/** * @file sprite.h * * @brief Sprite system for Gbalatro */ #ifndef SPRITE_H #define SPRITE_H #include #include /** * @name Sprite system constants * @{ */ #define CARD_SPRITE_SIZE 32 #define MAX_AFFINES 32 #define MAX_SPRITES 128 #define MAX_SPRITE_OBJECTS 16 #define SPRITE_FOCUS_RAISE_PX 10 #define CARD_FOCUS_SFX_PITCH_OFFSET_RANGE 512 /** @} */ /** * @brief Sprite struct for GBA hardware specifics */ typedef struct { /** * @brief GBA sprite attribute registers info (A0-A2) */ OBJ_ATTR* obj; /** * @brief GBA sprite affine matrices registers info */ OBJ_AFFINE* aff; /** * @brief Sprite position on screen in pixels */ POINT pos; /** * @brief Sprite index in memory managed by GBAlatro */ int idx; } Sprite; /** * @brief A sprite object is a sprite that is focusable and movable in animation */ typedef struct { /** * @brief Sprite configuration info */ Sprite* sprite; /** * @brief Target position */ FIXED tx, ty; /** * @brief Current position */ FIXED x, y; /** * @brief Velocity */ FIXED vx, vy; /** * @brief Target Scale */ FIXED tscale; /** * @brief Current Scale, in units for tonc's `obj_aff_rotscale` */ FIXED scale; /** * @brief Scale velocity AKA the rate of change of scaling ops */ FIXED vscale; /** * @brief Target rotation */ FIXED trotation; /** * @brief Actual rotation, in units for tonc's `obj_aff_rotscale` */ FIXED rotation; /** * @brief Rotation velocity */ FIXED vrotation; /** * @brief Focused status (card specific, raise and lower card) */ bool focused; } SpriteObject; /** * @brief Allocate and retrieve a pointer to a valid Sprite * * @param a0 attribute 0 of OBJ_ATTR * @param a1 attribute 1 of OBJ_ATTR * @param tid base tile index of sprite, part of attribute 2 * @param pb Palette-bank * @param sprite_index index in memory * * @return Valid Sprite if allocations are successful. * Otherwise, return **NULL**. */ Sprite* sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index); /** * @brief Destroy Sprite * * @param sprite pointer to a pointer of Sprite to destroy. No action if **NULL**. */ void sprite_destroy(Sprite** sprite); /** * @brief Get index of Sprite in the GBA object buffer * * @param sprite pointer to Sprite, cannot be **NULL** * * @return Index of sprite in object buffer if `sprite` is valid, otherwise **UNDEFINED**. */ int sprite_get_layer(Sprite* sprite); /** * @brief Get a Sprite's width and height * * @param sprite pointer to Sprite, cannot be **NULL** * @param width pointer to variable to be set, cannot be **NULL** * @param height pointer to variable to be set, cannot be **NULL** * * @return **true** if successful, **false** if otherwise. Upon success, * `width` and `height` contain valid data, otherwise, the * variables are unchanged. */ bool sprite_get_dimensions(Sprite* sprite, int* width, int* height); /** * @brief Get a Sprites's height * * @param sprite pointer to Sprite, cannot be **NULL** * @param height pointer to variable to be set, cannot be **NULL** * * @return **true** is successful, **false** if otherwise. Upon success, * `height` contains valid data, otherwise, the variable is unchanged. */ bool sprite_get_height(Sprite* sprite, int* height); /** * @brief Get a Sprite's width * * @param sprite pointer to Sprite, cannot be **NULL** * @param width pointer to variable to be set, cannot be **NULL** * * @return **true** is successful, **false** if otherwise. Upon success, * `width` contains valid data, otherwise, the variable is unchanged. */ bool sprite_get_width(Sprite* sprite, int* width); /** * @brief Get the palette bank of a Sprite * * @param sprite pointer to extract associated palette bank. Cannot be **NULL**. * * @return The palette bank of the Sprite if successful, otherwise return **UNDEFINED**. */ int sprite_get_pb(const Sprite* sprite); /** * @brief Initialize GBAlatro sprite system */ void sprite_init(void); /** * @brief Draw Sprites to screen, to be called once per frame */ void sprite_draw(void); /** * @brief Allocate and retrieve a pointer to a valid SpriteObject * * @return A valid pointer to an newly allocated SpriteObject * if successful, othewise return **NULL**. */ SpriteObject* sprite_object_new(); /** * @brief Destroy SpriteObject * * Destroy a SpriteObject by freeing it back to the pool and releasing its * associated resources * * @param sprite_object pointer to a pointer of SpriteObject to destroy. * Cannot be **NULL**. */ void sprite_object_destroy(SpriteObject** sprite_object); /** * @brief Register a Sprite to an associated SpriteObject * * @param sprite_object pointer to SpriteObject to associate Sprite with. * Cannot be **NULL**. * * @param sprite pointer to Sprite to associate SpriteObject with. * Cannot be **NULL**. */ void sprite_object_set_sprite(SpriteObject* sprite_object, Sprite* sprite); /** * @brief