Main menu prototype
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@@ -5,13 +5,20 @@
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#include "graphic_utils.h"
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#define AFFINE_BG_PAL_LEN 5
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#define AFFINE_BG_PB (PAL_ROW_LEN * 15) // This isn't really a palette bank, just the starting index of the palette
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#define AFFINE_BG_PAL_LEN 16
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#define AFFINE_BG_PB (PAL_ROW_LEN * 10) // This isn't really a palette bank, just the starting index of the palette
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enum AffineBackgroundID
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{
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AFFINE_BG_MAIN_MENU,
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AFFINE_BG_GAME,
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};
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void affine_background_init();
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void affine_background_update();
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void affine_background_set_color(COLOR color);
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// Must be called with an array of size at least AFFINE_BG_PAL_LEN
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void affine_background_load_palette(const u16 *src);
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void affine_background_change_background(enum AffineBackgroundID new_bg);
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#endif // AFFINE_BACKGROUND_H
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@@ -16,6 +16,7 @@
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#define BG_ID_ROUND_END 3
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#define BG_ID_SHOP 4
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#define BG_ID_BLIND_SELECT 5
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#define BG_ID_MAIN_MENU 6
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// Input bindings
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#define SELECT_CARD KEY_A
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@@ -26,6 +27,7 @@
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enum GameState
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{
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GAME_MAIN_MENU,
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GAME_PLAYING,
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GAME_ROUND_END,
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GAME_SHOP,
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@@ -138,4 +138,10 @@ void memcpy16_tile8_with_palette_offset(u16* dst, const u16* src, uint hwcount,
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*/
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void memcpy32_tile8_with_palette_offset(u32* dst, const u32* src, uint wcount, u8 palette_offset);
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/* Toggles the visibility of the window layers.
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* win0 and win1 are the visibility states for the two windows.
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* These windows are primarily used for the shadows on held jokers, consumables and cards.
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*/
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void toggle_windows(bool win0, bool win1);
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#endif //GRAPHIC_UTILS_H
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