#ifndef GRAPHIC_UTILS_H #define GRAPHIC_UTILS_H #include /* 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 #define NUM_PALETTES 16 #define TTE_BIT_UNPACK_OFFSET 14 #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 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 /* 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 SCREEN_UP -1 #define SCREEN_DOWN 1 #define SCREEN_LEFT -1 #define SCREEN_RIGHT 1 #define SE_UP SCREEN_UP #define SE_DOWN SCREEN_DOWN #define OVERFLOW_LEFT SCREEN_LEFT #define 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. */ SE main_bg_se_get_se(BG_POINT pos); 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); } /* 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 * direction must be either SE_UP or SE_DOWN. * se_rect dimensions are in number of tiles. * * NOTE: This does not work with TTE_SBB, probably because it's 4BPP... */ void bg_se_copy_rect_1_tile_vert(u16 bg_sbb, Rect se_rect, int direction); /* 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, 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. */ 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. * 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); /* 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. * Should be either OVERFLOW_LEFT or OVERFLOW_RIGHT. * * The 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 * * Note that both rect->left and rect-right need to be defined, top and bottom don't matter */ void update_text_rect_to_right_align_num(Rect* rect, int num, int overflow_direction); /*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[] */ 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. * 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[] */ 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. * These windows are primarily used for the shadows on held jokers, consumables and cards. */ void toggle_windows(bool win0, bool win1); #endif //GRAPHIC_UTILS_H