e7f550ce22
* 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>
101 lines
2.2 KiB
C
101 lines
2.2 KiB
C
/**
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* @file affine_background.h
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*
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* @brief Utilities for affine background on GBA
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*/
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#ifndef AFFINE_BACKGROUND_H
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#define AFFINE_BACKGROUND_H
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#include "graphic_utils.h"
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#include <tonc.h>
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/**
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* @def AFFINE_BG_IDX
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* @brief The index of the affine background BGCNT register etc.
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*/
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#define AFFINE_BG_IDX 2
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/**
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* @def AFFINE_BG_PAL_LEN
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* @brief Number of u16 colors available in the palette.
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*/
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#define AFFINE_BG_PAL_LEN 16
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/**
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* @def AFFINE_BG_PB
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* @brief The starting index of the background palette.
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*/
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#define AFFINE_BG_PB (PAL_ROW_LEN * 10)
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/**
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* @brief An ID to specify background rendering types.
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*/
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enum AffineBackgroundID
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{
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/**
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* @brief Display background for the initial splash screen.
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*
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* Signifies that no background is currently in use.
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*/
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AFFINE_BG_NONE,
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/**
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* @brief Display background for main menu.
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*
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* Signifies which background to use and provides a higher quality affine
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* mode to display when there is no game logic.
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*/
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AFFINE_BG_MAIN_MENU,
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/**
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* @brief Display background for game play.
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*
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* Signifies which background to use and provides a lower quality affine
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* mode to keep resources down during play.
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*/
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AFFINE_BG_GAME,
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};
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/**
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* @brief Initialize resources for affine background rendering
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*/
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void affine_background_init();
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/**
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* @brief Interrupt routine to update display on HBLANK
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*/
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IWRAM_CODE void affine_background_hblank();
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/**
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* @brief Per-frame update of the affine background
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*/
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IWRAM_CODE void affine_background_update();
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/**
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* @brief Update the affine background color
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*
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* @param color @ref COLOR to set
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*/
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void affine_background_set_color(COLOR color);
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/**
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* @brief Set the background palette
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*
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* Must be called with an array of size at least @ref AFFINE_BG_PAL_LEN
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*
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* @param src pointer to palette to set
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*/
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void affine_background_load_palette(const u16* src);
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/**
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* @brief Update the background id
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*
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* Update the background id by configuring display registers and loading
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* the image and palette used for the specified id.
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*
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* @param new_bg @ref AffineBackgrounID to set
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*/
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void affine_background_change_background(enum AffineBackgroundID new_bg);
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#endif // AFFINE_BACKGROUND_H
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