From e7589f27dc4dc29c6da48a74b755a005b9c85563 Mon Sep 17 00:00:00 2001 From: MeirGavish Date: Sun, 13 Jul 2025 21:20:57 +0300 Subject: [PATCH] Added move version (...)se_move_rect_1_tile_vert(), switched to use it in down pop-out animations, updated copy version, and removed my POP_MENU_ANIM_RECT UP/DOWN hack --- include/graphic_utils.h | 7 +++++++ source/game.c | 23 +++++++++++------------ source/graphic_utils.c | 37 +++++++++++++++++++++++++++++-------- 3 files changed, 47 insertions(+), 20 deletions(-) diff --git a/include/graphic_utils.h b/include/graphic_utils.h index 43b59b0..8ffeac4 100644 --- a/include/graphic_utils.h +++ b/include/graphic_utils.h @@ -72,6 +72,13 @@ void main_bg_se_clear_rect(Rect se_rect); */ void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction); +/* 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) + * direction must be either SE_UP or SE_DOWN. + * se_rect dimensions are in number of tiles. + */ +void main_bg_se_move_rect_1_tile_vert(Rect se_rect, int direction); + /* Copies the rect in rect_from into rect_to. * Notice there may be overlaps and overwrites due to them. * Both ects must be the same size diff --git a/source/game.c b/source/game.c index eef79e5..64d9f25 100644 --- a/source/game.c +++ b/source/game.c @@ -120,15 +120,12 @@ static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 21 }; //static const Rect POP_MENU_ANIM_RECT_SRC = {9, 19, 24, 31 }; //static const Rect POP_MENU_ANIM_RECT_DEST = {9, 7, 24, 19 }; -static const Rect POP_MENU_ANIM_RECT_DOWN = {9, 6, 24, 31 }; -static const Rect POP_MENU_ANIM_RECT_UP = {9, 7, 24, 31 }; -// The rects for popping menu animations (round end, shop, blinds) +static const Rect POP_MENU_ANIM_RECT = {9, 7, 24, 31 }; +// The rect for popping menu animations (round end, shop, blinds) // - extends beyond the visible screen to the end of the screenblock // It includes both the target and source position rects. // This is because when popping, the target position is blank so we just animate // the whole rect so we don't have to track its position -// -// In the down version we include another row above the menu assuming it's blank so it's copied into it static const Rect SINGLE_BLIND_SELECT_RECT = {9, 7, 13, 31 }; @@ -430,7 +427,7 @@ void change_background(int id) for (int i = 0; i <= 2; i++) { - main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_DOWN); + main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN); } tte_erase_rect_wrapper(HAND_SIZE_RECT_SELECT); @@ -1949,7 +1946,7 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa case 8: // Shift the round end panel back out of view and go to the next state { sequence_step++; - main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN); + main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN); if (sequence_step >= 20) { @@ -2013,7 +2010,7 @@ void game_shop() { case 0: // Intro sequence (menu and shop icon coming into frame) { - main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP); + main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP); if (timer >= 7) // Shift the shop icon { @@ -2112,7 +2109,7 @@ void game_shop() case 2: // Outro sequence (menu and shop icon going out of frame) { // Shift the shop panel - main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN); + main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_DOWN); main_bg_se_copy_rect_1_tile_vert(TOP_LEFT_PANEL_ANIM_RECT, SE_UP); @@ -2167,7 +2164,7 @@ void game_blind_select() { case 0: // Intro sequence (menu coming into frame) { - main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP); + main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP); for (int i = 0; i < MAX_BLINDS; i++) { @@ -2209,7 +2206,7 @@ void game_blind_select() for (int i = 0; i < 12; i++) { - main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_UP, SE_UP); + main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP); } for (int i = 0; i < MAX_BLINDS; i++) @@ -2238,7 +2235,9 @@ void game_blind_select() { if (timer < 15) { - main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT_DOWN, SE_DOWN); + Rect blinds_rect = POP_MENU_ANIM_RECT; + blinds_rect.top -= 1; // Because of the raised blind + main_bg_se_move_rect_1_tile_vert(blinds_rect, SE_DOWN); for (int i = 0; i < MAX_BLINDS; i++) { diff --git a/source/graphic_utils.c b/source/graphic_utils.c index 050b853..0096d7c 100644 --- a/source/graphic_utils.c +++ b/source/graphic_utils.c @@ -4,9 +4,10 @@ #include "graphic_utils.h" -const Rect FULL_SCREENBLOCK_RECT = { 0, 0, SE_ROW_LEN, SE_COL_LEN }; // TODO: LEN - 1 ... +const Rect FULL_SCREENBLOCK_RECT = { 0, 0, SE_ROW_LEN, SE_COL_LEN }; // Clips a rect of screenblock entries to a specified rect +// The bounding rect is not required to be within screenblock boundaries static void clip_se_rect_to_bounding_rect(Rect* rect, const Rect* bounding_rect) { rect->right = min(rect->right, bounding_rect->right); @@ -17,12 +18,20 @@ static void clip_se_rect_to_bounding_rect(Rect* rect, const Rect* bounding_rect) // Can be unstaticed if needed // Clips a rect of screenblock entries to screenblock boundaries -// The bounding rect is not required to be within screenblock boundaries static void clip_se_rect_to_screenblock(Rect* rect) { clip_se_rect_to_bounding_rect(rect, &FULL_SCREENBLOCK_RECT); } +// Clips a rect of screenblock entries to be within one step of +// screenblock boundaries vertically (1 step from top, 1 step from bottom. +static void clip_se_rect_within_step_of_full_screen_vert(Rect* se_rect) +{ + Rect bounding_rect = FULL_SCREENBLOCK_RECT; + bounding_rect.top += 1; + bounding_rect.bottom -= -1; + clip_se_rect_to_bounding_rect(se_rect, &bounding_rect); +} void main_bg_se_clear_rect(Rect se_rect) { @@ -37,6 +46,8 @@ void main_bg_se_clear_rect(Rect se_rect) } } + + void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction) { if (se_rect.left > se_rect.right @@ -46,10 +57,7 @@ void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction) } // Clip to avoid read/write overflow of the screenblock - Rect bounding_rect = FULL_SCREENBLOCK_RECT; - bounding_rect.top = 1; - bounding_rect.bottom = SE_COL_LEN - 1; - clip_se_rect_to_bounding_rect(&se_rect, &bounding_rect); + clip_se_rect_within_step_of_full_screen_vert(&se_rect); int start = (direction == SE_UP) ? se_rect.top : se_rect.bottom; int end = (direction == SE_UP) ? se_rect.bottom : se_rect.top; @@ -60,11 +68,24 @@ void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction) &se_mem[MAIN_BG_SBB][se_rect.left + SE_ROW_LEN * y], rect_width(&se_rect)); } +} - if (direction == SE_DOWN) +void main_bg_se_move_rect_1_tile_vert(Rect se_rect, int direction) +{ + if (se_rect.left > se_rect.right + || (direction != SE_UP && direction != SE_DOWN)) { - memset16(&se_mem[MAIN_BG_SBB][se_rect.left + SE_ROW_LEN * (end)], 0x0000, rect_width(&se_rect)); // This clears the top row when going down, or the bottom row when going up. + return; } + + // Clip to avoid read/write overflow of the screenblock + clip_se_rect_within_step_of_full_screen_vert(&se_rect); + + int end = (direction == SE_UP) ? se_rect.bottom : se_rect.top; + + main_bg_se_copy_rect_1_tile_vert(se_rect, direction); + + memset16(&se_mem[MAIN_BG_SBB][se_rect.left + SE_ROW_LEN * (end)], 0x0000, rect_width(&se_rect)); } void main_bg_se_copy_rect(Rect rect_to, Rect rect_from)