Initial NDS Universal-Core

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Pk11
2021-01-13 15:51:37 -06:00
commit 8a55d0e7cb
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#ifndef IMAGE_HPP
#define IMAGE_HPP
#include <nds/ndstypes.h>
#include <string>
#include <vector>
class Image {
private:
u16 _width;
u16 _height;
std::vector<u8> _bitmap;
std::vector<u16> _palette;
u16 _palOfs;
public:
/**
* Image drawing class
* @param path The path to load the image from
*/
Image(const std::vector<std::string> &paths);
/**
* @brief Text printing class
* @param paths The paths to try load the image from, from highest to lowest priority
*/
Image(const std::string &path) : Image(std::vector<std::string>({path})) {};
/**
* @brief Text printing class
* @param file The file to load the image from, seeked to the image magic
*/
Image(FILE *file);
Image() {};
~Image(void) {};
u16 width(void) const { return _width; }
u16 height(void) const { return _height; }
std::vector<u8> bitmap(void) const { return _bitmap; }
std::vector<u16> palette(void) const { return _palette; }
u16 palOfs(void) const { return _palOfs; }
/**
* @brief Draws the image to a background layer, faster but without alpha, scaling, or palette offsetting
* @param x The X position to draw at
* @param y The Y position to draw at
* @param top Whether to draw on teh top or bottom screen, not used for sprites
* @param layer (Optional) The layer to draw on, not used for sprites
* @param channel (Optional) The DMA channel to use
* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
*/
void draw(int x, int y, bool top, int layer = 3, int channel = 0, bool copyPal = true);
/**
* @brief Draws the image to a background layer, slower but can skip alpha, scale, and offset the palette
* @param x The X position to draw at
* @param y The Y position to draw at
* @param top Whether to draw on the top or bottom screen
* @param layer (Optional) Which background layer to draw on
* @param scaleX (Optional) The scale for the X axis
* @param scaleY (Optional) The scale for the Y axis
* @param paletteOffset (Optional) How much to offset the palette by
* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
*/
void drawSpecial(int x, int y, bool top, int layer = 3, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
/**
* @brief Draws a segment of an image to a background layer, faster but overwrites alpha and no scaling or palette offsetting
* @param x The X position to draw at
* @param y The Y position to draw at
* @param imageX The X position in the image to draw from
* @param imageY The Y position in the image to draw from
* @param w The width to draw
* @param h The height to draw
* @param top Whether to draw on the top or bottom screen
* @param layer (Optional) Which background layer to draw on
* @param channel (Optional) The DMA channel to use
* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
*/
void drawSegment(int x, int y, int imageX, int imageY, int w, int h, bool top, int layer = 3, int channel = 0, bool copyPal = true);
/**
* @brief Draws a segment of an image to a background layer, slower but can skip alpha, scale, and offset the palette
* @param x The X position to draw at
* @param y The Y position to draw at
* @param imageX The X position in the image to draw from
* @param imageY The Y position in the image to draw from
* @param w The width to draw
* @param h The height to draw
* @param top Whether to draw on the top or bottom screen
* @param layer (Optional) Which background layer to draw on
* @param scaleX (Optional) The scale for the X axis
* @param scaleY (Optional) The scale for the Y axis
* @param paletteOffset (Optional) How much to offset the palette by
* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
*/
void drawSegmentSpecial(int x, int y, int imageX, int imageY, int w, int h, bool top, int layer = 3, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
};
#endif