doxygen: Document bitmap background functions

This commit is contained in:
Antonio Niño Díaz 2023-05-01 00:17:42 +01:00
parent be55199098
commit d88ba43731
3 changed files with 267 additions and 155 deletions

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@ -15,212 +15,309 @@ extern "C" {
#include <nds.h>
/// @file nf_bitmapbg.h
/// @brief Bitmap background support.
/// @defgroup nf_bitmapbg Bitmap background support.
///
/// Functions to load and manage bitmap backgrounds.
///
/// @{
// Define los slots maximos para los fondos de 16 bits
/// Maximum number of slots of 16-bit bitmap backgrounds
#define NF_SLOTS_BG16B 16
// Define los slots maximos para los fondos de 8 bits
/// Maximum number of slots of 8-bit bitmap backgrounds
#define NF_SLOTS_BG8B 16
// Define los Buffers para almacenar datos de 16 bits
/// Struct that holds information about 16-bit bitmap backgrounds.
typedef struct {
u16* buffer; // Buffer de datos
u32 size; // Tamaño del buffer
u16 width; // Ancho de la imagen (256 max)
u16 height; // Altura de la imagen (256 max)
bool inuse; // Esta en uso el buffer?
u16* buffer; ///< Data buffer
u32 size; ///< Size of the buffer
u16 width; ///< Width of the image (max 256 pixels)
u16 height; ///< Height of the image (max 256 pixels)
bool inuse; ///< True if the slot is in use
} NF_TYPE_BG16B_INFO;
extern NF_TYPE_BG16B_INFO NF_BG16B[NF_SLOTS_BG16B]; // Fondos RAW de 16 bits
// BackBuffer de 16 bits de cada pantalla
/// Information of all 16-bit bitmap backgrounds
extern NF_TYPE_BG16B_INFO NF_BG16B[NF_SLOTS_BG16B];
// Backbuffer of 16 bit of each screen
extern u16* NF_16BITS_BACKBUFFER[2];
// Define los Buffers para almacenar datos de 8 bits
/// Struct that holds information about 8-bit bitmap backgrounds.
typedef struct {
u8* data; // Buffer de datos
u32 data_size; // Tamaño del buffer de datos
u16* pal; // Buffer para la paleta
u32 pal_size; // Tamaño de la paleta
bool inuse; // Esta en uso el buffer?
u8* data; ///< Data buffer
u32 data_size; ///< Data buffer size
u16* pal; ///< Palette buffer
u32 pal_size; ///< Palette buffer size
bool inuse; ///< True if the slot is in use
} NF_TYPE_BG8B_INFO;
extern NF_TYPE_BG8B_INFO NF_BG8B[NF_SLOTS_BG8B]; // Fondos indexados de 8 bits
// BackBuffer de 8 bits de cada pantalla
/// Information of all 8-bit bitmap backgrounds
extern NF_TYPE_BG8B_INFO NF_BG8B[NF_SLOTS_BG8B];
/// Information of a backbuffer of 8 bit
typedef struct {
u8* data;
u16* pal;
u8* data; ///< Pointer to the bitmap
u16* pal; ///< Pointer to the bitmap palette
} NF_TYPE_BB8B_INFO;
/// Backbuffer of 8 bit of each screen
extern NF_TYPE_BB8B_INFO NF_8BITS_BACKBUFFER[2];
// Funcion NF_Init16bitsBgBuffers();
/// Initialize buffers to store 16-bit bitmap backgrounds.
///
/// You must call this function once in you code before loading any 16-bit
/// bitmap.
void NF_Init16bitsBgBuffers(void);
// Inicia los buffers para almacenar fondos de BITMAP 16 bits
// Usalo UNA SOLA VEZ antes de usar los buffers
// Funcion NF_Reset16bitsBgBuffers();
/// Resets all 16 bit background buffers and clears them.
///
/// Useful when changing game levels, for example.
void NF_Reset16bitsBgBuffers(void);
// Reinicia los buffers para almacenar fondos de BITMAP 16 bits,
// borrado su contenido
// Funcion NF_Init16bitsBackBuffer();
/// Initialize the 16 bit background backbuffer of the selected screen.
///
/// Use this function once before using the backbuffer.
///
/// @param screen Screen (0 - 1).
void NF_Init16bitsBackBuffer(u8 screen);
// Inicia el backbuffer de la pantalla dada.
// Usalo UNA SOLA VEZ antes de usar el backbuffer
// Funcion NF_Enable16bitsBackBuffer();
/// Enables the 16-bit backbuffer of the selected screen.
