1#ifndef YAZE_APP_ZELDA3_SCREEN_MENU_TILEMAP_H
2#define YAZE_APP_ZELDA3_SCREEN_MENU_TILEMAP_H
11#include "absl/status/status.h"
12#include "absl/status/statusor.h"
32 static constexpr int kCols = 32;
50 std::vector<gfx::TileInfo>
cells;
57 std::function<uint8_t(
int tile_id,
int local_x,
int local_y)>;
69 std::string source_path =
"");
116 return row >= 0 && row < rows_ && col >= 0 && col <
kCols;
129 Clipboard
CopyRect(Rect rect)
const;
130 int PasteRect(
int row,
int col,
const Clipboard& clip);
132 int EraseRect(Rect rect, uint16_t erase_word = 0x0000);
166 const std::vector<uint8_t>& indexed,
int width,
int height,
167 const std::array<gfx::SnesColor, 32>& subpalette_colors);
178 const std::vector<uint8_t>& sheet_8bpp_indexed);
SNES 16-bit tile metadata container.
Zelda 3 specific classes and functions.
MenuTilemapDocument::ChrPixelFn MakeChrPixelFn(const std::vector< uint8_t > &sheet_8bpp_indexed)
std::vector< uint8_t > ComposeMenuTilemapRgba(const std::vector< uint8_t > &indexed, int width, int height, const std::array< gfx::SnesColor, 32 > &subpalette_colors)