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110 lines
3.8 KiB
C
110 lines
3.8 KiB
C
/** @file sms/metasprites.h
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# Metasprite support
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A metasprite is a larger sprite made up from a
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collection of smaller individual hardware sprites.
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Different frames of the same metasprites can share
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tile data.
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See the main @ref metasprite_main_docs "metasprite docs"
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under the game Boy platform for additional details.
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*/
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#ifndef _METASPRITES_H_INCLUDE
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#define _METASPRITES_H_INCLUDE
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#include <msx/hardware.h>
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#include <types.h>
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#include <stdint.h>
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/** Metasprite sub-item structure
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@param dy (int8_t) Y coordinate of the sprite relative to the metasprite origin (pivot)
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@param dx (int8_t) X coordinate of the sprite relative to the metasprite origin (pivot)
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@param dtile (uint8_t) Start tile relative to the metasprites own set of tiles
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@param props (uint8_t) Property Flags
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Metasprites are built from multiple metasprite_t items (one for each sub-sprite)
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and a pool of tiles they reference. If a metasprite has multiple frames then each
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frame will be built from some number of metasprite_t items (which may vary based
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on how many sprites are required for that particular frame).
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A metasprite frame is terminated with a {metasprite_end} entry.
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*/
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typedef struct metasprite_t {
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int8_t dy, dx;
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uint8_t dtile;
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uint8_t props;
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} metasprite_t;
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#define metasprite_end -128
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#define METASPR_ITEM(dy,dx,dt,a) {(dy),(dx),(dt),(a)}
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#define METASPR_TERM {metasprite_end}
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extern const void * __current_metasprite;
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extern uint8_t __current_base_tile;
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extern uint8_t __render_shadow_OAM;
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static uint8_t __move_metasprite(uint8_t id, uint8_t x, uint8_t y) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
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static void __hide_metasprite(uint8_t id) Z88DK_FASTCALL PRESERVES_REGS(iyh, iyl);
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/**
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* Hides all hardware sprites in range from <= X < to
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* @param from start OAM index
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* @param to finish OAM index
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*/
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void hide_sprites_range(uint8_t from, uint8_t to) Z88DK_CALLEE PRESERVES_REGS(iyh, iyl);
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/** Moves metasprite to the absolute position x and y
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@param metasprite Pointer to the first struct of the metasprite (for the desired frame)
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@param base_tile Number of the first tile where the metasprite's tiles start
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@param base_prop Base sprite property flags (unused on this platform)
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@param base_sprite Number of the first hardware sprite to be used by the metasprite
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@param x Absolute x coordinate of the sprite
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@param y Absolute y coordinate of the sprite
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Moves __metasprite__ to the absolute position __x__ and __y__
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(with __no flip__ on the X or Y axis). Hardware sprites are
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allocated starting from __base_sprite__, using tiles
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starting from __base_tile__.
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Sets:
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\li __current_metasprite = metasprite;
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\li __current_base_tile = base_tile;
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@return Number of hardware sprites used to draw this metasprite
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*/
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inline uint8_t move_metasprite_ex(const metasprite_t * metasprite, uint8_t base_tile, uint8_t base_prop, uint8_t base_sprite, uint8_t x, uint8_t y) {
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base_prop;
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__current_metasprite = metasprite;
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__current_base_tile = base_tile;
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return __move_metasprite(base_sprite, x, y);
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}
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/** Obsolete
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*/
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inline uint8_t move_metasprite(const metasprite_t * metasprite, uint8_t base_tile, uint8_t base_sprite, uint8_t x, uint8_t y) {
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__current_metasprite = metasprite;
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__current_base_tile = base_tile;
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return __move_metasprite(base_sprite, x, y);
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}
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/** Hides a metasprite from the screen
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@param metasprite Pointer to first struct of the desired metasprite frame
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@param base_sprite Number of hardware sprite to start with
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Sets:
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\li __current_metasprite = metasprite;
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**/
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inline void hide_metasprite(const metasprite_t * metasprite, uint8_t base_sprite) {
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__current_metasprite = metasprite;
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__hide_metasprite(base_sprite);
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}
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#endif
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