#include "app/editor/graphics/palette_pixel_command.h"#include <algorithm>#include <map>#include <memory>#include <set>#include <tuple>#include "app/editor/graphics/graphics_editor_state.h"#include "app/editor/registry/undo_manager.h"#include "util/macro.h"#include "zelda3/game_data.h"#include "zelda3/gfx_sheet_storage.h"Go to the source code of this file.
Classes | |
| class | yaze::editor::anonymous_namespace{palette_pixel_command.cc}::PalettePixelAction |
Namespaces | |
| namespace | yaze |
| namespace | yaze::editor |
| Editors are the view controllers for the application. | |
| namespace | yaze::editor::anonymous_namespace{palette_pixel_command.cc} |
Typedefs | |
| using | yaze::editor::anonymous_namespace{palette_pixel_command.cc}::AddressKey = std::tuple<std::string, int, int> |
Functions | |
| AddressKey | yaze::editor::anonymous_namespace{palette_pixel_command.cc}::Key (const zelda3::PaletteColorAddress &a) |
| AddressKey | yaze::editor::anonymous_namespace{palette_pixel_command.cc}::Key (const gfx::PaletteColorChange &c) |
| absl::Status | yaze::editor::anonymous_namespace{palette_pixel_command.cc}::CheckLiveSource (const PalettePixelPlan &plan, bool redo) |
| absl::StatusOr< PalettePixelPlan > | yaze::editor::PlanPalettePixelPermutation (const GraphicsEditContext &source, const std::vector< size_t > &targets, const PalettePermutation &permutation) |
| absl::Status | yaze::editor::ExecutePalettePixelPlan (GraphicsEditorState &state, const PalettePixelPlan &plan, bool redo, const std::function< absl::Status(size_t)> &after_sheet_write) |
| absl::Status | yaze::editor::ApplyPalettePixelPermutation (GraphicsEditorState &state, UndoManager &history, const std::vector< size_t > &targets, const PalettePermutation &permutation) |