yaze 0.3.2
Link to the Past ROM Editor
 
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tile_object_handler.cc File Reference
#include "tile_object_handler.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <iterator>
#include <unordered_set>
#include "absl/strings/str_format.h"
#include "app/editor/agent/agent_ui_theme.h"
#include "app/editor/dungeon/dungeon_coordinates.h"
#include "app/editor/dungeon/object_selection.h"
#include "app/gfx/resource/arena.h"
#include "app/platform/sdl_compat.h"
#include "imgui/imgui.h"
#include "util/i18n/tr.h"
#include "util/log.h"
#include "zelda3/dungeon/dimension_service.h"
#include "zelda3/dungeon/dungeon_limits.h"
#include "zelda3/dungeon/geometry/object_geometry.h"
#include "zelda3/dungeon/object_drawer.h"
#include "zelda3/dungeon/object_stream_ordering.h"
#include "app/editor/dungeon/dungeon_snapping.h"

Go to the source code of this file.

Classes

struct  yaze::editor::anonymous_namespace{tile_object_handler.cc}::LayerOrderEntry
 
struct  yaze::editor::anonymous_namespace{tile_object_handler.cc}::GuideRect
 

Namespaces

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

Functions

bool yaze::editor::anonymous_namespace{tile_object_handler.cc}::ApplyRoomPaletteToGhost (const zelda3::Room &room, gfx::Bitmap &ghost)
 
int yaze::editor::anonymous_namespace{tile_object_handler.cc}::LayerBucketIndex (const zelda3::RoomObject &object)
 
std::unordered_set< size_t > yaze::editor::anonymous_namespace{tile_object_handler.cc}::MakeValidIndexSet (const std::vector< size_t > &indices, size_t object_count)
 
std::array< std::vector< LayerOrderEntry >, 3 > yaze::editor::anonymous_namespace{tile_object_handler.cc}::BuildLayerBuckets (const std::vector< zelda3::RoomObject > &objects, const std::unordered_set< size_t > &selected_indices)
 
void yaze::editor::anonymous_namespace{tile_object_handler.cc}::RestoreObjectSelection (ObjectSelection *selection, const std::vector< size_t > &selected_indices_after_reorder)
 
void yaze::editor::anonymous_namespace{tile_object_handler.cc}::FlattenLayerBuckets (std::vector< zelda3::RoomObject > &objects, std::array< std::vector< LayerOrderEntry >, 3 > &buckets, ObjectSelection *selection)
 
GuideRect yaze::editor::anonymous_namespace{tile_object_handler.cc}::GetGuideRect (const zelda3::RoomObject &object)
 
bool yaze::editor::anonymous_namespace{tile_object_handler.cc}::AddUniqueGuide (std::vector< int > &guides, int value)
 
void yaze::editor::anonymous_namespace{tile_object_handler.cc}::DrawDashedLine (ImDrawList *draw_list, ImVec2 start, ImVec2 end, ImU32 color, float thickness)
 

Variables

constexpr size_t yaze::editor::anonymous_namespace{tile_object_handler.cc}::kMaxLayerBatchMutation = 128
 
constexpr int yaze::editor::anonymous_namespace{tile_object_handler.cc}::kGhostPreviewBufferSize = 512