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#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
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