Format and document utility files (#246)

* Format and document utility files

* Add Doxyfile

* small updates for cleanup

* Final touches for util docs

* Replace `_` with `s_` for static functions

* update for clang-format changes

* Update include/audio_utils.h

Co-authored-by: MeirGavish <meir.gavish@gmail.com>

* Apply suggestions from code review

Co-authored-by: MeirGavish <meir.gavish@gmail.com>

* Update include/audio_utils.h

Co-authored-by: MeirGavish <meir.gavish@gmail.com>

* Update include/graphic_utils.h

Co-authored-by: MeirGavish <meir.gavish@gmail.com>

* Make clang-format happy :)

* Update gitignore for doxygen

* restor graphic_utils.c to main

* update graphics utils

* tmp

* tmp

* get it to compile

* fix some bad merge mistakes

* Fix clang format

* Apply suggestions from code review

Co-authored-by: MeirGavish <meir.gavish@gmail.com>

* make clang-format happy

---------

Co-authored-by: MeirGavish <meir.gavish@gmail.com>
This commit is contained in:
Rickey
2025-12-07 12:56:39 -08:00
committed by GitHub
co-authored by MeirGavish
parent 7bd510ee5f
commit 35ecbf33ae
14 changed files with 3765 additions and 317 deletions
+230 -83
View File
@@ -1,55 +1,140 @@
#ifndef GRAPHIC_UTILS_H
#define GRAPHIC_UTILS_H
#include <tonc_video.h>
/* This file contains general utils and wrappers that relate to
/**
* @file graphic_utils.h
*
* @brief Graphic utility functions
*
* This file contains general utils and wrappers that relate to
* graphics/video/vram and generally displaying things on the screen.
* Mostly wrappers and defines for using tonc.
*
* Note: the code here assumes we're working with a single screenblock
* which should be true for this entire game since a screenblock
*
* Note: the code here assumes we're working with a single screenblock
* which should be true for this entire game since a screenblock
* is enough to contain a full screen (and more)
* and there isn't any scrolling etc.
*/
#ifndef GRAPHIC_UTILS_H
#define GRAPHIC_UTILS_H
/* Reminder:
#include <tonc_math.h>
#include <tonc_video.h>
/**
* @name Graphics Utilities Constants
*
* Reminder:
* Screen Base Block is the base for the screenblock entries i.e. tilemap
* Character Base Block is the base for the tiles themselves
*
* @{
*/
#define MAIN_BG_SBB 31
/** @def MAIN_BG_SBB */
#define MAIN_BG_SBB 31
/** @def MAIN_BG_CBB */
#define MAIN_BG_CBB 1
/** @def TTE_SBB */
#define TTE_SBB 30
/** @def MAIN_BG_SBB */
#define TTE_CBB 0
/** @def AFFINE_BG_SBB */
#define AFFINE_BG_SBB 2
/** @def AFFINE_BG_CBB */
#define AFFINE_BG_CBB 2
/** @def PAL_ROW_LEN */
#define PAL_ROW_LEN 16
/** @def NUM_PALETTES */
#define NUM_PALETTES 16
/**
* @def TILE_SIZE
* @brief Tile size in pixels, both height and width as tiles are square
*/
#define TILE_SIZE 8
/** @} */
/**
* @name TTE Palette constants
*
* @{
*/
/** @def TTE_BIT_UNPACK_OFFSET */
#define TTE_BIT_UNPACK_OFFSET 14
/** @def TTE_BIT_ON_CLR_IDX */
#define TTE_BIT_ON_CLR_IDX TTE_BIT_UNPACK_OFFSET + 1
#define TTE_YELLOW_PB 12 // 0xC
#define TTE_BLUE_PB 13 // 0xD
#define TTE_RED_PB 14 // 0xE
#define TTE_WHITE_PB 15 // 0xF
#define TTE_SPECIAL_PB_MULT_OFFSET 0x1000 //TODO: Change to a better name?
/** @def TTE_YELLOW_PB */
#define TTE_YELLOW_PB 12 // 0xC
#define TEXT_CLR_YELLOW RGB15(31, 20, 0) // 0x029F
#define TEXT_CLR_BLUE RGB15(0, 18, 31) // 0x7E40
#define TEXT_CLR_RED RGB15(31, 9, 8) // 0x213F
#define TEXT_CLR_WHITE CLR_WHITE
/** @def TTE_BLUE_PB */
#define TTE_BLUE_PB 13 // 0xD
/* Dimensions for a screenblock.
/** @def TTE_RED_PB */
#define TTE_RED_PB 14 // 0xE
/** @def TTE_WHITE_PB */
#define TTE_WHITE_PB 15 // 0xF
/** @def TTE_SPECIAL_PB_MULT_OFFSET */
#define TTE_SPECIAL_PB_MULT_OFFSET 0x1000
/**
* @def TTE_CHAR_SIZE
*
* @brief By default TTE characters occupy a single tile
*/
#define TTE_CHAR_SIZE TILE_SIZE
/** @} */
/**
* @name Text colors
*
* @{
*/
/** @def TEXT_CLR_YELLOW */
#define TEXT_CLR_YELLOW RGB15(31, 20, 0) // 0x029F
/** @def TEXT_CLR_BLUE */
#define TEXT_CLR_BLUE RGB15(0, 18, 31) // 0x7E40
/** @def TEXT_CLR_RED */
#define TEXT_CLR_RED RGB15(31, 9, 8) // 0x213F
/** @def TEXT_CLR_WHITE */
#define TEXT_CLR_WHITE CLR_WHITE
/** @} */
/**
* @name Dimensions for a screenblock.
*
* A 1024 size screenblock is arranged in a grid of 32x32 screen entries
* Interestingly since each block is 8x8 pixels, the 240x160 GBA screen
* is smaller than the screenblock, only the top left part of the screenblock
* is displayed on the screen.
*
* @{
*/
/** @def SE_ROW_LEN */
#define SE_ROW_LEN 32
/** @def SE_COL_LEN */
#define SE_COL_LEN 32
