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

This commit is contained in:
MeirGavish
2025-07-13 21:20:57 +03:00
parent f34444b3db
commit e7589f27dc
3 changed files with 47 additions and 20 deletions
+7
View File
@@ -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
+11 -12
View File
@@ -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++)
{
+31 -10
View File
@@ -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)
{
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.
}
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))
{
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)