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https://github.com/Ninjdai1/pokeemerald.git
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82 lines
2.7 KiB
C
82 lines
2.7 KiB
C
#ifndef GUARD_WINDOW_H
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#define GUARD_WINDOW_H
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#define PIXEL_FILL(num) ((num) | ((num) << 4))
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enum {
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WINDOW_BG,
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WINDOW_TILEMAP_LEFT,
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WINDOW_TILEMAP_TOP,
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WINDOW_WIDTH,
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WINDOW_HEIGHT,
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WINDOW_PALETTE_NUM,
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WINDOW_BASE_BLOCK,
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WINDOW_TILE_DATA
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};
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// Mode for CopyWindowToVram, CopyWindowRectToVram and CopyWindowToVram8Bit
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enum {
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COPYWIN_NONE,
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COPYWIN_MAP,
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COPYWIN_GFX,
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COPYWIN_FULL,
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};
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struct WindowTemplate
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{
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u8 bg;
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u8 tilemapLeft;
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u8 tilemapTop;
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u8 width;
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u8 height;
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u8 paletteNum;
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u16 baseBlock;
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};
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#define DUMMY_WIN_TEMPLATE \
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{ \
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.bg = 0xFF, \
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}
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#define WINDOW_NONE 0xFF
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struct Window
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{
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struct WindowTemplate window;
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u8 *tileData;
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};
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bool16 InitWindows(const struct WindowTemplate *templates);
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u16 AddWindow(const struct WindowTemplate *template);
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int AddWindowWithoutTileMap(const struct WindowTemplate *template);
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void RemoveWindow(u8 windowId);
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void FreeAllWindowBuffers(void);
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void CopyWindowToVram(u8 windowId, u8 mode);
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void CopyWindowRectToVram(u32 windowId, u32 mode, u32 x, u32 y, u32 w, u32 h);
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void PutWindowTilemap(u8 windowId);
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void PutWindowRectTilemapOverridePalette(u8 windowId, u8 x, u8 y, u8 width, u8 height, u8 palette);
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void ClearWindowTilemap(u8 windowId);
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void PutWindowRectTilemap(u8 windowId, u8 x, u8 y, u8 width, u8 height);
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void BlitBitmapToWindow(u8 windowId, const u8 *pixels, u16 x, u16 y, u16 width, u16 height);
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void BlitBitmapRectToWindow(u8 windowId, const u8 *pixels, u16 srcX, u16 srcY, u16 srcWidth, int srcHeight, u16 destX, u16 destY, u16 rectWidth, u16 rectHeight);
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void FillWindowPixelRect(u8 windowId, u8 fillValue, u16 x, u16 y, u16 width, u16 height);
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void CopyToWindowPixelBuffer(u8 windowId, const void *src, u16 size, u16 tileOffset);
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void FillWindowPixelBuffer(u8 windowId, u8 fillValue);
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void ScrollWindow(u8 windowId, u8 direction, u8 distance, u8 fillValue);
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void CallWindowFunction(u8 windowId, void ( *func)(u8, u8, u8, u8, u8, u8));
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bool8 SetWindowAttribute(u8 windowId, u8 attributeId, u32 value);
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u32 GetWindowAttribute(u8 windowId, u8 attributeId);
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u16 AddWindow8Bit(const struct WindowTemplate *template);
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void FillWindowPixelBuffer8Bit(u8 windowId, u8 fillValue);
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void FillWindowPixelRect8Bit(u8 windowId, u8 fillValue, u16 x, u16 y, u16 width, u16 height);
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void BlitBitmapRectToWindow4BitTo8Bit(u8 windowId, const u8 *pixels, u16 srcX, u16 srcY, u16 srcWidth, int srcHeight, u16 destX, u16 destY, u16 rectWidth, u16 rectHeight, u8 paletteNum);
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void CopyWindowToVram8Bit(u8 windowId, u8 mode);
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extern struct Window gWindows[];
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extern void *gWindowBgTilemapBuffers[];
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extern u32 gUnusedWindowVar1;
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extern u32 gUnusedWindowVar2;
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extern u32 gUnusedWindowVar3;
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#endif // GUARD_WINDOW_H
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