1#ifndef YAZE_APP_SERVICE_RENDER_SERVICE_H_
2#define YAZE_APP_SERVICE_RENDER_SERVICE_H_
10#include "absl/status/statusor.h"
11#include "absl/strings/string_view.h"
23namespace RenderOverlay {
30constexpr uint32_t
kGrid = 1 << 5;
32constexpr uint32_t
kAll = ~0u;
36namespace OverworldOverlay {
43constexpr uint32_t
kGrid = 1 << 5;
44constexpr uint32_t
kAll = ~0u;
77 std::vector<OverworldRenderMarker>
markers;
137 int width,
int height);
140 void ApplyOverlays(std::vector<uint8_t>& rgba,
int width,
int height,
144 absl::StatusOr<std::vector<uint8_t>>
EncodePng(
145 const std::vector<uint8_t>& rgba,
int width,
int height);
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
zelda3::GameData * game_data_
absl::StatusOr< std::vector< uint8_t > > EncodePng(const std::vector< uint8_t > &rgba, int width, int height)
RenderService(Rom *rom, zelda3::GameData *game_data)
absl::StatusOr< RoomMetadata > GetDungeonRoomMetadata(int room_id)
absl::StatusOr< OverworldRenderResult > RenderOverworldArea(const OverworldRenderRequest &req)
void ApplyOverlays(std::vector< uint8_t > &rgba, int width, int height, const zelda3::Room &room, uint32_t flags, float scale)
absl::StatusOr< std::vector< uint8_t > > BitmapToRgba(const gfx::Bitmap &bitmap, int width, int height)
absl::StatusOr< RenderResult > RenderDungeonRoom(const RenderRequest &req)
Represents a bitmap image optimized for SNES ROM hacking.
constexpr uint32_t kItems
constexpr uint32_t kHoles
constexpr uint32_t kSprites
constexpr uint32_t kEntrances
constexpr uint32_t kExits
constexpr uint32_t kTileTypes
constexpr uint32_t kCollision
constexpr uint32_t kSprites
constexpr uint32_t kCameraQuads
constexpr uint32_t kObjects
constexpr uint32_t kTrack
absl::StatusOr< float > ParseRenderScale(absl::string_view value)
std::vector< OverworldRenderMarker > markers
std::vector< int > screens
std::vector< uint8_t > png_data
std::map< uint16_t, std::vector< uint8_t > > sheet_overrides
std::vector< uint8_t > png_data