#ifndef GRAPHIC_UTILS_H #define GRAPHIC_UTILS_H /* 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 * is enough to contain a full screen (and more) * and there isn't any scrolling etc. */ /* 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 #define MAIN_BG_CBB 1 #define TTE_SBB 30 #define TTE_CBB 0 #define AFFINE_BG_SBB 2 #define AFFINE_BG_CBB 2 #define PAL_ROW_LEN 16 /* 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. */ #define SE_ROW_LEN 32 #define SE_COL_LEN 32 // Since y direction goes from the top of the screen to the bottom #define SE_UP -1 #define SE_DOWN 1 // Tile size in pixels, both height and width as tiles are square #define TILE_SIZE 8 typedef struct { int left; int top; int right; int bottom; } Rect; #define UNDEFINED -1 /* Gets the screenblock tile for the given coordinates (x, y). * x and y are in number of tiles. * Returns the screenblock tile. */ u16 main_bg_se_get_tile(int x, int y); INLINE int rect_width(const Rect* rect) { /* Extra parens to avoid issues in case compiler turns INLINE into macro * Not sure if necessary, could be just paranoia */ return (((rect)->right) - ((rect)->left) + 1); } INLINE int rect_height(const Rect* rect) { return (((rect)->bottom) - ((rect)->top) + 1); } /* Clears a rect in the main background. * The 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. * direction must be either SE_UP or SE_DOWN. * se_rect dimensions are in number of tiles. */ void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int 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. */ void main_bg_se_copy_rect(Rect se_rect, int x, int y); /* Copies a tile 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_copy_tile_to_rect(u16 tile, Rect se_rect); /* 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 * 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); // A wrapper for tte_erase_rect that would use the rect struct void tte_erase_rect_wrapper(Rect rect); #endif //GRAPHIC_UTILS_H