///
/// If the backbuffer is already enabled, the contents are cleared.
///
/// @param screen Screen (0 - 1).
void NF_Enable16bitsBackBuffer(u8 screen);
// Habilita el backbuffer de la pantalla indicada.
// Si el buffer ya existe, la funcion borrara el contenido del mismo,
// poniendo a 0 todos los bytes del buffer.
// Funcion NF_Disble16bitsBackBuffer();
/// Disables the 16-bit backbuffer of selected screen.
///
/// It frees the RAM used by it (128 KB).
///
/// @param screen Screen (0 - 1).
void NF_Disble16bitsBackBuffer(u8 screen);
// Deshabilita el backbuffer de la pantalla indicada, liberando de la
// RAM el espacio usado.
// Funcion NF_Flip16bitsBackBuffer();
/// Sends the 16-bit backbuffer to the VRAM of the selected screen.
///
/// Use it to edit the image in the backbuffer and to update the image displayed
/// on the screen without showing the drawing process (which may be very slow).
///
/// @param screen Screen (0 - 1).
void NF_Flip16bitsBackBuffer(u8 screen);
// Copia el contenido del backbuffer a la VRAM de la pantalla indicada.
// Funcion NF_InitBitmapBgSys();
/// Initializes the selected screen in "bitmap" mode.
///
/// The color depth of the bitmap can be 8 or 16 bits.
///
/// The DS 2D engine must be set to video mode 5.
///
/// Example:
/// ```
/// // Setup the top screen to use 16-bit bitmaps
/// NF_InitBitmapBgSys(0, 1);
/// ```
///
/// @param screen Screen (0 - 1).
/// @param mode Depth mode (0: 8 bits / 256 colors; 1: 16 bits)
void NF_InitBitmapBgSys(u8 screen, u8 mode);
// Inicia el modo BITMAP en la pantalla especificada, con la profundidad de color
// especificada. (0 -> 256 colores, 1 -> 16 bits)
// Funcion NF_Load16bitsBg();
/// Loads a 16-bit bitmap from the filesystem.
///
/// The file must be in binary format ".img", and its max size is 256x256
/// pixels (128 KB).
///
/// You can convert the file using this GRIT command line:
///
/// ```
/// grit file.png -gb -gB16 -ftb
/// ```
///
/// You can load as many files as defined in NF_SLOTS_BG16B.
///
/// Example:
/// ```
/// // Load "bitmap16.img" to slot 0
/// NF_Load16bitsBg("bmp/bitmap16", 0);
/// ```
///
/// @param file File name without extension.
/// @param slot Slot number (0 - 15).
void NF_Load16bitsBg(const char* file, u8 slot);
// Carga un Fondo BITMAP (en formato RAW) en el slot indicado,
// de un tamaño maximo de 256x256 pixeles.
// Debes especificar el nombre de archivo sin extension.
// El archivo debe ser un binario con extension .img
// Funcion NF_Load16bitsImage();
/// Loads a 16 bits image into a RAM slot.
///
/// The image must be in ".img" format, and it has a max size of 256x256 pixels
/// You must also specify the size of the image. The image will be loaded into
/// the specified 16-bits bitmap background slot.
///
/// Use NF_Unload16bitsBg() to remove it from RAM.
///
/// Example:
/// ```
/// // Loads file "character" file to slot 1. The size is 64x128 pixels.
/// NF_Load16bitsImage("bmp/character", 1, 64, 128);
/// ```
/// Any magenta pixel (0xFF00FF) will be transparent.
///
/// @param file File name without extension.
/// @param slot Slot number (0 - 15).
/// @param size_x Width in pixels.
/// @param size_y Height in pixels.
void NF_Load16bitsImage(const char* file, u8 slot, u16 size_x, u16 size_y);
// Carga una imagen BITMAP (en formato RAW) en el slot indicado,
// de un tamaño maximo de 256x256 pixeles.
// Debes especificar el nombre de archivo sin extension.
// El archivo debe ser un binario con extension .img
// Todos los pixeles Magenta de la imagen (0xFF00FF) seran transparentes.
// Funcion NF_Load16bImgData();
// Internal use only. Generic loader of 16-bit data to RAM.
void NF_Load16bImgData(const char* file, u8 slot, u16 x, u16 y, u8 type);
// Funcion de uso interno, no documentar ni usar.
// Cargador generico de datos de imagen de 16 bits a la RAM.
// Funcion NF_Unload16bitsBg();
/// Deletes from RAM the 16-bit image stored in the selected slot.
