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sprite_eng_legacy.h
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1
11
12#if LEGACY_SPRITE_ENGINE
13
14#ifndef _SPRITE_ENG_LEGACY_H_
15#define _SPRITE_ENG_LEGACY_H_
16
17#include "vdp_tile.h"
18#include "vdp_spr.h"
19#include "pal.h"
20#include "pool.h"
21
22
27#define COLLISION_TYPE_NONE 0
32#define COLLISION_TYPE_BOX 1
37#define COLLISION_TYPE_CIRCLE 2
38
44#define SPR_FLAG_INSERT_HEAD 0x4000
51#define SPR_FLAG_DISABLE_ANIMATION_LOOP 0x2000
58#define SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE 0x0080
63#define SPR_FLAG_AUTO_VRAM_ALLOC 0x1000
68#define SPR_FLAG_AUTO_SPRITE_ALLOC 0x0800
73#define SPR_FLAG_AUTO_TILE_UPLOAD 0x0400
78#define SPR_FLAG_AUTO_VISIBILITY 0x0200
85#define SPR_FLAG_FAST_AUTO_VISIBILITY 0x0100
86
91#define SPR_FLAG_MASK (SPR_FLAG_INSERT_HEAD | SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_SPRITE_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD | SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_FAST_AUTO_VISIBILITY)
92
97#define SPR_MIN_DEPTH (-0x8000)
102#define SPR_MAX_DEPTH 0x7FFF
103
108typedef enum
109{
110 VISIBLE,
111 HIDDEN,
112 AUTO_FAST,
113 AUTO_SLOW,
115
129typedef struct
130{
131 s8 x;
132 s8 y;
133 u8 w;
134 u8 h;
136
148typedef struct
149{
150 s8 x;
151 s8 y;
152 u16 ray;
154
175typedef struct _collision
176{
177 u8 typeHit;
178 u8 typeAttack;
179 union
180 {
181 BoxCollision box;
182 CircleCollision circle;
183 } hit;
184 union
185 {
186 BoxCollision box;
187 CircleCollision circle;
188 } attack;
189} Collision;
190
208typedef struct
209{
210 u8 offsetY; // respect VDP sprite field order, may help
211 u8 offsetYFlip;
212 u8 size;
213 u8 offsetX;
214 u8 offsetXFlip;
215 u8 numTile;
217
234typedef struct
235{
236 s8 numSprite;
237 u8 timer;
238 TileSet* tileset; // TODO: have a tileset per VDP sprite --> probably not a good idea performance wise
239 Collision* collision; // Require many DMA queue operations and fast DMA flush as well, also bring extra computing in calculating delayed update
240 FrameVDPSprite frameVDPSprites[];
242
254typedef struct
255{
256 u8 numFrame;
257 u8 loop;
258 AnimationFrame** frames;
259} Animation;
260
282typedef struct
283{
284 u16 w;
285 u16 h;
286 Palette* palette;
287 u16 numAnimation;
288 Animation** animations;
289 u16 maxNumTile;
290 u16 maxNumSprite;
292
342typedef struct Sprite
343{
344 u16 status;
345 u16 visibility;
346 const SpriteDefinition* definition;
347 void (*onFrameChange)(struct Sprite* sprite);
348 Animation* animation;
349 AnimationFrame* frame;
350 s16 animInd;
351 s16 frameInd;
352 s16 timer;
353 s16 x;
354 s16 y;
355 s16 depth;
356 u16 attribut;
357 u16 VDPSpriteIndex;
358 VDPSprite* lastVDPSprite;
359 u16 lastNumSprite;
360 s16 spriteToHide;
361 u32 data;
362 struct Sprite* prev;
363 struct Sprite* next;
364} Sprite;
365
377typedef void FrameChangeCallback(Sprite* sprite);
378
382extern Pool* spritesPool;
386extern Sprite* firstSprite;
390extern Sprite* lastSprite;
394extern u16 spriteVramSize;
395
396
407void SPR_init(void);
422void SPR_initEx(u16 vramSize);
430void SPR_end(void);
435bool SPR_isInitialized(void);
436
443void SPR_reset(void);
444