// Since y direction goes from the top of the screen to the bottom
/** @} */
enum ScreenVertDir
{
SCREEN_UP = -1,
@@ -68,104 +153,146 @@ enum OverflowDir
OVERFLOW_RIGHT = SCREEN_RIGHT
};
// Tile size in pixels, both height and width as tiles are square
#define TILE_SIZE 8
#define EFFECT_TEXT_SEPARATION_AMOUNT 32; // If we need to show multiple effects at once
// By default TTE characters occupy a single tile
#define TTE_CHAR_SIZE TILE_SIZE
/** @} */
// When making this, missed that it already exists in tonc_math.h
typedef RECT Rect;
/* Gets the screenblock entry for the given coordinates (x, y).
* x and y are in number of tiles.
* Returns the screenblock entry.
/**
* @brief Get the width of a rectangle
*
* @param rect a @ref Rect to measure
*
* @return The width of the rectangle.
*/
SE main_bg_se_get_se(BG_POINT pos);
INLINE int rect_width(const Rect* rect)
{
return max(0, rect->right - rect->left + 1);
}
/**
* @brief Get the height of a rectangle
*
* @param rect a @ref Rect to measure
*
* @return The height of the rectangle, or 0 if rect->right < rect->left
*/
INLINE int rect_height(const Rect* rect)
{
return max(0, rect->bottom - rect->top + 1);
}
/* Copies an SE rect vertically in direction by a single tile.
/**
* @brief Copies an SE rect vertically in direction by a single tile.
*
* bg_sbb is the SBB of the background in which to move the rect
* se_rect dimensions are in number of tiles.
*
*
* NOTE: This does not work with TTE_SBB, probably because it's 4BPP...
*
* If you are doing this operation you are probably doing this in the main
* background and you should use main_bg_se_copy_rect_1_tile_vert() instead.
*
* @param bg_sbb the SBB of the background in which to move the rect.
*
* @param se_rect dimensions are in number of tiles.
*
* @param direction must be either @ref SE_UP or @ref SE_DOWN.
*/
void bg_se_copy_rect_1_tile_vert(u16 bg_sbb, Rect se_rect, enum ScreenVertDir direction);
/* Clears a rect in the main background.
* The se_rect dimensions need to be in number of tiles.
/**
* @brief Clears a rect in the main background.
*
* @param se_rect dimensions need to be in number of tiles.
*/
void main_bg_se_clear_rect(Rect se_rect);
/* Copies a rect in the main background vertically in direction by a single tile.
* se_rect dimensions are in number of tiles.
/**
* @brief Copies a rect in the main background vertically in direction by a single tile.
*
* @param se_rect dimensions are in number of tiles.
*
* @param direction must be either @ref SE_UP or @ref SE_DOWN.
*/
void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, enum ScreenVertDir direction);
/* Copies a rect in the main background from se_rect to the position (x, y).
* se_rect dimensions are in number of tiles.
* x and y are the coordinates in number of tiles.
/**
* @brief Copies a rect in the main background from se_rect to the position (x, y).
*
* @param se_rect dimensions are in number of tiles.
*
* @param dest_pos x and y are the coordinates in number of tiles.
*/
void main_bg_se_copy_rect(Rect se_rect, BG_POINT dest_pos);
/* Copies a screen entry to a rect in the main background.
* se_rect dimensions are in number of tiles.
* The tile is copied to the top left corner of the rect.
*/
void main_bg_se_fill_rect_with_se(SE tile, Rect se_rect);
/* Copies a 3x3 rect into se_rect_dest, the 3x3 rect is stretched to fill se_rect_dest.
* The corners are copied, the sides are stretched, and the center is filled.
* The parameter se_rect_src_3x3_top_left points to the top left corner of the source
* 3x3 rect.
* Dest rect sides can be of length 2, then the sides are not copied, only the corners.
* But dest rect sides must be at least 2.
/**
* @brief Copies a 3x3 rect and expands it to a passed size.
*
* Performs the following operation:
*
* 1. The 3x3 rect is stretched to fill se_rect_dest.
* 2. The corners are copied
* 3. The sides are stretched
* 4. The center is filled.
*
* @param se_rect_dest destination for 3x3 copy, if rect sides are length 2, then the sides are not
* copied, only the corners. **But dest rect sides must be at least 2.**
*
* @param se_rect_src_3x3_top_left points to the top left corner of the source 3x3 rect.
*/
void main_bg_se_copy_expand_3x3_rect(Rect se_rect_dest, BG_POINT se_rect_src_3x3_top_left);
/* Moves a rect in the main background vertically in direction by a single tile.
/**
* @brief Moves a rect in the main background vertically in direction by a single tile.
*
* Note that tiles in the previous location will be transparent (0x000)
* so maybe copy would be a better choice if you don't want to delete things
