library: Cleanup and translate 256 color sprite module

This commit is contained in:
Antonio Niño Díaz 2023-05-24 02:52:32 +01:00
parent e1506cc74f
commit 2f13ecd7b8
2 changed files with 689 additions and 772 deletions

View File

@ -195,7 +195,7 @@ void NF_InitSpriteSys(int screen, ...);
/// @param id Slot number (0 - 255).
/// @param width Width of the graphics object (in pixels).
/// @param height Height of the graphics object (in pixels).
void NF_LoadSpriteGfx(const char *file, u16 id, u16 width, u16 height);
void NF_LoadSpriteGfx(const char *file, u32 id, u32 width, u32 height);
/// Delete from RAM the graphics of the selected slot and mark it as free.
///
@ -209,7 +209,7 @@ void NF_LoadSpriteGfx(const char *file, u16 id, u16 width, u16 height);
/// NF_UnloadSpriteGfx(100);
/// ```
/// @param id Slot number (0 - 255).
void NF_UnloadSpriteGfx(u16 id);
void NF_UnloadSpriteGfx(u32 id);
/// Load a palette from the filesystem to RAM to be used for a sprite.
///
@ -229,14 +229,14 @@ void NF_UnloadSpriteGfx(u16 id);
///
/// @param file File name without extension.
/// @param id Slot number (0 - 63).
void NF_LoadSpritePal(const char *file, u8 id);
void NF_LoadSpritePal(const char *file, u32 id);
/// Delete the selected palette from RAM and mark it as free.
///
/// You can delete it if you don't need it anymore or if it's already in VRAM.
///
/// @param id Slot number (0 - 63).
void NF_UnloadSpritePal(u8 id);
void NF_UnloadSpritePal(u32 id);
/// Copy a graphics object from RAM to VRAM of the selected screen to be used as
/// a sprite.
@ -255,7 +255,7 @@ void NF_UnloadSpritePal(u8 id);
/// @param ram RAM slot (0 - 255).
/// @param vram VRAM slot (0 - 127).
/// @param keepframes For animated sprites. If true, copy all frames to VRAM.
void NF_VramSpriteGfx(u8 screen, u16 ram, u16 vram, bool keepframes);
void NF_VramSpriteGfx(int screen, u32 ram, u32 vram, bool keepframes);
/// Delete from VRAM the graphics object of the selected slot and a screen.
///
@ -268,7 +268,7 @@ void NF_VramSpriteGfx(u8 screen, u16 ram, u16 vram, bool keepframes);
/// ```
/// @param screen Screen (0 - 1).
/// @param id VRAM slot (0 - 127).
void NF_FreeSpriteGfx(u8 screen, u16 id);
void NF_FreeSpriteGfx(int screen, u32 id);
/// Defragments the free VRAM used for sprite graphics.
///
@ -277,10 +277,10 @@ void NF_FreeSpriteGfx(u8 screen, u16 id);
/// function. You can get the state of VRAM reading the following variables:
///
/// ```
/// NF_SPRVRAM[u8 screen].free // Total free VRAM
/// NF_SPRVRAM[u8 screen].fragmented // Total fragmented free VRAM
/// NF_SPRVRAM[u8 screen].inarow // Largest free block of VRAM at the end
/// NF_SPRVRAM[u8 screen].lost // Unusable free VRAM because fragmentation
/// NF_SPRVRAM[int screen].free // Total free VRAM
/// NF_SPRVRAM[int screen].fragmented // Total fragmented free VRAM
/// NF_SPRVRAM[int screen].inarow // Largest free block of VRAM at the end
/// NF_SPRVRAM[int screen].lost // Unusable free VRAM because fragmentation
/// ```
///
/// Example:
@ -290,7 +290,7 @@ void NF_FreeSpriteGfx(u8 screen, u16 id);
