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https://github.com/knightfox75/nds_nflib.git
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Instead of repeating the same code whenever a file needs to be loaded, move it to a function.
328 lines
9.5 KiB
C
328 lines
9.5 KiB
C
// SPDX-License-Identifier: MIT
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//
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// Copyright (c) 2009-2014 Cesar Rincon "NightFox"
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// Copyright (c) 2023 Antonio Niño Díaz "AntonioND"
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//
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// NightFox LIB - Bitmap background functions
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// http://www.nightfoxandco.com/
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifndef NF_BITMAPBG_H__
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#define NF_BITMAPBG_H__
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#include <nds.h>
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/// @file nf_bitmapbg.h
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/// @brief Bitmap background support.
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/// @defgroup nf_bitmapbg Bitmap background support.
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///
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/// Functions to load and manage bitmap backgrounds.
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///
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/// @{
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/// Maximum number of slots of 16-bit bitmap backgrounds
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#define NF_SLOTS_BG16B 16
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/// Maximum number of slots of 8-bit bitmap backgrounds
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#define NF_SLOTS_BG8B 16
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/// Struct that holds information about 16-bit bitmap backgrounds.
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typedef struct {
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u16 *buffer; ///< Data buffer
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size_t size; ///< Size of the buffer
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u16 width; ///< Width of the image (max 256 pixels)
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u16 height; ///< Height of the image (max 256 pixels)
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bool inuse; ///< True if the slot is in use
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} NF_TYPE_BG16B_INFO;
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/// Information of all 16-bit bitmap backgrounds
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extern NF_TYPE_BG16B_INFO NF_BG16B[NF_SLOTS_BG16B];
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// Backbuffer of 16 bit of each screen
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extern u16* NF_16BITS_BACKBUFFER[2];
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/// Struct that holds information about 8-bit bitmap backgrounds.
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typedef struct {
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u8 *data; ///< Data buffer
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size_t data_size; ///< Data buffer size
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u16 *pal; ///< Palette buffer
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size_t pal_size; ///< Palette buffer size
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bool inuse; ///< True if the slot is in use
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} NF_TYPE_BG8B_INFO;
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/// Information of all 8-bit bitmap backgrounds
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extern NF_TYPE_BG8B_INFO NF_BG8B[NF_SLOTS_BG8B];
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/// Information of a backbuffer of 8 bit
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typedef struct {
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u8 *data; ///< Pointer to the bitmap
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u16 *pal; ///< Pointer to the bitmap palette
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} NF_TYPE_BB8B_INFO;
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/// Backbuffer of 8 bit of each screen
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extern NF_TYPE_BB8B_INFO NF_8BITS_BACKBUFFER[2];
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/// Initialize buffers to store 16-bit bitmap backgrounds.
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///
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/// You must call this function once in you code before loading any 16-bit
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/// bitmap.
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void NF_Init16bitsBgBuffers(void);
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/// Resets all 16 bit background buffers and clears them.
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///
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/// Useful when changing game levels, for example.
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void NF_Reset16bitsBgBuffers(void);
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/// Initialize the 16 bit background backbuffer of the selected screen.
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///
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/// Use this function once before using the backbuffer.
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///
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/// @param screen Screen (0 - 1).
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void NF_Init16bitsBackBuffer(int screen);
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/// Enables the 16-bit backbuffer of the selected screen.
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///
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/// If the backbuffer is already enabled, the contents are cleared.
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///
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/// @param screen Screen (0 - 1).
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void NF_Enable16bitsBackBuffer(int screen);
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/// Disables the 16-bit backbuffer of selected screen.
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///
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/// It frees the RAM used by it (128 KB).
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///
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/// @param screen Screen (0 - 1).
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void NF_Disble16bitsBackBuffer(int screen);
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/// Sends the 16-bit backbuffer to the VRAM of the selected screen.
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///
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/// Use it to edit the image in the backbuffer and to update the image displayed
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/// on the screen without showing the drawing process (which may be very slow).