///
/// This is useful, for example, when the image has been copied to VRAM so it is
/// no longer needed in RAM.
///
/// Example:
/// ```
/// // Delete from RAM the image stored in slot 0.
/// NF_Unload16bitsBg(0);
/// ```
///
/// @param slot Slot number (0 - 15).
void NF_Unload16bitsBg(u8 slot);
// Borra de la RAM los datos del buffer especificado
// Funcion NF_Copy16bitsBuffer();
/// Copy the selected 16-bit slot to VRAM or the backbuffer.
///
/// Example:
/// ```
/// // Copy the image of slot 0 to the backbuffer of the top screen
/// NF_Copy16bitsBuffer(0, 1, 0);
/// ```
///
/// @param screen Screen (0 - 1).
/// @param destination Use 0 for VRAM or 1 for backbuffer.
/// @param slot Slot number (0 - 15).
void NF_Copy16bitsBuffer(u8 screen, u8 destination, u8 slot);
// Copia los datos cargados en un Buffer de Bitmap a la VRAM o al BackBuffer
// destination: 0 -> VRAM, 1 -> BackBuffer
// Funcion NF_Draw16bitsImage();
/// Draws the image in a slot into the backbuffer of the selected screen.
///
/// You can specify the coordinates where the image is drawn.
///
/// If "alpha" is set to true, all magenta pixels (0xFF00FF) won't be drawn.
///
/// Example:
/// ```
/// // Draws the image from Slot 1 to the backbuffer of the bottom screen, at
/// // coordinates (100, 50).
/// NF_ Draw16bitsImage(1, 1, 100, 50, true);
/// ```
///
/// @param screen Screen (0 - 1).
/// @param slot Slot number (0 - 15).
/// @param x X coordinate.
/// @param y Y coordinate.
/// @param alpha True to make magenta pixels transparent.
void NF_Draw16bitsImage(u8 screen, u8 slot, s16 x, s16 y, bool alpha);
// Copia la imagen cargada en un Buffer de Bitmap al Backbuffer de la pantalla especificada
// Funcion NF_Init8bitsBgBuffers();
/// Initialize buffers to store 8-bit bitmap backgrounds.
///
/// You must call this function once in you code before loading any 8-bit
/// bitmap.
void NF_Init8bitsBgBuffers(void);
// Inicializa los buffers necesarios para la carda de fondos en modo BITMAP de 8 bits.
// Debes usar esta funcion antes de poder usar ninguno de los buffers.
// Funcion NF_Reset8bitsBgBuffers();
/// Resets all 8 bit background buffers and clears them.
///
/// Useful when changing game levels, for example.
void NF_Reset8bitsBgBuffers(void);
// Reinicia los buffers de fondos de 8 bits, borrando todo el contenido de los buffers.
// Funcion NF_Load8bitsBg();
/// Loads a 8-bit bitmap from the filesystem.
///
/// The file must be in binary format ".img", and its max size is 256x256
/// pixels (64 KB). It will also load its palette in ".pal" format.
///
/// You can convert the file using this GRIT command line:
///
/// ```
/// grit file.png -gb -gB8 -ftb
/// ```
///
/// If you want to share the palette with a different background:
/// ```
/// grit file.png -gb -gu8 -gB8 -pu16 -pS -ftb -fh! -Omypal.pal -gTFF00FF
/// ```
///
/// If you want to display 2 8-bit backgrounds on same screen they must share
/// the palette.
///
/// You can load as many files as defined in NF_SLOTS_BG8B.
///
/// Example:
/// ```
/// // Loads "bitmap8.img" and "bitmap8.pal" to slot 0
/// NF_Load8bitsBg("bmp/bitmap8", 0);
/// ```
///
/// @param file File name without extension.
/// @param slot Slot number (0 - 15).
void NF_Load8bitsBg(const char* file, u8 slot);
// Carga los archivos necesarios de un fondo de 8 bits en el Slot indicado.
// Debes especificar el nombre de archivo sin extension.
// El archivo debe ser un binario con extension .img
// La paleta debe tener la extension .pal
// Funcion NF_Unload8bitsBg();
/// Deletes from RAM the 8-bit image stored in the selected slot.
///
/// This is useful, for example, when the image has been copied to VRAM so it is
/// no longer needed in RAM.
///
/// Example:
/// ```
/// // Delete from RAM the image stored in slot 0.
/// NF_Unload8bitsBg(0);
/// ```
///
/// @param slot Slot number (0 - 15).
void NF_Unload8bitsBg(u8 slot);
// Borra de la RAM el fondo del slot indicado.
