balatro-gba/include/graphic_utils.h
Rickey 0bc140b4e8
Document sprite.h w/ minor optimizations / fixes (#379)
* Rename Sprite to SpriteInfo

---------

Co-authored-by: MeirGavish <meir.gavish@gmail.com>
2026-02-11 16:55:56 +02:00

361 lines
10 KiB
C

/**
* @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 <tonc_math.h>
#include <tonc_video.h>
/**
* @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);
#endif // GRAPHIC_UTILS_H