494Sprite* SPR_addSpriteEx(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut, u16 spriteIndex, u16 flag);
519Sprite* SPR_addSprite(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut);
567Sprite* SPR_addSpriteExSafe(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut, u16 spriteIndex, u16 flag);
590Sprite* SPR_addSpriteSafe(const SpriteDefinition* spriteDef, s16 x, s16 y, u16 attribut);
591
603void SPR_releaseSprite(Sprite* sprite);
613void SPR_defragVRAM(void);
642u16** SPR_loadAllFrames(const SpriteDefinition* sprDef, u16 index, u16* totalNumTile);
643
658bool SPR_setDefinition(Sprite* sprite, const SpriteDefinition* spriteDef);
680void SPR_setPosition(Sprite* sprite, s16 x, s16 y);
690void SPR_setHFlip(Sprite* sprite, bool value);
700void SPR_setVFlip(Sprite* sprite, bool value);
710void SPR_setPalette(Sprite* sprite, u16 value);
720void SPR_setPriority(Sprite* sprite, bool value);
725#define SPR_setPriorityAttribut(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setPriority(..) instead.\"")
738void SPR_setDepth(Sprite* sprite, s16 value);
743void SPR_setZ(Sprite* sprite, s16 value);
754void SPR_setAlwaysOnTop(Sprite* sprite);
764void SPR_setAlwaysAtBottom(Sprite* sprite);
776void SPR_setAnimAndFrame(Sprite* sprite, s16 anim, s16 frame);
786void SPR_setAnim(Sprite* sprite, s16 anim);
796void SPR_setFrame(Sprite* sprite, s16 frame);
804void SPR_nextFrame(Sprite* sprite);
816void SPR_setAutoAnimation(Sprite* sprite, bool value);
823bool SPR_getAutoAnimation(Sprite* sprite);
837void SPR_setAnimationLoop(Sprite* sprite, bool value);
847bool SPR_isAnimationDone(Sprite* sprite);
862bool SPR_setVRAMTileIndex(Sprite* sprite, s16 value);
880bool SPR_setSpriteTableIndex(Sprite* sprite, s16 value);
891void SPR_setAutoTileUpload(Sprite* sprite, bool value);
904void SPR_setDelayedFrameUpdate(Sprite* sprite, bool value);
921
958bool SPR_isVisible(Sprite* sprite, bool recompute);
959
983void SPR_setVisibility(Sprite* sprite, SpriteVisibility value);
987#define SPR_setAlwaysVisible(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setVisibility(..) instead.\"")
991#define SPR_setNeverVisible(sprite, value) _Pragma("GCC error \"This method is deprecated, use SPR_setVisibility(..) instead.\"")
995#define SPR_computeVisibility(sprite) _Pragma("GCC error \"This method is deprecated, use SPR_isVisible(sprite, TRUE) instead.\"")
996
1004void SPR_clear(void);
1014void SPR_update(void);
1015
1020void SPR_logProfil(void);
1025void SPR_logSprites(void);
1026
1027
1028#endif // _SPRITE_ENG_LEGACY_H_
1029
1030#endif
Palette support (herited from vdp_pal.h unit)
Pool object management unit.
void SPR_setPriority(Sprite *sprite, bool value)
Set sprite Priority attribut.
Definition sprite_eng.c:924
void SPR_setHFlip(Sprite *sprite, bool value)
Set sprite Horizontal Flip attribut.
Definition sprite_eng.c:830
void SPR_setVFlip(Sprite *sprite, bool value)
Set sprite Vertical Flip attribut.
Definition sprite_eng.c:877
void SPR_releaseSprite(Sprite *sprite)
Release the specified sprite (no more visible and release its resources).
Definition sprite_eng.c:480
bool SPR_setVRAMTileIndex(Sprite *sprite, s16 value)
Set the VRAM tile position reserved for this sprite.
