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Tile picker shouldn't have a taskbar button (as it's modal)
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maxim-zhao committed Jan 26, 2022
1 parent f1e4c25 commit 71b340b
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Showing 5 changed files with 20 additions and 71 deletions.
2 changes: 1 addition & 1 deletion editor/ArtItem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ public class ArtItem
public TileSet TileSet { get; set; }
public Palette Palette { get; set; }
public bool PaletteEditable { get; set; }
public string Name { get; set; }
public string Name { get; init; }
public TileMap TileMap { get; set; }
public List<TileSet> SpriteTileSets { get; } = new();
public List<TileMapData> TileMapData { get; } = new();
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4 changes: 3 additions & 1 deletion editor/Cartridge.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1689,11 +1689,13 @@ private void ReadAssets()
case Game.Asset.Types.Palette:
_assetsLookup[asset] = item.Palette = GetPalette(offset, asset.FixedSize / 16);
item.PaletteEditable = !asset.Hidden; // Hidden only applies to palettes for now...
// TODO we don't handle multiple palettes here yet
break;
case Game.Asset.Types.ForegroundTileMap:
// We assume these are set first
_assetsLookup[asset] = item.TileMap = new TileMap(Memory, offset, asset.GetLength(Memory));
item.TileMap.SetAllForeground();
// TODO we don't support editing foreground/background yet
break;
case Game.Asset.Types.TileMap:
{
Expand Down Expand Up @@ -1861,7 +1863,7 @@ public byte[] MakeRom(bool log = true)
var assetsToPack = new HashSet<AssetToPack>(
Sonic1MasterSystem.AssetGroups.Values
.SelectMany(x => x) // Flatten all the groups
.Distinct() // Remove duplicates
.Distinct() // Remove duplicates (by reference)
.Select(x => new AssetToPack(x, Sonic1MasterSystem.Assets[x], _assetsLookup[Sonic1MasterSystem.Assets[x]], _assetsLookup[Sonic1MasterSystem.Assets[x]].GetData())) // Select the asset name, details and serialized data
.Where(x => x.Asset.OriginalOffset != 0)); // Exclude any not yet configured with a source location

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19 changes: 11 additions & 8 deletions editor/Forms/TileChooser.Designer.cs

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62 changes: 1 addition & 61 deletions editor/Forms/TileChooser.resx
Original file line number Diff line number Diff line change
@@ -1,64 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<root>
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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4 changes: 4 additions & 0 deletions editor/GameObjects/TileMapData.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,10 @@

namespace sth1edwv.GameObjects
{
/// <summary>
/// Represents some raw tilemap data in the form x, y, data, $ff.
/// This is used for things like the level names, PRESS BUTTON text, etc
/// </summary>
public class TileMapData : IDataItem
{
public byte X { get; set; }
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