Very WIP: Make more like 3DS Universal-Core

This commit is contained in:
Pk11
2021-08-22 23:36:48 -05:00
parent 4c6a15c5c7
commit 90c730f35d
7 changed files with 140 additions and 129 deletions
+86
View File
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/*
* This file is part of Universal-Core
* Copyright (C) 2021 Universal-Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
* * Requiring preservation of specified reasonable legal notices or
* author attributions in that material or in the Appropriate Legal
* Notices displayed by works containing it.
* * Prohibiting misrepresentation of the origin of that material,
* or requiring that modified versions of such material be marked in
* reasonable ways as different from the original version.
*/
#include "gui.hpp"
#include "gui.hpp"
#include "tonccpy.h"
#include <nds.h>
int Gui::bg3Main, Gui::bg2Main, Gui::bg3Sub, Gui::bg2Sub;
bool Gui::widescreen = false;
bool Gui::top = false;
void Gui::init(void) {
// Initialize video mode
videoSetMode(MODE_5_2D);
videoSetModeSub(MODE_5_2D);
// initialize all the VRAM banks
vramSetPrimaryBanks(VRAM_A_MAIN_BG, VRAM_B_MAIN_SPRITE, VRAM_C_SUB_BG, VRAM_D_SUB_SPRITE);
// Init oam with 1D mapping 128 byte boundary and no external palette support
oamInit(&oamSub, SpriteMapping_Bmp_1D_128, false);
oamInit(&oamMain, SpriteMapping_Bmp_1D_128, false);
// Init the backgrounds
bg3Main = bgInit(3, BgType_Bmp8, BgSize_B8_256x256, 0, 0);
bgSetPriority(bg3Main, 3);
bg2Main = bgInit(2, BgType_Bmp8, BgSize_B8_256x256, 3, 0);
bgSetPriority(bg2Main, 2);
bg3Sub = bgInitSub(3, BgType_Bmp8, BgSize_B8_256x256, 0, 0);
bgSetPriority(bg3Sub, 3);
bg2Sub = bgInitSub(2, BgType_Bmp8, BgSize_B8_256x256, 3, 0);
bgSetPriority(bg2Sub, 2);
// Set main background as target for sprite transparency
REG_BLDCNT = 1 << 11;
REG_BLDCNT_SUB = 1 << 11;
}
void Gui::clear(bool top) {
toncset(bgGetGfxPtr(top ? bg3Main : bg3Sub), 0, 256 * 192);
}
void Gui::ScreenDraw(bool top) {
Gui::top = top;
}
void Gui::Draw_Rect(int x, int y, int w, int h, u8 color) {
SCALE_3DS(x);
SCALE_3DS(y);
SCALE_3DS(w);
SCALE_3DS(h);
u8 *dst = (u8 *)bgGetGfxPtr(top ? bg3Main : bg3Sub);
for(int i = 0; i < h; i++) {
toncset(dst + ((y + i) * 256 + x), color, w);
}
}