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183 lines
6.6 KiB
C
183 lines
6.6 KiB
C
#ifndef GRAPHIC_UTILS_H
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#define GRAPHIC_UTILS_H
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#include <tonc_video.h>
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/* This file contains general utils and wrappers that relate to
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* graphics/video/vram and generally displaying things on the screen.
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* Mostly wrappers and defines for using tonc.
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*
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* Note: the code here assumes we're working with a single screenblock
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* which should be true for this entire game since a screenblock
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* is enough to contain a full screen (and more)
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* and there isn't any scrolling etc.
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*/
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/* Reminder:
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* Screen Base Block is the base for the screenblock entries i.e. tilemap
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* Character Base Block is the base for the tiles themselves
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*/
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#define MAIN_BG_SBB 31
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#define MAIN_BG_CBB 1
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#define TTE_SBB 30
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#define TTE_CBB 0
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#define AFFINE_BG_SBB 2
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#define AFFINE_BG_CBB 2
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#define PAL_ROW_LEN 16
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#define NUM_PALETTES 16
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#define TTE_BIT_UNPACK_OFFSET 14
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#define TTE_BIT_ON_CLR_IDX TTE_BIT_UNPACK_OFFSET + 1
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#define TTE_YELLOW_PB 12 // 0xC
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#define TTE_BLUE_PB 13 // 0xD
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#define TTE_RED_PB 14 // 0xE
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#define TTE_WHITE_PB 15 // 0xF
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#define TEXT_CLR_YELLOW RGB15(31, 20, 0) // 0x029F
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#define TEXT_CLR_BLUE RGB15(0, 18, 31) // 0x7E40
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#define TEXT_CLR_RED RGB15(31, 9, 8) // 0x213F
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#define TEXT_CLR_WHITE CLR_WHITE
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/* Dimensions for a screenblock.
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* A 1024 size screenblock is arranged in a grid of 32x32 screen entries
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* Interestingly since each block is 8x8 pixels, the 240x160 GBA screen
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* is smaller than the screenblock, only the top left part of the screenblock
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* is displayed on the screen.
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*/
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#define SE_ROW_LEN 32
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#define SE_COL_LEN 32
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// Since y direction goes from the top of the screen to the bottom
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#define SCREEN_UP -1
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#define SCREEN_DOWN 1
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#define SCREEN_LEFT -1
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#define SCREEN_RIGHT 1
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#define SE_UP SCREEN_UP
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#define SE_DOWN SCREEN_DOWN
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#define OVERFLOW_LEFT SCREEN_LEFT
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#define OVERFLOW_RIGHT SCREEN_RIGHT
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// Tile size in pixels, both height and width as tiles are square
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#define TILE_SIZE 8
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#define EFFECT_TEXT_SEPARATION_AMOUNT 32; // If we need to show multiple effects at once
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// By default TTE characters occupy a single tile
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#define TTE_CHAR_SIZE TILE_SIZE
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// When making this, missed that it already exists in tonc_math.h
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typedef RECT Rect;
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/* Gets the screenblock entry for the given coordinates (x, y).
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* x and y are in number of tiles.
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* Returns the screenblock entry.
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*/
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SE main_bg_se_get_se(BG_POINT pos);
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INLINE int rect_width(const Rect* rect)
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{
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/* Extra parens to avoid issues in case compiler turns INLINE into macro
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* Not sure if necessary, could be just paranoia
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*/
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return (((rect)->right) - ((rect)->left) + 1);
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}
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INLINE int rect_height(const Rect* rect)
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{
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return (((rect)->bottom) - ((rect)->top) + 1);
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}
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/* Copies an SE rect vertically in direction by a single tile.
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* bg_sbb is the SBB of the background in which to move the rect
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* direction must be either SE_UP or SE_DOWN.
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* se_rect dimensions are in number of tiles.
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*
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* NOTE: This does not work with TTE_SBB, probably because it's 4BPP...
