yaze 0.3.2
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map_texture_coordinator.h
Go to the documentation of this file.
1#ifndef YAZE_APP_EDITOR_OVERWORLD_MAP_TEXTURE_COORDINATOR_H
2#define YAZE_APP_EDITOR_OVERWORLD_MAP_TEXTURE_COORDINATOR_H
3
4#include <array>
5#include <functional>
6
9
10namespace yaze::gfx {
11class IRenderer;
12} // namespace yaze::gfx
13
14namespace yaze::editor {
15
18 std::array<gfx::Bitmap, zelda3::kNumOverworldMaps>* maps_bmp = nullptr;
20
21 int* current_world = nullptr;
22 int* current_map = nullptr;
23
24 std::function<void(int map_index)> refresh_map_on_demand;
25};
26
28 public:
30 : ctx_(ctx) {}
31
32 void ResetMapBitmaps();
34 void EnsureMapTexture(int map_index);
35 void PrimeWorldMaps(int world, bool process_texture_queue = false);
36
37 private:
39};
40
41} // namespace yaze::editor
42
43#endif // YAZE_APP_EDITOR_OVERWORLD_MAP_TEXTURE_COORDINATOR_H
void PrimeWorldMaps(int world, bool process_texture_queue=false)
OverworldMapTextureCoordinator(const MapTextureContext &ctx)
Defines an abstract interface for all rendering operations.
Definition irenderer.h:60
Represents the full Overworld data, light and dark world.
Definition overworld.h:389
Editors are the view controllers for the application.
Contains classes for handling graphical data.
Definition editor.h:28
std::function< void(int map_index)> refresh_map_on_demand
std::array< gfx::Bitmap, zelda3::kNumOverworldMaps > * maps_bmp