balatro-gba/include/graphic_utils.h

183 lines
6.6 KiB
C

#ifndef GRAPHIC_UTILS_H
#define GRAPHIC_UTILS_H
#include <tonc_video.h>
/* 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.
*/
/* 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
#define TTE_BIT_UNPACK_OFFSET 14
#define TTE_BIT_ON_CLR_IDX TTE_BIT_UNPACK_OFFSET + 1
#define TTE_YELLOW_PB 12 // 0xC
#define TTE_BLUE_PB 13 // 0xD
#define TTE_RED_PB 14 // 0xE
#define TTE_WHITE_PB 15 // 0xF
#define TEXT_CLR_YELLOW RGB15(31, 20, 0) // 0x029F
#define TEXT_CLR_BLUE RGB15(0, 18, 31) // 0x7E40
#define TEXT_CLR_RED RGB15(31, 9, 8) // 0x213F
#define TEXT_CLR_WHITE CLR_WHITE
/* 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.
*/
#define SE_ROW_LEN 32
#define SE_COL_LEN 32
// Since y direction goes from the top of the screen to the bottom
#define SCREEN_UP -1
#define SCREEN_DOWN 1
#define SCREEN_LEFT -1
#define SCREEN_RIGHT 1
#define SE_UP SCREEN_UP
#define SE_DOWN SCREEN_DOWN
#define OVERFLOW_LEFT SCREEN_LEFT
#define OVERFLOW_RIGHT SCREEN_RIGHT
// Tile size in pixels, both height and width as tiles are square
#define TILE_SIZE 8
#define EFFECT_TEXT_SEPARATION_AMOUNT 32; // If we need to show multiple effects at once
// By default TTE characters occupy a single tile
#define TTE_CHAR_SIZE TILE_SIZE
// When making this, missed that it already exists in tonc_math.h
typedef RECT Rect;
/* Gets the screenblock entry for the given coordinates (x, y).
* x and y are in number of tiles.
* Returns the screenblock entry.
*/
SE main_bg_se_get_se(BG_POINT pos);
INLINE int rect_width(const Rect* rect)
{
/* Extra parens to avoid issues in case compiler turns INLINE into macro
* Not sure if necessary, could be just paranoia
*/
return (((rect)->right) - ((rect)->left) + 1);
}
INLINE int rect_height(const Rect* rect)
{
return (((rect)->bottom) - ((rect)->top) + 1);
}
/* 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
* direction must be either SE_UP or SE_DOWN.
* se_rect dimensions are in number of tiles.
*
* NOTE: This does not work with TTE_SBB, probably because it's 4BPP...
*/
void bg_se_copy_rect_1_tile_vert(u16 bg_sbb, Rect se_rect, int direction);
/* Clears a rect in the main background.
* The se_rect dimensions need to be in number of tiles.
*/
void main_bg_se_clear_rect(Rect se_rect);
/* Copies a rect in the main background vertically in direction by a single tile.
* direction must be either SE_UP or SE_DOWN.
* se_rect dimensions are in number of tiles.
*/
void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction);
/* Copies a rect in the main background from se_rect to the position (x, y).
* se_rect dimensions are in number of tiles.
* x and y are the coordinates in number of tiles.
*/
void main_bg_se_copy_rect(Rect se_rect, BG_POINT pos);
/* Copies a screen entry to a rect in the main background.
* se_rect dimensions are in number of tiles.
* The tile is copied to the top left corner of the rect.
*/
void main_bg_se_fill_rect_with_se(SE tile, Rect se_rect);
/* Copies a 3x3 rect into se_rect_dest, the 3x3 rect is stretched to fill se_rect_dest.
* The corners are copied, the sides are stretched, and the center is filled.
* The parameter se_rect_src_3x3_top_left points to the top left corner of the source
* 3x3 rect.
* Dest rect sides can be of length 2, then the sides are not copied, only the corners.
* But dest rect sides must be at least 2.
*/
void main_bg_se_copy_expand_3x3_rect(Rect se_rect_dest, BG_POINT se_rect_src_3x3_top_left);
/* 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
* direction must be either SE_UP or SE_DOWN.
* se_rect dimensions are in number of tiles.
*/
void main_bg_se_move_rect_1_tile_vert(Rect se_rect, int direction);
// A wrapper for tte_erase_rect that would use the rect struct
void tte_erase_rect_wrapper(Rect rect);
/* 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.
* Should be either OVERFLOW_LEFT or OVERFLOW_RIGHT.
*
* The 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
*
* Note that both rect->left and rect-right need to be defined, top and bottom don't matter
*/
void update_text_rect_to_right_align_num(Rect* rect, int num, int overflow_direction);
/*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[]
*/
void memcpy16_tile8_with_palette_offset(u16* dst, const u16* src, uint hwcount, u8 palette_offset);
/*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[]
*/
void memcpy32_tile8_with_palette_offset(u32* dst, const u32* src, uint wcount, u8 palette_offset);
/* Toggles the visibility of the window layers.
* win0 and win1 are the visibility states for the two windows.
* These windows are primarily used for the shadows on held jokers, consumables and cards.
*/
void toggle_windows(bool win0, bool win1);
#endif //GRAPHIC_UTILS_H