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*/
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void bg_se_copy_rect_1_tile_vert(u16 bg_sbb, Rect se_rect, int direction);
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/* Clears a rect in the main background.
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* The se_rect dimensions need to be in number of tiles.
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*/
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void main_bg_se_clear_rect(Rect se_rect);
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/* Copies a rect in the main background vertically in direction by a single tile.
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* direction must be either SE_UP or SE_DOWN.
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* se_rect dimensions are in number of tiles.
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*/
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void main_bg_se_copy_rect_1_tile_vert(Rect se_rect, int direction);
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/* Copies a rect in the main background from se_rect to the position (x, y).
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* se_rect dimensions are in number of tiles.
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* x and y are the coordinates in number of tiles.
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*/
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void main_bg_se_copy_rect(Rect se_rect, BG_POINT pos);
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/* Copies a screen entry to a rect in the main background.
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* se_rect dimensions are in number of tiles.
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* The tile is copied to the top left corner of the rect.
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*/
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void main_bg_se_fill_rect_with_se(SE tile, Rect se_rect);
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/* Copies a 3x3 rect into se_rect_dest, the 3x3 rect is stretched to fill se_rect_dest.
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* The corners are copied, the sides are stretched, and the center is filled.
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* The parameter se_rect_src_3x3_top_left points to the top left corner of the source
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* 3x3 rect.
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* Dest rect sides can be of length 2, then the sides are not copied, only the corners.
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* But dest rect sides must be at least 2.
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*/
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void main_bg_se_copy_expand_3x3_rect(Rect se_rect_dest, BG_POINT se_rect_src_3x3_top_left);
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/* Moves a rect in the main background vertically in direction by a single tile.
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* Note that tiles in the previous location will be transparent (0x000)
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* so maybe copy would be a better choice if you don't want to delete things
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* direction must be either SE_UP or SE_DOWN.
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* se_rect dimensions are in number of tiles.
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*/
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void main_bg_se_move_rect_1_tile_vert(Rect se_rect, int direction);
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// A wrapper for tte_erase_rect that would use the rect struct
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void tte_erase_rect_wrapper(Rect rect);
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/* Changes rect->left so it fits the digits of num exactly when right aligned to rect->right.
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* Assumes num is not negative.
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*
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* overflow_direction determines the direction the number will overflow
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* if it's too large to fit inside the rect.
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* Should be either OVERFLOW_LEFT or OVERFLOW_RIGHT.
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*
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* The rect is in number of pixels but should be a multiple of TILE_SIZE
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* so it's a whole number of tiles to fit TTE characters
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*
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* Note that both rect->left and rect-right need to be defined, top and bottom don't matter
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*/
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void update_text_rect_to_right_align_num(Rect* rect, int num, int overflow_direction);
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/*Copies 16 bit data from src to dst, applying a palette offset to the data.
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* This is intended solely for use with tile8/8bpp data for dst and src.
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* The palette offset allows the tiles to use a different location in the palette
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* memory
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* This is useful because grit always loads the palette to the beginning of
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* pal_bg_mem[]
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*/
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void memcpy16_tile8_with_palette_offset(u16* dst, const u16* src, uint hwcount, u8 palette_offset);
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/*Copies 32 bit data from src to dst, applying a palette offset to the data.
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* This is intended solely for use with tile8/8bpp data for dst and src.
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* The palette offset allows the tiles to use a different location in the palette
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* memory
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* This is useful because grit always loads the palette to the beginning of
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* pal_bg_mem[]
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*/
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void memcpy32_tile8_with_palette_offset(u32* dst, const u32* src, uint wcount, u8 palette_offset);
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/* Toggles the visibility of the window layers.
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* win0 and win1 are the visibility states for the two windows.
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* These windows are primarily used for the shadows on held jokers, consumables and cards.
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*/
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void toggle_windows(bool win0, bool win1);
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#endif //GRAPHIC_UTILS_H
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