yaze 0.3.2
Link to the Past ROM Editor
 
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dungeon_selection_edit.cc File Reference
#include "app/editor/dungeon/dungeon_selection_edit.h"
#include <algorithm>
#include <cstdint>
#include <limits>
#include <utility>
#include "absl/strings/str_format.h"
#include "app/editor/dungeon/interaction/sprite_interaction_handler.h"
#include "util/macro.h"
#include "zelda3/dungeon/chest_edit.h"
#include "zelda3/dungeon/dungeon_limits.h"
#include "zelda3/dungeon/object_layer_semantics.h"

Go to the source code of this file.

Namespaces

namespace  yaze
 
namespace  yaze::editor
 Editors are the view controllers for the application.
 
namespace  yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}
 

Functions

template<typename T >
void yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::AppendUnique (std::vector< T > &values, const T &value)
 
absl::Status yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::NormalizeSelection (const DungeonSelectionEditState &state, const std::vector< size_t > &objects, const std::vector< SelectedEntity > &entities, std::vector< size_t > &selected_objects, std::vector< SelectedEntity > &selected_entities)
 
template<typename T , typename Equal >
bool yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::SameVector (const std::vector< T > &a, const std::vector< T > &b, Equal equal)
 
bool yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::SameChests (const std::vector< chest_data > &a, const std::vector< chest_data > &b)
 
bool yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::SameObjects (const std::vector< zelda3::RoomObject > &a, const std::vector< zelda3::RoomObject > &b)
 
absl::StatusOr< int > yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::TranslateCoordinate (int64_t coordinate, int delta, int step, int maximum, const char *label)
 
absl::Status yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::TranslateObject (zelda3::RoomObject &object, int dx, int dy)
 
absl::Status yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::TranslateDoor (zelda3::Room::Door &door, int dx, int dy)
 
absl::Status yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::TranslateSprite (DungeonSpriteSnapshot &sprite, int dx, int dy)
 
absl::Status yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::TranslateItem (zelda3::PotItem &item, int dx, int dy)
 
absl::Status yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::CheckGrowth (size_t before, size_t after, size_t maximum, const char *label)
 
template<typename T >
void yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::RemoveIndices (std::vector< T > &values, std::vector< size_t > indices)
 
std::vector< size_t > yaze::editor::anonymous_namespace{dungeon_selection_edit.cc}::EntityIndices (const std::vector< SelectedEntity > &entities, EntityType type)
 
DungeonSelectionEditState yaze::editor::CaptureDungeonSelectionEditState (const zelda3::Room &room)
 
uint8_t yaze::editor::ChangedDungeonSelectionDomains (const DungeonSelectionEditState &a, const DungeonSelectionEditState &b)
 
absl::StatusOr< DungeonSelectionClipboard > yaze::editor::CopyDungeonSelection (const zelda3::Room &room, const std::vector< size_t > &objects, const std::vector< SelectedEntity > &entities)
 
absl::StatusOr< DungeonSelectionEditPlan > yaze::editor::PlanDungeonSelectionEdit (const zelda3::Room &room, const DungeonSelectionEditRequest &request)
 
void yaze::editor::ApplyDungeonSelectionEditState (zelda3::Room &room, const DungeonSelectionEditState &state, uint8_t domains)