Files
balatro-gba-chinese-jocker-…/include/affine_background.h
T
Geralt e7f550ce22 [Feature] Implement options menu and reading/writing values from/to the SRAM (#449)
* background

* Implement Options button

* Update main menu artwork

* add options menu tiles

* prepare options menu handling

* incorporate main menu refactor

* toto

* add all menu interactions

* do not reset selection_x in main_menu

* options struct

* fix rebase from ricfehr3's repo

* Implement high contrast cards

* Save/Load options values to SRAM

* load options on game_init and validate data within the load_options function

* Get changes from ricfehr3's PR

* recover fix for glitched ace

* clang format

* clang format

* clang format

* Save 500B of image data by using only minimal set of tiles instead of keeping final window in source file

* clang format

* clang format

* Implement Options button

* Update main menu artwork

* progress, leaving it alone for now until discussion

* make game_vars an extern

* Move options vars into their own struct

* rollback previous commit

* Implement save validation. Version check to come

* implement data validity + version check for game saves

* clang format

* Save position in rng sequence for consistent run after load

* fix rebase issues

* fix rebase issue

* remove unused/duplicate define

* Oops, made a mistake when testing PR #424

* encode high contrast palette into an image, and load it at game_start

* document save.c/h and correct typos

* correct alignment

* game speed and high contrast buttons working

* small cleanup

* sliders also work again now

* clang format

* Moved balatro_version extern declaration to version.h file

* removed unsused variable

* make showing ROM version a toggle

* move ante, round and money to the GameVariables struct

* Rename SaveCheckInfo struct to SaveHeader for clarity

* Add SaveHeader struct explanation

* clang format

* Revert unnecessary tileset optimization

* SFX now follows the sound volume slider

* clang format

* Music now follows volume slider

* Changed volume slider increment from 5 to 20 to avoid having the music sound too rough under 20% volume

* refactor main_menu.c to use SelectionGrid and Button structs

* clang format

* make a "new" save button so we don't save during the state transition

* clang format

* Reduced state transition flicker by only changing affine background to a different one

* Fix loading game too late in game init sequence

* First batch of suggestions from @MeirGavish

* Remove unnecessary intermediary buffers for high contrast palette swapping

* comment row warp hack for button input

* Add some of Copilot's suggestions

* rename balatro_version into gbalatro_version for rebranding reasons + version display erase screen fix

* remove unnecessary NULL check on `on_selection_changed` method

* implement small game speed arrow buttons animation

* factorize some code

* remove unnecessary data validation in load_game(), since we already checked the header

* Implement @MeirGavish 's suggestion regarding splitting the huge `on_update` function

* clang format

* implement @ricfehr3 's suggestion about keeping last selected button instead of using an obscure `on_boot` boolean

* Apply @ricfehr3's suggestions

* fix clang-format flags

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
2026-05-02 14:28:52 -07:00

101 lines
2.2 KiB
C

/**
* @file affine_background.h
*
* @brief Utilities for affine background on GBA
*/
#ifndef AFFINE_BACKGROUND_H
#define AFFINE_BACKGROUND_H
#include "graphic_utils.h"
#include <tonc.h>
/**
* @def AFFINE_BG_IDX
* @brief The index of the affine background BGCNT register etc.
*/
#define AFFINE_BG_IDX 2
/**
* @def AFFINE_BG_PAL_LEN
* @brief Number of u16 colors available in the palette.
*/
#define AFFINE_BG_PAL_LEN 16
/**
* @def AFFINE_BG_PB
* @brief The starting index of the background palette.
*/
#define AFFINE_BG_PB (PAL_ROW_LEN * 10)
/**
* @brief An ID to specify background rendering types.
*/
enum AffineBackgroundID
{
/**
* @brief Display background for the initial splash screen.
*
* Signifies that no background is currently in use.
*/
AFFINE_BG_NONE,
/**
* @brief Display background for main menu.
*
* Signifies which background to use and provides a higher quality affine
* mode to display when there is no game logic.
*/
AFFINE_BG_MAIN_MENU,
/**
* @brief Display background for game play.
*
* Signifies which background to use and provides a lower quality affine
* mode to keep resources down during play.
*/
AFFINE_BG_GAME,
};
/**
* @brief Initialize resources for affine background rendering
*/
void affine_background_init();
/**
* @brief Interrupt routine to update display on HBLANK
*/
IWRAM_CODE void affine_background_hblank();
/**
* @brief Per-frame update of the affine background
*/
IWRAM_CODE void affine_background_update();
/**
* @brief Update the affine background color
*
* @param color @ref COLOR to set
*/
void affine_background_set_color(COLOR color);
/**
* @brief Set the background palette
*
* Must be called with an array of size at least @ref AFFINE_BG_PAL_LEN
*
* @param src pointer to palette to set
*/
void affine_background_load_palette(const u16* src);
/**
* @brief Update the background id
*
* Update the background id by configuring display registers and loading
* the image and palette used for the specified id.
*
* @param new_bg @ref AffineBackgrounID to set
*/
void affine_background_change_background(enum AffineBackgroundID new_bg);
#endif // AFFINE_BACKGROUND_H