pokeplatinum/include/sprite.h
2025-08-23 14:31:51 -07:00

199 lines
7.2 KiB
C

#ifndef POKEPLATINUM_SPRITE_H
#define POKEPLATINUM_SPRITE_H
#include <nitro/fx/fx.h>
#include <nitro/gx.h>
#include <nnsys.h>
#include "constants/graphics.h"
#include "constants/heap.h"
enum CellAnimType {
CELL_ANIM_TYPE_NONE = 0,
CELL_ANIM_TYPE_CELL,
CELL_ANIM_TYPE_MULTI_CELL,
CELL_ANIM_TYPE_VRAM_CELL,
};
enum AffineOverwriteMode {
AFFINE_OVERWRITE_MODE_NONE = 0,
AFFINE_OVERWRITE_MODE_NORMAL,
AFFINE_OVERWRITE_MODE_DOUBLE, // Extends the cell sprite's drawable area by 2x, use when the cell sprite is scaled up
};
typedef struct SpriteList SpriteList;
typedef struct CellAnimationData {
const NNSG2dCellDataBank *cellBank;
const NNSG2dCellAnimBankData *animBank;
NNSG2dCellAnimation anim;
} CellAnimationData;
typedef struct VRamCellAnimationData {
NNSG2dCellDataBank *cellBank;
const NNSG2dCellAnimBankData *animBank;
NNSG2dCellAnimation anim;
u32 transferHandle;
} VRamCellAnimationData;
typedef struct MultiCellAnimationData {
const NNSG2dCellDataBank *individualCellBank;
const NNSG2dCellAnimBankData *individualAnimBank;
NNSG2dMultiCellAnimation anim;
const NNSG2dMultiCellDataBank *cellBank;
const NNSG2dMultiCellAnimBankData *animBank;
NNSG2dNode *nodes;
NNSG2dCellAnimation *cellAnims;
} MultiCellAnimationData;
typedef struct Sprite {
VecFx32 position;
VecFx32 affineTranslation;
VecFx32 affineScale;
u16 affineZRotation;
u8 affineOverwriteMode;
u8 flip;
u8 overwriteFlags; // Specifies which of the 'explicit' fields are used. Overwrites data provided by the OAM.
u8 explicitPalette; // An explicit palette index.
u8 explicitPaletteOffset; // An explicit palette index offset added onto the index specified by the OAM.
BOOL explicitMosaic;
GXOamMode explicitOamMode;
u8 draw;
u8 animate;
fx32 animSpeed;
SpriteList *list; // The collection this sprite belongs to
// This field is supposed to be a union between CellAnimationData, VRamCellAnimationData, and MultiCellAnimationData
// but it's actually too small to hold the largest of these types. This should really be u32 animData[31].
u32 animData[SPRITE_ANIM_SIZE];
NNSG2dImageProxy imageProxy;
NNSG2dImagePaletteProxy paletteProxy;
u32 type;
u16 activeAnimID;
u8 explicitPriority;
u16 priority;
enum NNS_G2D_VRAM_TYPE vramType;
struct Sprite *prev;
struct Sprite *next;
} Sprite;
struct SpriteList {
Sprite *sprites;
int capacity;
Sprite **freeSprites; // Stack of currently unused sprites
int freeSpriteHead;
Sprite sentinelData;
NNSG2dRendererInstance *renderer;
void *rawAnimData;
NNSG2dCellAnimBankData *defaultAnimBank;
BOOL active;
};
typedef struct SpriteListParams {
int maxElements;
NNSG2dRendererInstance *renderer;
enum HeapID heapID;
} SpriteListParams;
typedef struct SpriteResourcesHeader {
const NNSG2dImageProxy *imageProxy;
const NNSG2dCharacterData *charData;
const NNSG2dImagePaletteProxy *paletteProxy;
NNSG2dCellDataBank *cellBank;
const NNSG2dCellAnimBankData *cellAnimBank;
const NNSG2dMultiCellDataBank *multiCellBank;
const NNSG2dMultiCellAnimBankData *multiCellAnimBank;
BOOL isVRamTransfer;
u8 priority;
u8 padding_21[3];
} SpriteResourcesHeader;
typedef struct SpriteResourcesHeaderList {
SpriteResourcesHeader *headers;
int length;
} SpriteResourcesHeaderList;
typedef struct ManagedSprite {
Sprite *sprite;
SpriteResourcesHeader *resourceHeader;
SpriteResourcesHeaderList *resourceHeaderList;
BOOL vramTransfer;
} ManagedSprite;
typedef struct SpriteListTemplate {
SpriteList *list;
const SpriteResourcesHeader *resourceData;
VecFx32 position;
u32 priority;
