123 lines
3.9 KiB
C
123 lines
3.9 KiB
C
#ifndef GRAPHIC_UTILS_H
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#define GRAPHIC_UTILS_H
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/* This file contains general utils and wrappers that relate to
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* graphics/video/vram and generally displaying things on the screen.
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* Mostly wrappers and defines for using tonc.
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*
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* Note: the code here assumes we're working with a single screenblock
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* which should be true for this entire game since a screenblock
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* is enough to contain a full screen (and more)
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* and there isn't any scrolling etc.
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*/
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/* Reminder:
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* Screen Base Block is the base for the screenblock entries i.e. tilemap
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* Character Base Block is the base for the tiles themselves
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*/
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#define MAIN_BG_SBB 31
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#define MAIN_BG_CBB 1
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#define TTE_SBB 30
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#define TTE_CBB 0
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#define AFFINE_BG_SBB 2
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#define AFFINE_BG_CBB 2
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#define PAL_ROW_LEN 16
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#define NUM_PALETTES 16
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/* Dimensions for a screenblock.
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* A 1024 size screenblock is arranged in a grid of 32x32 screen entries
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* Interestingly since each block is 8x8 pixels, the 240x160 GBA screen
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* is smaller than the screenblock, only the top left part of the screenblock
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* is displayed on the screen.
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*/
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#define SE_ROW_LEN 32
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#define SE_COL_LEN 32
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// Since y direction goes from the top of the screen to the bottom
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#define SE_UP -1
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#define SE_DOWN 1
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#define OVERFLOW_LEFT -1
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#define OVERFLOW_RIGHT 1
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// Tile size in pixels, both height and width as tiles are square
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#define TILE_SIZE 8
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// By default TTE characters occupy a single tile
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#define TTE_CHAR_SIZE TILE_SIZE
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typedef struct
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{
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int left;
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int top;
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int right;
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int bottom;
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} Rect;
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/* Gets the screenblock tile for the given coordinates (x, y).
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* x and y are in number of tiles.
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* Returns the screenblock tile.
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*/
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u16 main_bg_se_get_tile(BG_POINT pos);
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INLINE int rect_width(const Rect* rect)
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{
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/* Extra parens to avoid issues in case compiler turns INLINE into macro
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* Not sure if necessary, could be just paranoia
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*/
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return (((rect)->right) - ((rect)->left) + 1);
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}
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INLINE int rect_height(const Rect* rect)
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{
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return (((rect)->bottom) - ((rect)->top) + 1);
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}
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/* Clears a rect in the main background.
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* The se_rect dimensions need to be in number of tiles.
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*/
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void main_bg_se_clear_rect(Rect se_rect);
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/* Copies a rect in the main background vertically in direction by a single tile.
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* direction must be either SE_UP or SE_DOWN.
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* se_rect dimensions are in number of tiles.
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*/
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void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction);
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/* Copies a rect in the main background from se_rect to the position (x, y).
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* se_rect dimensions are in number of tiles.
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* x and y are the coordinates in number of tiles.
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*/
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void main_bg_se_copy_rect(Rect se_rect, BG_POINT pos);
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/* Copies a tile to a rect in the main background.
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* se_rect dimensions are in number of tiles.
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* The tile is copied to the top left corner of the rect.
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*/
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void main_bg_se_copy_tile_to_rect(u16 tile, Rect se_rect);
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/* Moves a rect in the main background vertically in direction by a single tile.
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* Note that tiles in the previous location will be transparent (0x000)
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* so maybe copy would be a better choice if you don't want to delete things
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* direction must be either SE_UP or SE_DOWN.
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* se_rect dimensions are in number of tiles.
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*/
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void main_bg_se_move_rect_1_tile_vert(Rect se_rect, int direction);
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// A wrapper for tte_erase_rect that would use the rect struct
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void tte_erase_rect_wrapper(Rect rect);
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/* Changes rect->left so it fits the digits of num exactly when right aligned to rect->right.
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* Assumes num is not negative.
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*
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* overflow_direction determines the direction the number will overflow
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* if it's too large to fit inside the rect.
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* Should be either OVERFLOW_LEFT or OVERFLOW_RIGHT.
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*
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* The rect is in number of pixels but should be a multiple of TILE_SIZE
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* so it's a whole number of tiles to fit TTE characters
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*
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* Note that both rect->left and rect-right need to be defined, top and bottom don't matter
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*/
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void update_text_rect_to_right_align_num(Rect* rect, int num, int overflow_direction);
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#endif //GRAPHIC_UTILS_H
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