Definition sprite_eng.c:1220
void SPR_init(void)
Initialize the Sprite engine with default parameters.
Definition sprite_eng.c:155
void SPR_defragVRAM(void)
Defragment allocated VRAM for sprites, that can help when sprite allocation fail (SPR_addSprite(....
Definition sprite_eng.c:542
void SPR_setAutoTileUpload(Sprite *sprite, bool value)
Enable/disable the automatic upload of sprite tiles data into VRAM.
Definition sprite_eng.c:1303
void SPR_setAnimationLoop(Sprite *sprite, bool value)
Enable/disable animation loop (default is on). When disable the sprite will stay on the last animati...
Definition sprite_eng.c:1196
bool SPR_isAnimationDone(Sprite *sprite)
Returns TRUE if the sprite reached the end of the current animation. When auto animation is enabled ...
Definition sprite_eng.c:1209
Sprite * SPR_addSpriteEx(const SpriteDefinition *spriteDef, s16 x, s16 y, u16 attribut, u16 flag)
Adds a new sprite with specified parameters and returns it.
Definition sprite_eng.c:329
void SPR_setAnim(Sprite *sprite, s16 anim)
Set current sprite animation.
Definition sprite_eng.c:1065
s16 SPR_getPositionX(Sprite *sprite)
Get sprite position X.
Definition sprite_eng.c:793
void SPR_logSprites(void)
Log the sprites informations (when enabled) in the KMod message window.
Definition sprite_eng.c:1716
void SPR_initEx(u16 vramSize)
Init the Sprite engine with specified advanced parameters (VRAM allocation size and decompression buf...
Definition sprite_eng.c:120
void SPR_setAutoAnimation(Sprite *sprite, bool value)
Enable/disable auto animation for the current animation (default is on).
Definition sprite_eng.c:1166
void SPR_setVisibility(Sprite *sprite, SpriteVisibility value)
Set the visibility state for this sprite.
Definition sprite_eng.c:1366
void SPR_setFrame(Sprite *sprite, s16 frame)
Set current sprite frame.
Definition sprite_eng.c:1101
s16 SPR_getPositionY(Sprite *sprite)
Get sprite position Y.
Definition sprite_eng.c:798
void SPR_setFrameChangeCallback(Sprite *sprite, FrameChangeCallback *callback)
Set the frame change event callback for this sprite.
Definition sprite_eng.c:1321
void SPR_update(void)
Update and display the active list of sprite.
Definition sprite_eng.c:1451
void SPR_setAnimAndFrame(Sprite *sprite, s16 anim, s16 frame)
Set current sprite animation and frame.
Definition sprite_eng.c:1020
void FrameChangeCallback(Sprite *sprite)
Sprite frame change event callback.
Definition sprite_eng.h:359
Sprite * SPR_addSpriteSafe(const SpriteDefinition *spriteDef, s16 x, s16 y, u16 attribut)
Adds a new sprite with auto resource allocation enabled and returns it.
Definition sprite_eng.c:464
void SPR_logProfil(void)
Log the profil informations (when enabled) in the KMod message window.
Definition sprite_eng.c:1696
void SPR_setAlwaysOnTop(Sprite *sprite)
Set sprite depth so it remains above others sprite - same as SPR_setDepth(SPR_MIN_DEPTH)
Definition sprite_eng.c:1010
SpriteVisibility
Sprite visibility enumeration.
Definition sprite_eng.h:104
@ HIDDEN
Definition sprite_eng.h:106
@ AUTO_FAST
Definition sprite_eng.h:107
@ AUTO_SLOW
Definition sprite_eng.h:108
@ VISIBLE
Definition sprite_eng.h:105
u16 SPR_getNumActiveSprite(void)
Returns the number of active sprite (number of sprite added with SPR_addSprite(..) or SPR_addSpriteEx...
Definition sprite_eng.c:511
void SPR_clear(void)
Clear all displayed sprites.