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///
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/// @param screen Screen (0 - 1).
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void NF_Flip16bitsBackBuffer(int screen);
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/// Initializes the selected screen in "bitmap" mode.
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///
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/// The color depth of the bitmap can be 8 or 16 bits.
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///
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/// The DS 2D engine must be set to video mode 5.
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///
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/// Example:
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/// ```
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/// // Setup the top screen to use 16-bit bitmaps
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/// NF_InitBitmapBgSys(0, 1);
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param mode Depth mode (0: 8 bits / 256 colors; 1: 16 bits)
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void NF_InitBitmapBgSys(int screen, u32 mode);
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/// Loads a 16-bit bitmap from the filesystem.
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///
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/// The file must be in binary format ".img", and its max size is 256x256
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/// pixels (128 KB).
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///
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/// You can convert the file using this GRIT command line:
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///
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/// ```
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/// grit file.png -ftb -fh! -gb -gB16
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/// ```
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///
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/// You can load as many files as defined in NF_SLOTS_BG16B.
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///
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/// Example:
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/// ```
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/// // Load "bitmap16.img" to slot 0
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/// NF_Load16bitsBg("bmp/bitmap16", 0);
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/// ```
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///
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/// @param file File name without extension.
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/// @param slot Slot number (0 - 15).
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void NF_Load16bitsBg(const char *file, u32 slot);
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/// Loads a 16 bits image into a RAM slot.
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///
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/// The image must be in ".img" format, and it has a max size of 256x256 pixels
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/// You must also specify the size of the image. The image will be loaded into
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/// the specified 16-bits bitmap background slot.
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///
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/// Use NF_Unload16bitsBg() to remove it from RAM.
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///
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/// Example:
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/// ```
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/// // Loads file "character" file to slot 1. The size is 64x128 pixels.
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/// NF_Load16bitsImage("bmp/character", 1, 64, 128);
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/// ```
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/// Any magenta pixel (0xFF00FF) will be transparent.
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///
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/// @param file File name without extension.
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/// @param slot Slot number (0 - 15).
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/// @param size_x Width in pixels.
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/// @param size_y Height in pixels.
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void NF_Load16bitsImage(const char *file, u32 slot, u32 size_x, u32 size_y);
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// Internal use only. Generic loader of 16-bit data to RAM.
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void NF_Load16bImgData(const char *file, u32 slot, u32 x, u32 y, u32 type);
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/// Deletes from RAM the 16-bit image stored in the selected slot.
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///
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/// This is useful, for example, when the image has been copied to VRAM so it is
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/// no longer needed in RAM.
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///
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/// Example:
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/// ```
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/// // Delete from RAM the image stored in slot 0.
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/// NF_Unload16bitsBg(0);
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/// ```
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///
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/// @param slot Slot number (0 - 15).
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void NF_Unload16bitsBg(u32 slot);
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/// Copy the selected 16-bit slot to VRAM or the backbuffer.
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///
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/// Example:
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/// ```
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/// // Copy the image of slot 0 to the backbuffer of the top screen
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/// NF_Copy16bitsBuffer(0, 1, 0);
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param destination Use 0 for VRAM or 1 for backbuffer.
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/// @param slot Slot number (0 - 15).
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void NF_Copy16bitsBuffer(int screen, int destination, u32 slot);
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/// Draws the image in a slot into the backbuffer of the selected screen.
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///
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/// You can specify the coordinates where the image is drawn.
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///
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/// If "alpha" is set to true, all magenta pixels (0xFF00FF) won't be drawn.
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///
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/// Example:
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/// ```
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/// // Draws the image from Slot 1 to the backbuffer of the bottom screen, at
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/// // coordinates (100, 50).
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/// NF_ Draw16bitsImage(1, 1, 100, 50, true);
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param slot Slot number (0 - 15).
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/// @param x X coordinate.
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/// @param y Y coordinate.
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/// @param alpha True to make magenta pixels transparent.