enum NNS_G2D_VRAM_TYPE vramType;
enum HeapID heapID;
} SpriteListTemplate;
typedef struct AffineSpriteListTemplate {
SpriteList *list;
const SpriteResourcesHeader *resourceData;
VecFx32 position;
VecFx32 affineScale;
u16 affineZRotation;
u32 priority;
enum NNS_G2D_VRAM_TYPE vramType;
enum HeapID heapID;
} AffineSpriteListTemplate;
SpriteList *SpriteList_New(const SpriteListParams *params);
BOOL SpriteList_Delete(SpriteList *collection);
BOOL SpriteList_SetActive(SpriteList *collection, u8 active);
BOOL SpriteList_DeleteAll(SpriteList *collection);
void SpriteList_Update(const SpriteList *collection);
void Sprite_Reset(Sprite *sprite);
Sprite *SpriteList_AddAffine(const AffineSpriteListTemplate *template);
Sprite *SpriteList_Add(const SpriteListTemplate *template);
void Sprite_Delete(Sprite *gfxElem);
void Sprite_SetPosition(Sprite *sprite, const VecFx32 *position);
void Sprite_SetAffineTranslation(Sprite *sprite, const VecFx32 *translation);
void Sprite_SetAffineScale(Sprite *sprite, const VecFx32 *scale);
void Sprite_SetAffineScaleEx(Sprite *sprite, const VecFx32 *scale, enum AffineOverwriteMode mode);
void Sprite_SetAffineZRotation(Sprite *sprite, u16 angle);
void Sprite_SetAffineZRotationEx(Sprite *sprite, u16 angle, enum AffineOverwriteMode mode);
void Sprite_SetDrawFlag(Sprite *sprite, BOOL draw);
void Sprite_SetAnimateFlag(Sprite *sprite, BOOL animate);
void Sprite_SetAnimSpeed(Sprite *sprite, fx32 speed);
void Sprite_SetAffineOverwriteMode(Sprite *sprite, enum AffineOverwriteMode mode);
void Sprite_SetFlipMode(Sprite *sprite, u32 mode);
const VecFx32 *Sprite_GetPosition(const Sprite *sprite);
const VecFx32 *Sprite_GetAffineScale(const Sprite *sprite);
u16 Sprite_GetAffineZRotation(const Sprite *sprite);
BOOL Sprite_GetDrawFlag(const Sprite *sprite);
BOOL Sprite_GetAnimateFlag(const Sprite *sprite);
u32 Sprite_GetAnimCount(const Sprite *sprite);
void Sprite_SetAnim(Sprite *sprite, u32 animID);
void Sprite_SetAnimNoRestart(Sprite *sprite, u32 animID);
void Sprite_RestartAnim(Sprite *sprite);
u32 Sprite_GetActiveAnim(const Sprite *sprite);
void Sprite_UpdateAnim(Sprite *sprite, fx32 frames);
void Sprite_SetAnimFrame(Sprite *sprite, u16 frame);
u16 Sprite_GetAnimFrame(const Sprite *sprite);
void Sprite_SetExplicitPriority(Sprite *sprite, u8 priority);
u8 Sprite_GetExplicitPriority(const Sprite *sprite);
void Sprite_SetExplicitPalette(Sprite *sprite, u32 palette);
void Sprite_SetExplicitPaletteWithOffset(Sprite *sprite, u32 palette);
u32 Sprite_GetExplicitPalette(const Sprite *sprite);
void Sprite_SetExplicitPaletteOffset(Sprite *sprite, u32 paletteOffset);
void Sprite_SetExplicitPaletteOffsetAutoAdjust(Sprite *sprite, u32 paletteOffset);
u32 Sprite_GetExplicitPaletteOffset(const Sprite *sprite);
void Sprite_SetPriority(Sprite *sprite, u32 priority);
u32 Sprite_GetPriority(const Sprite *sprite);
void Sprite_SetImageProxy(Sprite *sprite, const NNSG2dImageProxy *imageProxy);
NNSG2dImageProxy *Sprite_GetImageProxy(Sprite *sprite);
NNSG2dImagePaletteProxy *Sprite_GetPaletteProxy(Sprite *paletteProxy);
void Sprite_SetMosaicFlag(Sprite *sprite, BOOL mosaic);
enum NNS_G2D_VRAM_TYPE Sprite_GetVRamType(const Sprite *sprite);
BOOL Sprite_IsAnimated(Sprite *sprite);
void Sprite_SetExplicitOAMMode(Sprite *sprite, GXOamMode mode);
void Utility_Clear2DMainOAM(enum HeapID heapID);
void Utility_Clear2DSubOAM(enum HeapID heapID);
u32 Sprite_GetUserAttrForAnimFrame(const Sprite *sprite, u32 animID, u32 frame);
u32 Sprite_GetUserAttrForCurrentAnimFrame(const Sprite *sprite);
#endif // POKEPLATINUM_SPRITE_H