/// ```
///
/// @param screen Screen (0 - 1).
void NF_VramSpriteGfxDefrag(u8 screen);
void NF_VramSpriteGfxDefrag(int screen);
/// Copy the palette from RAM to a slot of extended palettes in VRAM.
///
@ -305,7 +305,7 @@ void NF_VramSpriteGfxDefrag(u8 screen);
/// @param screen Screen (0 - 1).
/// @param id VRAM slot (0 - 64).
/// @param slot VRAM slot (0 - 15).
void NF_VramSpritePal(u8 screen, u8 id, u8 slot);
void NF_VramSpritePal(int screen, u32 id, u32 slot);
/// Create a sprite with the specified ID in the selcted screen.
///
@ -326,7 +326,7 @@ void NF_VramSpritePal(u8 screen, u8 id, u8 slot);
/// @param pal Palette (0 - 15).
/// @param x X coordinate.
/// @param y Y coordinate.
void NF_CreateSprite(u8 screen, u8 id, u16 gfx, u8 pal, s16 x, s16 y);
void NF_CreateSprite(int screen, u32 id, u32 gfx, u32 pal, s32 x, s32 y);
/// Delete the selected sprite ID from the specified screen.
///
@ -340,7 +340,7 @@ void NF_CreateSprite(u8 screen, u8 id, u16 gfx, u8 pal, s16 x, s16 y);
///
/// @param screen Screen (0 - 1).
/// @param id Sprite ID (0 - 127).
void NF_DeleteSprite(u8 screen, u8 id);
void NF_DeleteSprite(int screen, u32 id);
/// Copy data from the shadow OAM used by NFLib to the real OAM of libnds.
///
@ -360,7 +360,7 @@ void NF_DeleteSprite(u8 screen, u8 id);
/// handler.
///
/// @param screen Screen (0 - 1).
void NF_SpriteOamSet(u8 screen);
void NF_SpriteOamSet(int screen);
/// Changes a color of a sprite palette in the specified screen.
///
@ -379,7 +379,7 @@ void NF_SpriteOamSet(u8 screen);
/// @param r Red component (0 - 31).
/// @param g Green component (0 - 31).
/// @param b Blue component (0 - 31).
void NF_SpriteSetPalColor(u8 screen, u8 pal, u8 number, u8 r, u8 g, u8 b);
void NF_SpriteSetPalColor(int screen, u32 pal, u32 number, u32 r, u32 g, u32 b);
/// Changes the value of one color in a sprite palettes of the specified screen.
///
@ -400,7 +400,7 @@ void NF_SpriteSetPalColor(u8 screen, u8 pal, u8 number, u8 r, u8 g, u8 b);
/// @param r Red component (0 - 31).
/// @param g Green component (0 - 31).
/// @param b Blue component (0 - 31).
void NF_SpriteEditPalColor(u8 screen, u8 pal, u8 number, u8 r, u8 g, u8 b);
void NF_SpriteEditPalColor(int screen, u32 pal, u32 number, u32 r, u32 g, u32 b);
/// Updates a sprite palette in VRAM with the copy in RAM of it.
///
@ -412,7 +412,7 @@ void NF_SpriteEditPalColor(u8 screen, u8 pal, u8 number, u8 r, u8 g, u8 b);
///
/// @param screen Screen (0 - 1).
/// @param pal Palette index (0 - 15).
void NF_SpriteUpdatePalette(u8 screen, u8 pal);
void NF_SpriteUpdatePalette(int screen, u32 pal);
/// Gets the RGB value of a color of a sprites palette in RAM.
///
@ -432,7 +432,7 @@ void NF_SpriteUpdatePalette(u8 screen, u8 pal);
/// @param r Red component (0 - 31).
/// @param g Green component (0 - 31).
/// @param b Blue component (0 - 31).
void NF_SpriteGetPalColor(u8 screen, u8 pal, u8 number, u8 *r, u8 *g, u8 *b);
void NF_SpriteGetPalColor(int screen, u32 pal, u32 number, u8 *r, u8 *g, u8 *b);
/// @}

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