/** * @file graphic_utils.h * * @brief Graphic utility functions * * 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. */ #ifndef GRAPHIC_UTILS_H #define GRAPHIC_UTILS_H #include #include /** * @name Graphics Utilities Constants * * 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 /** * @def TILE_SIZE * @brief Tile size in pixels, both height and width as tiles are square */ #define TILE_SIZE 8 /** * @def TILE_MEM_OBJ_CHARBLOCK0_IDX * @brief The index for the first charblock of the object memory in tonc's tile_mem */ #define TILE_MEM_OBJ_CHARBLOCK0_IDX 4 /** @} */ /** * @name TTE Palette constants * * @{ */ /** @def TTE_BIT_UNPACK_OFFSET */ #define TTE_BIT_UNPACK_OFFSET 14 /** @def TTE_BIT_ON_CLR_IDX */ #define TTE_BIT_ON_CLR_IDX TTE_BIT_UNPACK_OFFSET + 1 /** @def TTE_YELLOW_PB */ #define TTE_YELLOW_PB 12 // 0xC /** @def TTE_BLUE_PB */ #define TTE_BLUE_PB 13 // 0xD /** @def TTE_RED_PB */ #define TTE_RED_PB 14 // 0xE /** @def TTE_WHITE_PB */ #define TTE_WHITE_PB 15 // 0xF /** @def TTE_SPECIAL_PB_MULT_OFFSET */ #define TTE_SPECIAL_PB_MULT_OFFSET 0x1000 /** * @def TTE_CHAR_SIZE * * @brief By default TTE characters occupy a single tile */ #define TTE_CHAR_SIZE TILE_SIZE /** @} */ /** * @name Text colors * * @{ */ /** @def TEXT_CLR_YELLOW */ #define TEXT_CLR_YELLOW RGB15(31, 20, 0) // 0x029F /** @def TEXT_CLR_BLUE */ #define TEXT_CLR_BLUE RGB15(0, 18, 31) // 0x7E40 /** @def TEXT_CLR_RED */ #define TEXT_CLR_RED RGB15(31, 9, 8) // 0x213F /** @def TEXT_CLR_WHITE */ #define TEXT_CLR_WHITE CLR_WHITE /** @} */ /** * @name 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. * * @{ */ /** @def SE_ROW_LEN */ #define SE_ROW_LEN 32 /** @def SE_COL_LEN */ #define SE_COL_LEN 32 /** @} */ enum ScreenVertDir { SCREEN_UP = -1, SCREEN_DOWN = 1 }; enum ScreenHorzDir { SCREEN_LEFT = -1, SCREEN_RIGHT = 1 }; enum OverflowDir { OVERFLOW_LEFT = SCREEN_LEFT, OVERFLOW_RIGHT = SCREEN_RIGHT }; /** @} */ // When making this, missed that it already exists in tonc_math.h typedef RECT Rect; /** * @brief Get the width of a rectangle * * @param rect a @ref Rect to measure * * @return The width of the rectangle. */ INLINE int rect_width(const Rect* rect) { return max(0, rect->right - rect->left + 1); } /** * @brief Get the height of a rectangle * * @param rect a @ref Rect to measure * * @return The height of the rectangle, or 0 if rect->right < rect->left */ INLINE int rect_height(const Rect* rect) { return max(0, rect->bottom - rect->top + 1); } /** * @brief 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 * se_rect dimensions are in number of tiles. * * NOTE: This does not work with TTE_SBB, probably because it's 4BPP... * * If you are doing this operation you are probably doing this in the main * background and you should use main_bg_se_copy_rect_1_tile_vert() instead. * * @param bg_sbb the SBB of the background in which to move the rect. * * @param se_rect dimensions are in number of tiles. * * @param direction must be either @ref SE_UP or @ref SE_DOWN. */ void bg_se_copy_rect_1_tile_vert(u16 bg_sbb, Rect se_rect, enum ScreenVertDir direction); /** * @brief Clears a rect in the main background. * * @param se_rect dimensions need to be in number of tiles. */ void main_bg_se_clear_rect(Rect se_rect); /** * @brief Copies a rect in the main background vertically in direction by a single tile. * * @param se_rect dimensions are in number of tiles. * * @param direction must be either @ref SE_UP or @ref SE_DOWN. */ void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, enum ScreenVertDir direction); /** * @brief Copies a rect in the main background from se_rect to the position (x, y). * * @param se_rect dimensions are in number of tiles. * * @param dest_pos x and y are the coordinates in number of tiles. */ void main_bg_se_copy_rect(Rect se_rect, BG_POINT dest_pos); /** * @brief Copies a 3x3 rect and expands it to fit a passed rect. * * Performs the following operation: * * 1. The 3x3 rect is stretched to fill se_rect_dest. * 2. The corners are copied * 3. The sides are stretched * 4. The center is filled. * * @param se_rect_dest destination for the 3x3 copy, if rect sides are length 2, then the sides are * not copied, and the center is not filled (in the case of both top and bottom sides), * and only the corners are copied. * **But dest rect sides must be at least 2.