Reset SpriteObject's transform back to default values. * * @param sprite_object pointer to SpriteObject to reset transform. * Cannot be **NULL**. */ void sprite_object_reset_transform(SpriteObject* sprite_object); /** * @brief Update a SpriteObject, to be called once per frame per active SpriteObject * * @param sprite_object pointer to SpriteObject to update. Cannot be **NULL**. */ IWRAM_CODE void sprite_object_update(SpriteObject* sprite_object); /** * @brief Shake SpriteObject on screen and play a sound * * @param SpriteObject pointer to SpriteObject to shake. Cannot be **NULL**. * @param sound_id ID of sound from maxmod to play on executing shake. If **UNDEFINED** * no sound will play. */ void sprite_object_shake(SpriteObject* sprite_object, mm_word sound_id); /** * @brief Get a SpriteObject's registered Sprite * * @param sprite_object pointer to SpriteObject's registered Sprite. Cannot be **NULL**. * * @return Sprite pointer registered to `sprite_object` if successful, * otherwise return **NULL**. May be successful and **NULL** if there is no * Sprite registered to the SpriteObject. */ Sprite* sprite_object_get_sprite(SpriteObject* sprite_object); /** * @brief Set the focus for SpriteObject * Raises the object by SPRITE_FOCUS_RAISE_PX. * * Note: This is currently unused by CardObject as their focus is handled in * cards_in_hand_update_loop() but we may want to extract it from there and refactor them use this * instead. * * @param sprite_object pointer to SpriteObject to set the focus of. Cannot be **NULL**. * @param focus **true** to focus, **false** to unfocus */ void sprite_object_set_focus(SpriteObject* sprite_object, bool focus); /** * @brief Get the width and height of SpriteObject's registered Sprite * * @param sprite_object pointer to SpriteObject to get the dimensions of. Cannot be **NULL**. * @param width pointer to variable to be set, cannot be **NULL** * @param height pointer to variable to be set, cannot be **NULL** * * @return **true** is successful, **false** if otherwise. Upon success, * `width` and `height` contain valid data, otherwise, the * variables are unchanged. */ bool sprite_object_get_dimensions(SpriteObject* sprite_object, int* width, int* height); /** * @brief Get a SpriteObject's height * * @param sprite_object pointer to SpriteObject to get the height of. Cannot be **NULL**. * @param height pointer to variable to be set, cannot be **NULL** * * @return **true** is successful, **false** if otherwise. Upon success, * `height` contains valid data, otherwise, the * variable is unchanged. */ bool sprite_object_get_height(SpriteObject* sprite_object, int* height); /** * @brief Get a SpriteObject's width * * @param sprite_object pointer to SpriteObject to get the width of. Cannot be **NULL**. * @param width pointer to variable to be set, cannot be **NULL** * * @return **true** is successful, **false** if otherwise. Upon success, * `width` contains valid data, otherwise, the * variable is unchanged. */ bool sprite_object_get_width(SpriteObject* sprite_object, int* width); /** * @brief Get the `focused` variable from a SpriteObject * * @param sprite_object valid pointer to SpriteObject to check * * @return `true` if the SpriteObject is focused, `false` otherwise */ bool sprite_object_is_focused(SpriteObject* sprite_object); /** * @brief Print the given string directly beneath a SpriteObject. * This is used only for Cards for now. * * @param sprite_object valid pointer to SpriteObject to check * @param text the string to be printed below the sprite */ void sprite_object_print_text_under(SpriteObject* sprite_object, const char text[]); /** * @brief Print the price string directly beneath a SpriteObject. * More specialized version of sprite_object_print_text_under, * automatically formats the price to `$%d`. * * @param sprite_object valid pointer to SpriteObject to check * @param price the price of the card to be printed * * @sa sprite_object_print_text_under */ void sprite_object_print_price_under(SpriteObject* sprite_object, int price); /** * @brief Erase the text within the Rect directly beneath a SpriteObject. * This is used only for Cards for now. * * @param sprite_object valid pointer to SpriteObject to check * * @sa sprite_object_print_text_under */ void sprite_object_erase_text_under(SpriteObject* sprite_object); /** * @brief Set sprite position. Inlined for efficiency * * @param sprite poitner to Sprite to adjust the position of. A **NULL** check is * not performed, though the value cannot be **NULL**. * * @param x horizontal position in pixels * @param y vertical position in pixels */ INLINE void sprite_position(Sprite* sprite, int x, int y) { sprite->pos.x = x; sprite->pos.y = y; obj_set_pos(sprite->obj, x, y); } #endif // SPRITE_H