyPreview()
absl::Status DrawObjImportSection()
std::string GetIcon() const override
Material Design icon for this panel.
bool UsingExternalPalette() const
absl::Status DecompressSuperDonkey()
bool HasPrototypeSheetPreview() const
Base interface for all logical window content components.
Represents a bitmap image optimized for SNES ROM hacking.
Represents a palette of colors for the Super Nintendo Entertainment System (SNES).
Modern, robust canvas for drawing and manipulating graphics.
#define ICON_MD_CONSTRUCTION
Represents a group of palettes.