#ifndef SCREEN_H_ #define SCREEN_H_ #define PIXELS_WIDTH 256 #define PIXELS_HEIGHT 192 #define PIXELS_SIZE 49152 #define TILES_WIDTH 32 #define TILES_HEIGHT 24 #define TILES_SIZE 768 #define TILES_MEM 24576 // size of a screen layer in bytes #define BG_SLOT_VIS 0 // tile base for visible background tiles #define FG_SLOT_VIS 2 // tile base for visible foreground tiles #define BG_SLOT 4 // tile base for background tiles #define FG_SLOT 6 // tile base for foreground tiles #define MAP_SLOT 12 // map base for tile map typedef struct { u8 mem[16]; // buffer memory u8 p; // buffer pointer u8 sprite[8][8]; // transformed sprite bool cached; // true if sprite has been transformed u8 draw; // the cached draw byte } SpriteBuffer; typedef struct { u16 *bgv, *fgv; // visible tile memory u16 *bg, *fg; // buffered tile memory u16 *map; // tile map (never changes) u16 *palv; // visible colour palette u16 pal[16]; // buffered colour palette } Screen; typedef struct { u16 x,y; // cursor position u16 px,py; // previous cursor position u16 colours; // sprite colours SpriteBuffer sprite; // sprite buffer u16 palette_write; // palette write cache u16 palette[16]; // palette as RGB15 colours Screen *nds; // NDS VRAM pointers bool wake; // wake flag bool dirty; // dirty flag } ScreenDevice; void init_screens(void); void scr_make_main(ScreenDevice *scr); void scr_make_sub(ScreenDevice *scr); void scr_unmake(ScreenDevice *scr); void set_palette_high(ScreenDevice *scr, u8 high); void set_palette_low(ScreenDevice *scr, u8 low); void draw_pixel(u16 *layer, u16 x, u16 y, u8 colour); void fill_layer(u16 *layer, u8 colour); void erase_screen(Screen *nds); void flip_buffer(Screen *nds); void black_screen(Screen *nds); void scr_draw_pixel( ScreenDevice *scr, u16 *layer, u8 draw); void scr_draw_sprite(ScreenDevice *scr, u16 *layer, u8 draw); void scr_fill_layer( ScreenDevice *scr, u16 *layer, u8 draw); void scr_draw_line( ScreenDevice *scr, u16 *layer, u8 draw); void scr_draw_rect( ScreenDevice *scr, u16 *layer, u8 draw); void draw_dispatch(ScreenDevice *scr, u8 draw); void move_cursor(ScreenDevice *scr, u8 move); void push_sprite(SpriteBuffer *b, u8 row); #endif