Definition sprite_eng.c:1434
bool SPR_isInitialized(void)
FALSE if sprite cache engine is not initialized, TRUE otherwise.
Definition sprite_eng.c:190
Sprite * SPR_addSprite(const SpriteDefinition *spriteDef, s16 x, s16 y, u16 attribut)
Adds a new sprite with auto resource allocation enabled and returns it.
Definition sprite_eng.c:443
void SPR_nextFrame(Sprite *sprite)
Pass to the next sprite frame.
Definition sprite_eng.c:1134
u16 ** SPR_loadAllFrames(const SpriteDefinition *sprDef, u16 index, u16 *totalNumTile)
Load all frames of SpriteDefinition (using DMA) at specified VRAM tile index and return the indexes t...
Definition sprite_eng.c:610
void SPR_setZ(Sprite *sprite, s16 value)
Same as SPR_setDepth(..)
Definition sprite_eng.c:1005
void SPR_setPalette(Sprite *sprite, u16 value)
Set sprite Palette index to use.
Definition sprite_eng.c:961
struct Sprite Sprite
Sprite structure used by the Sprite Engine to store state for a sprite. WARNING: always use the SPR_...
void SPR_setDelayedFrameUpdate(Sprite *sprite, bool value)
Enable/disable the delayed frame update.
Definition sprite_eng.c:1312
bool SPR_setDefinition(Sprite *sprite, const SpriteDefinition *spriteDef)
Set the Sprite Definition.
Definition sprite_eng.c:702
Sprite * SPR_addSpriteExSafe(const SpriteDefinition *spriteDef, s16 x, s16 y, u16 attribut, u16 flag)
Adds a new sprite with specified parameters and returns it.
Definition sprite_eng.c:448
void SPR_setAlwaysAtBottom(Sprite *sprite)
Set sprite depth so it remains behind others sprite - same as SPR_setDepth(SPR_MAX_DEPTH)
Definition sprite_eng.c:1015
void SPR_setDepth(Sprite *sprite, s16 value)
Set sprite depth (for sprite display ordering)
Definition sprite_eng.c:983
void SPR_setPosition(Sprite *sprite, s16 x, s16 y)
Set sprite position.
Definition sprite_eng.c:803
SpriteVisibility SPR_getVisibility(Sprite *sprite)
Return the visibility state for this sprite. WARNING: this is different from SPR_isVisible(....
Definition sprite_eng.c:1329
void SPR_reset(void)
Reset the Sprite engine.
Definition sprite_eng.c:195
bool SPR_isVisible(Sprite *sprite, bool recompute)
Return the visible state for this sprite (meaningful only if AUTO visibility is enabled,...
Definition sprite_eng.c:1343
bool SPR_getAutoAnimation(Sprite *sprite)
Return TRUE if auto animation is enabled, FALSE otherwise.
Definition sprite_eng.c:1188
void SPR_end(void)
End the Sprite engine.
Definition sprite_eng.c:160
Definition sprite_eng.h:171
Sprite animation frame structure.
Definition sprite_eng.h:230
Sprite animation structure.
Definition sprite_eng.h:250
Simple Box structure for collision.
Definition sprite_eng.h:125
Simple Circle structure (can be used for collision detection)
Definition sprite_eng.h:144
Collision definition union.
Single VDP sprite info structure for sprite animation frame.
Definition sprite_eng.h:204
Palette structure contains color data.
Definition pal.h:73
Object pool allocator structure.
Definition pool.h:57
Sprite definition structure.
Definition sprite_eng.h:278
Sprite structure used by the Sprite Engine to store state for a sprite. WARNING: always use the SPR_...
Definition sprite_eng.h:329
Tile set structure which contains tiles definition. Use the unpackTileSet() method to unpack if comp...
Definition vdp_tile.h:114
unsigned long u32
Definition types.h:105
short s16
Definition types.h:84
char s8
Definition types.h:79
unsigned short u16
Definition types.h:100
unsigned char u8
Definition types.h:95
VDP Sprite support.
VDP General Tile / Tilemap operations.