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balatro-gba-chinese-jocker-…/include/graphic_utils.h
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2025-08-09 19:23:47 -04:00

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C

#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
#define NUM_PALETTES 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
#define OVERFLOW_LEFT -1
#define OVERFLOW_RIGHT 1
// 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
typedef struct
{
int left;
int top;
int right;
int bottom;
} Rect;
/* 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(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);
}
/* 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 pos);
/* 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);
/* 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);
#endif //GRAPHIC_UTILS_H