** * * @param se_rect_src_3x3_top_left points to the top left corner of the source 3x3 rect. */ void main_bg_se_copy_expand_3x3_rect(Rect se_rect_dest, BG_POINT se_rect_src_3x3_top_left); /** * @brief Copies a 3-width SE rect and expands it to fit a passed rect. * * Performs the following operation: * * 1. The sides are stretched * 2. The center is filled. * * @param se_rect_dest destination for the copy; if rect width is 2, the center is not * filled and only the sides are copied. * **But dest rect width must be at least 2.** * * @param src_row_left_pnt points to the leftmost tile of the source 3-width rect. */ void main_bg_se_copy_expand_3w_row(Rect se_dest_rect, BG_POINT src_row_left_pnt); /** * @brief 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 * * @param se_rect dimensions are in number of tiles. * @param direction must be either @ref SE_UP or @ref SE_DOWN. */ void main_bg_se_move_rect_1_tile_vert(Rect se_rect, enum ScreenVertDir direction); /** * @brief A wrapper for tte_erase_rect that would use the rect struct * * @param rect rectangle to erase */ void tte_erase_rect_wrapper(Rect rect); /** * @brief 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. * * Note that both rect->left and rect-right need to be defined, top and bottom don't matter * * @param 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 * * @param num number to display * * @param overflow_direction either OVERFLOW_LEFT or OVERFLOW_RIGHT. */ void update_text_rect_to_right_align_str( Rect* rect, const char* str, enum OverflowDir overflow_direction ); /** * @brief Updates a rect so a string is centered within it. * * @param rect The rect provided, the provided values are used to determine the center * and it is then updated so the string starting in rect->left is centered * The rect is in number of pixels but should be a multiple of TTE_CHAR_SIZE * so it's a whole number of tiles to fit TTE characters. * * @param str The string, the center of the string will be at the center of the updated rect. * * @param bias_direction Which direction to bias when the string can't be evenly centered * with respect to char tiles. * Examples: * | |S|T|R| | - Can be evenly centered, bias has no effect * | | |S|T|R| | - Bias right * | |S|T|R| | | - Bias left * |A|B|C|D| | - Bias left * | |A|B|C|D| - Bias right */ void update_text_rect_to_center_str(Rect* rect, const char* str, enum ScreenHorzDir bias_direction); /** * @brief 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[] * * @param dst destination charblock * * @param src destination charblock * * @param wcount Number of words to copy * * @param palette_offset palette offset to shift to */ void memcpy16_tile8_with_palette_offset(u16* dst, const u16* src, uint hwcount, u8 palette_offset); /** * @brief 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[] * * @param dst destination charblock * * @param src destination charblock * * @param wcount Number of words to copy * * @param palette_offset palette offset to shift to */ void memcpy32_tile8_with_palette_offset(u32* dst, const u32* src, uint wcount, u8 palette_offset); /** * @brief Toggles the visibility of the window layers. * * These windows are primarily used for the shadows on held jokers, consumables and cards. * * @param win0 the visibility state for window 0 * @param win1 the visibility state for window 1 */ void toggle_windows(bool win0, bool win1); /** * @brief Restores the bottom row of the top-left panel from the background map. */ void reset_top_left_panel_bottom_row(void); #endif // GRAPHIC_UTILS_H