1#ifndef YAZE_APP_EDITOR_GRAPHICS_SHEET_PNG_TRANSFER_H
2#define YAZE_APP_EDITOR_GRAPHICS_SHEET_PNG_TRANSFER_H
8#include "absl/status/status.h"
9#include "absl/status/statusor.h"
18class GraphicsEditorState;
34 uint16_t sheet_id,
const std::vector<uint8_t>& indexed_pixels,
51 uint16_t sheet_id,
const std::vector<uint8_t>& indexed_pixels,
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Shared state between GraphicsEditor panel components.
Manages undo/redo stacks for a single editor.
3bpp graphics sheets to and from indexed PNGs.
absl::StatusOr< std::vector< uint8_t > > ExportSheetPixelsPng(uint16_t sheet_id, const std::vector< uint8_t > &indexed_pixels, const zelda3::SheetPalette &palette)
std::string DescribeSheetPngImport(const SheetPngImportPreview &preview)
"Sheet 0x20: blocks 0, 3 (5 tiles)" for the preview list.
absl::StatusOr< std::vector< SheetPngImportPreview > > PreviewRoomPngImport(const Rom &rom, const zelda3::RoomBackgroundSet &set, const std::vector< uint8_t > &png_bytes, const zelda3::SheetPalette &palette)
absl::StatusOr< SheetPngImportPreview > PreviewSheetPngImport(uint16_t sheet_id, const std::vector< uint8_t > &indexed_pixels, const std::vector< uint8_t > &png_bytes, const zelda3::SheetPalette &palette, int first_block)
absl::Status ApplySheetPngImport(const SheetPngImportPreview &preview, GraphicsEditorState &state, UndoManager *undo_manager)
std::array< SheetColor, 8 > SheetPalette
Colors for 3bpp indices 0-7. Index 0 is exported as transparent.
One sheet's pixels after an import, and what changed.
std::vector< uint8_t > indexed_pixels
std::vector< int > changed_tiles
std::vector< int > changed_blocks