* se_rect dimensions are in number of tiles.
*
* @param se_rect dimensions are in number of tiles.
* @param direction must be either @ref SE_UP or @ref SE_DOWN.
*/
void main_bg_se_move_rect_1_tile_vert(Rect se_rect, enum ScreenVertDir direction);
// A wrapper for tte_erase_rect that would use the rect struct
/**
* @brief A wrapper for tte_erase_rect that would use the rect struct
*
* @param rect rectangle to erase
*/
void tte_erase_rect_wrapper(Rect rect);
/* Changes rect->left so it fits a string exactly when right aligned to rect->right.
*
* overflow_direction determines the direction the string will overflow
/**
* @brief Changes rect->left so it fits the digits of num exactly when right aligned to rect->right.
* Assumes num is not negative.
*
* overflow_direction determines the direction the number will overflow
* if it's too large to fit inside the rect.
*
* The rect is in number of pixels but should be a multiple of TTE_CHAR_SIZE
* so it's a whole number of tiles to fit TTE characters
*
*
* Note that both rect->left and rect-right need to be defined, top and bottom don't matter
*
* @param rect is in number of pixels but should be a multiple of TILE_SIZE, so it's a whole number
* of tiles to fit TTE characters
*
* @param num number to display
*
* @param overflow_direction either OVERFLOW_LEFT or OVERFLOW_RIGHT.
*/
void update_text_rect_to_right_align_str(Rect* rect, const char* str, enum OverflowDir overflow_direction);
void update_text_rect_to_right_align_str(
Rect* rect,
const char* str,
enum OverflowDir overflow_direction
);
/**
/**
* @brief Updates a rect so a string is centered within it.
*
*
* @param rect The rect provided, the provided values are used to determine the center
* and it is then updated so the string starting in rect->left is centered
* The rect is in number of pixels but should be a multiple of TTE_CHAR_SIZE
* so it's a whole number of tiles to fit TTE characters.
*
*
* @param str The string, the center of the string will be at the center of the updated rect.
*
*
* @param bias_direction Which direction to bias when the string can't be evenly centered
* with respect to char tiles.
* Examples:
@@ -177,28 +304,48 @@ void update_text_rect_to_right_align_str(Rect* rect, const char* str, enum Overf
*/
void update_text_rect_to_center_str(Rect* rect, const char* str, enum ScreenHorzDir bias_direction);
/*Copies 16 bit data from src to dst, applying a palette offset to the data.
/**
* @brief Copies 16 bit data from src to dst, applying a palette offset to the data.
*
* This is intended solely for use with tile8/8bpp data for dst and src.
* The palette offset allows the tiles to use a different location in the palette
* memory
* This is useful because grit always loads the palette to the beginning of
* pal_bg_mem[]
* The palette offset allows the tiles to use a different location in the palette * memory
* This is useful because grit always loads the palette to the beginning of pal_bg_mem[]
*
* @param dst destination charblock
*
* @param src destination charblock
*
* @param wcount Number of words to copy
*
* @param palette_offset palette offset to shift to
*/
void memcpy16_tile8_with_palette_offset(u16* dst, const u16* src, uint hwcount, u8 palette_offset);
/*Copies 32 bit data from src to dst, applying a palette offset to the data.
/**
* @brief Copies 32 bit data from src to dst, applying a palette offset to the data.
*
* This is intended solely for use with tile8/8bpp data for dst and src.
* The palette offset allows the tiles to use a different location in the palette
* memory
* This is useful because grit always loads the palette to the beginning of
* pal_bg_mem[]
* The palette offset allows the tiles to use a different location in the palette memory
* This is useful because grit always loads the palette to the beginning of pal_bg_mem[]
*
* @param dst destination charblock
*
* @param src destination charblock
*
* @param wcount Number of words to copy
*
* @param palette_offset palette offset to shift to
*/
void memcpy32_tile8_with_palette_offset(u32* dst, const u32* src, uint wcount, u8 palette_offset);
/* Toggles the visibility of the window layers.
* win0 and win1 are the visibility states for the two windows.
/**
* @brief Toggles the visibility of the window layers.
*
* These windows are primarily used for the shadows on held jokers, consumables and cards.
*
* @param win0 the visibility state for window 0
* @param win1 the visibility state for window 1
*/
void toggle_windows(bool win0, bool win1);
#endif //GRAPHIC_UTILS_H
#endif // GRAPHIC_UTILS_H