/* * 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 . * * 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 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); } }