#include <algorithm>
#include <cmath>
#include <sstream>
#include "absl/status/statusor.h"
#include "app/editor/sprite/zsprite.h"
#include "app/gfx/types/snes_palette.h"
#include "core/sprite_asset.h"
#include "zelda3/sprite/sprite_oam_tables.h"
Go to the source code of this file.
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| absl::StatusOr< gfx::PaletteGroup > | yaze::editor::sprite_authoring::BindPaletteRows (const project::SpriteAssetBinding &binding, const gfx::PaletteGroup &defaults, const gfx::PaletteGroup &global, const gfx::PaletteGroup &aux1, const gfx::PaletteGroup &aux2, const gfx::PaletteGroup &aux3) |
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| absl::Status | yaze::editor::sprite_authoring::ValidateDrawAdapter (const zsprite::ZSprite &sprite, const std::string &adapter) |
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| int | yaze::editor::sprite_authoring::OffsetX (const zsprite::OamTile &tile) |
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| int | yaze::editor::sprite_authoring::OffsetY (const zsprite::OamTile &tile) |
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| zsprite::Frame | yaze::editor::sprite_authoring::CopyVanillaLayout (const zelda3::SpriteOamLayout &layout) |
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| bool | yaze::editor::sprite_authoring::AppendFrame (zsprite::ZSprite &sprite, int copy_from=-1) |
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| bool | yaze::editor::sprite_authoring::DeleteFrame (zsprite::ZSprite &sprite, int index) |
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| absl::StatusOr< std::string > | yaze::editor::sprite_authoring::ExportDrawTables (const zsprite::ZSprite &sprite) |
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| bool | yaze::editor::sprite_authoring::Advance (const zsprite::AnimationGroup &animation, size_t frame_count, float delta, int &frame, float &remainder) |
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