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void NF_Draw16bitsImage(int screen, u32 slot, s32 x, s32 y, bool alpha);
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/// Initialize buffers to store 8-bit bitmap backgrounds.
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///
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/// You must call this function once in you code before loading any 8-bit
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/// bitmap.
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void NF_Init8bitsBgBuffers(void);
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/// Resets all 8 bit background buffers and clears them.
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///
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/// Useful when changing game levels, for example.
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void NF_Reset8bitsBgBuffers(void);
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/// Loads a 8-bit bitmap from the filesystem.
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///
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/// The file must be in binary format ".img", and its max size is 256x256
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/// pixels (64 KB). It will also load its palette in ".pal" format.
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///
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/// You can convert the file using this GRIT command line:
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///
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/// ```
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/// grit file.png -ftb -fh! -gb -gB8
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/// ```
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///
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/// If you want to share the palette with a different background:
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/// ```
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/// grit file1.png file2.png -ftb -fh! -gb -gu8 -gB8 -pu16 -pS -Ofile1.pal -gTFF00FF
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/// cp file1.pal.bin file2.pal.bin
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/// ```
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///
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/// If you want to display 2 8-bit backgrounds on same screen they must share
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/// the palette.
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///
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/// You can load as many files as defined in NF_SLOTS_BG8B.
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///
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/// Example:
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/// ```
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/// // Loads "bitmap8.img" and "bitmap8.pal" to slot 0
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/// NF_Load8bitsBg("bmp/bitmap8", 0);
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/// ```
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///
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/// @param file File name without extension.
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/// @param slot Slot number (0 - 15).
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void NF_Load8bitsBg(const char *file, u32 slot);
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/// Deletes from RAM the 8-bit image stored in the selected slot.
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///
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/// This is useful, for example, when the image has been copied to VRAM so it is
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/// no longer needed in RAM.
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///
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/// Example:
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/// ```
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/// // Delete from RAM the image stored in slot 0.
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/// NF_Unload8bitsBg(0);
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/// ```
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///
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/// @param slot Slot number (0 - 15).
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void NF_Unload8bitsBg(u32 slot);
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/// Copy the selected 8-bit slot to VRAM or the backbuffer.
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///
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/// Example:
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/// ```
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/// // Copy the image of slot 0 to the backbuffer of the top screen
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/// NF_Copy8bitsBuffer(0, 1, 0);
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/// ```
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///
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/// @param screen Screen (0 - 1).
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/// @param destination Use 0 for VRAM or 1 for backbuffer.
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/// @param slot Slot number (0 - 15).
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void NF_Copy8bitsBuffer(int screen, int destination, u32 slot);
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/// Initialize the 8 bit background backbuffer of the selected screen.
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///
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/// Use this function once before using the backbuffer.
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///
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/// @param screen Screen (0 - 1).
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void NF_Init8bitsBackBuffer(int screen);
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/// Enables the 8-bit backbuffer of the selected screen.
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///
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/// If the backbuffer is already enabled, the contents are cleared.
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///
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/// @param screen Screen (0 - 1).
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void NF_Enable8bitsBackBuffer(int screen);
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/// Disables the 8-bit backbuffer of selected screen.
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///
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/// It frees the RAM used by it (64 KB).
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///
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/// @param screen Screen (0 - 1).
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void NF_Disble8bitsBackBuffer(int screen);
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/// Sends the 8-bit backbuffer to the VRAM of the selected screen.
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///
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/// Use it to edit the image in the backbuffer and to update the image displayed
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/// on the screen without showing the drawing process (which may be very slow).
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///
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/// You can send it to layer 2 (0) or layer 3 (1).
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///
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/// @param screen Screen (0 - 1).
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/// @param destination Destination layer (0: layer 2, 1: layer 3).
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void NF_Flip8bitsBackBuffer(int screen, int destination);
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/// @}
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#endif // NF_BITMAPBG_H__
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#ifdef __cplusplus
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}
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#endif
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