// Funcion NF_Copy8bitsBuffer();
/// Copy the selected 8-bit slot to VRAM or the backbuffer.
///
/// Example:
/// ```
/// // Copy the image of slot 0 to the backbuffer of the top screen
/// NF_Copy8bitsBuffer(0, 1, 0);
/// ```
///
/// @param screen Screen (0 - 1).
/// @param destination Use 0 for VRAM or 1 for backbuffer.
/// @param slot Slot number (0 - 15).
void NF_Copy8bitsBuffer(u8 screen, u8 destination, u8 slot);
// Transfiere la imagen del buffer seleccionado a la pantalla y capas indicado o
// al backbuffer.
// Funcion NF_Init8bitsBackBuffer();
/// Initialize the 8 bit background backbuffer of the selected screen.
///
/// Use this function once before using the backbuffer.
///
/// @param screen Screen (0 - 1).
void NF_Init8bitsBackBuffer(u8 screen);
// Inicializa los buffers del backbuffer para la pantalla indicada.
// Debes usar esta funcion una vez antes de usar el backbuffer
// Funcion NF_Enable8bitsBackBuffer();
/// Enables the 8-bit backbuffer of the selected screen.
///
/// If the backbuffer is already enabled, the contents are cleared.
///
/// @param screen Screen (0 - 1).
void NF_Enable8bitsBackBuffer(u8 screen);
// Habilita el backbuffer de la pantalla indicada.
// Si el buffer ya existe, la funcion borrara el contenido del mismo,
// poniendo a 0 todos los bytes del buffer.
// Funcion NF_Disble8bitsBackBuffer();
/// Disables the 8-bit backbuffer of selected screen.
///
/// It frees the RAM used by it (64 KB).
///
/// @param screen Screen (0 - 1).
void NF_Disble8bitsBackBuffer(u8 screen);
// Deshabilita el backbuffer de la pantalla indicada, liberando de la
// RAM el espacio usado.
// Funcion NF_Flip8bitsBackBuffer();
/// Sends the 8-bit backbuffer to the VRAM of the selected screen.
///
/// Use it to edit the image in the backbuffer and to update the image displayed
/// on the screen without showing the drawing process (which may be very slow).
///
/// You can send it to layer 2 (0) or layer 3 (1).
///
/// @param screen Screen (0 - 1).
/// @param destination Destination layer (0: layer 2, 1: layer 3).
void NF_Flip8bitsBackBuffer(u8 screen, u8 destination);
// Copia el contenido del backbuffer a la VRAM de la pantalla indicada.
// Debes especificar la capa de destino:
// 0 -> Capa 2
// 1 -> Capa 3
/// @}
#endif

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@ -15,19 +15,34 @@ extern "C" {
#include <nds.h>
/// @file nf_media.h
/// @brief Functions to load files of common media formats.
/// @defgroup nf_media Functions to load files of common media formats.
///
/// This module contains a function to load BMP files.
///
/// @{
// Funcion NF_LoadBMP();
/// Load a BMP image into a 16-bit background slot.
///
/// It supports 8, 16 and 24 bits BMP images. To load and show the image, you
/// must initialize 16 bits mode, the backbuffers and to call
/// NF_Draw16bitsImage() to send the image from the RAM slot to the backbuffer.
///
/// All pixels drawn out of bounds are ignored.
///
/// Example:
/// ```
/// // Load "lostend.bmp" to 16-bit slot 0
/// NF_LoadBMP("bmp/lostend", 0);
/// ```
///
/// @param file File path.
/// @param slot Slot number (0 - 15).
void NF_LoadBMP(const char* file, u8 slot);
// Carga un archivo BMP de 8, 16 o 24 bits en un slot de imagenes de 16 bits.
// Debes inicializar el modo 16 bits, el backbuffer y usar la funcion NF_Draw16bitsImage();
// para mostrarlo.
/// @}
#endif

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@ -24,7 +24,7 @@ extern "C" {
#include <nds.h>
/// Maximum number of slots of tiled background
/// Maximum number of slots of tiled backgrounds
#define NF_SLOTS_TBG 64
/// Maximum number of slots for extended palettes (max 16 per background)
@ -57,7 +57,7 @@ extern char* NF_BUFFER_BGMAP[NF_SLOTS_TBG];
/// Buffers to hold background palettes.
extern char* NF_BUFFER_BGPAL[NF_SLOTS_TBG];
/// Struct that holds information about backgrounds.
/// Struct that holds information about regular tiled backgrounds.
typedef struct {
char name[32]; ///< Background name
u32 tilesize; ///< Tileset size