/
vdp_bg.h
669 lines (651 loc) · 18.8 KB
/
vdp_bg.h
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/**
* \file vdp_bg.h
* \brief VDP background plane support
* \author Stephane Dallongeville
* \date 08/2011
*
* This unit provides plane A & plane B facilities :
* - set scrolling
* - clear plane
* - draw text in plane
*/
#ifndef _VDP_BG_H_
#define _VDP_BG_H_
#include "bmp.h"
#include "vdp.h"
#include "vdp_tile.h"
/**
* \brief
* Image structure which contains all data to define an image in a background plane.<br>
* Use the unpackImage() method to unpack if compression is enabled in TileSet or TileMap structure.
*
* \param palette
* Palette data.
* \param tileset
* TileSet data structure (contains tiles definition for the image).
* \param tilemap
* TileMap data structure (contains tilemap definition for the image).
*/
typedef struct
{
Palette *palette;
TileSet *tileset;
TileMap *tilemap;
} Image;
/**
* Contains current VRAM tile position where we will upload next tile data.
*
* \see VDP_drawBitmap()
* \see VDP_drawImage()
*/
extern u16 curTileInd;
/**
* \brief
* Set plane horizontal scroll (plain scroll mode).<br>
* 3 horizontal scroll modes are supported:<br>
* - Plain (whole plane)<br>
* - Tile (8 pixels bloc)<br>
* - Line (per pixel scroll)<br>
*
* \param plane
* Plane we want to set the horizontal scroll.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* \param value
* H scroll offset.<br>
* Negative value will move the plane to the left while positive
* value will move it to the right.
*
* \see VDP_setScrollingMode() function to change scroll mode.
* \see VDP_setHorizontalScrollVSync()
*/
void VDP_setHorizontalScroll(VDPPlane plane, s16 value);
/**
* \brief
* Same as #VDP_setHorizontalScroll(..) except that it will delay scroll update on VSync.
*
* \param plane
* Plane we want to set the horizontal scroll.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* \param value
* H scroll offset.<br>
* Negative value will move the plane to the left while positive
* value will move it to the right.
*
* \see VDP_setHorizontalScroll()
*/
void VDP_setHorizontalScrollVSync(VDPPlane plane, s16 value);
/**
* \brief
* Set plane horizontal scroll (tile scroll mode).<br>
* 3 horizontal scroll modes are supported:<br>
* - Plain (whole plane)<br>
* - Tile (8 pixels bloc)<br>
* - Line (per pixel scroll)<br>
*
* \param plane
* Plane we want to set the horizontal scroll.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* \param tile
* First tile we want to set the horizontal scroll.
* \param values
* H scroll offsets.<br>
* Negative values will move the plane to the left while positive
* values will move it to the right.
* \param len
* Number of tile to set.
* \param tm
* Transfer method, it's recommended to use DMA_QUEUE so it will be executed as fast as possible during VBlank.<br>
* Accepted values are:<br>
* - CPU<br>
* - DMA<br>
* - DMA_QUEUE<br>
* - DMA_QUEUE_COPY
*
* \see VDP_setScrollingMode() function to change scroll mode.
*/
void VDP_setHorizontalScrollTile(VDPPlane plane, u16 tile, s16* values, u16 len, TransferMethod tm);
/**
* \brief
* Set plane horizontal scroll (line scroll mode).<br>
* 3 horizontal scroll modes are supported:<br>
* - Plain (whole plane)<br>
* - Tile (8 pixels bloc)<br>
* - Line (per pixel scroll)<br>
*
* \param plane
* Plane we want to set the horizontal scroll.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* \param line
* First line we want to set the horizontal scroll.
* \param values
* H scroll offsets.<br>
* Negative values will move the plane to the left while positive values will move it to the right.
* \param len
* Number of line to set.
* \param tm
* Transfer method, it's recommended to use DMA_QUEUE so it will be executed as fast as possible during VBlank.<br>
* Accepted values are:<br>
* - CPU<br>
* - DMA<br>
* - DMA_QUEUE<br>
* - DMA_QUEUE_COPY
*
* \see VDP_setScrollingMode()
*/
void VDP_setHorizontalScrollLine(VDPPlane plane, u16 line, s16* values, u16 len, TransferMethod tm);
/**
* \brief
* Set plane vertical scroll (plain scroll mode).
* 2 vertical scroll modes are supported:<br>
* - Plain (whole plane)<br>
* - 2-Tiles (16 pixels bloc)<br>
*
* \param plane
* Plane we want to set the vertical scroll.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* \param value
* V scroll offset.<br>
* Negative value will move the plane down while positive value will move it up.
*
* \see VDP_setScrollingMode()
*/
void VDP_setVerticalScroll(VDPPlane plane, s16 value);
/**
* \brief
* Same as #VDP_setVerticalScroll(..) except that it will delay scroll update on VSync.
*
* \param plane
* Plane we want to set the vertical scroll.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* \param value
* V scroll offset.<br>
* Negative value will move the plane down while positive value will move it up.
*
* \see VDP_setHorizontalScroll()
*/
void VDP_setVerticalScrollVSync(VDPPlane plane, s16 value);
/**
* \brief
* Set plane vertical scroll (2-Tiles scroll mode).
* 2 vertical scroll modes are supported:<br>
* - Plain (whole plane)<br>
* - 2-Tiles (16 pixels bloc)<br>
*
* \param plane
* Plane we want to set the vertical scroll.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* \param tile
* First tile we want to set the vertical scroll.
* \param values
* V scroll offsets.<br>
* Negative values will move the plane down while positive values will move it up.
* \param len
* Number of tile to set.
* \param tm
* Transfer method, it's recommended to use DMA_QUEUE so it will be executed as fast as possible during VBlank.<br>
* Accepted values are:<br>
* - CPU<br>
* - DMA<br>
* - DMA_QUEUE<br>
* - DMA_QUEUE_COPY
*
* \see VDP_setScrollingMode()
*/
void VDP_setVerticalScrollTile(VDPPlane plane, u16 tile, s16* values, u16 len, TransferMethod tm);
/**
* \brief
* Clear specified plane (using DMA).
*
* \param plane
* Plane we want to clear.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param wait
* Wait the operation to complete when set to TRUE otherwise it returns immediately
* but then you will require to wait for DMA completion (#DMA_waitCompletion()) before accessing the VDP.
*/
void VDP_clearPlane(VDPPlane plane, bool wait);
/**
* \brief
* Returns the plane used to display text.
*
* Returned value should be either equals to BG_A, BG_B or WINDOW.
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
*/
VDPPlane VDP_getTextPlane(void);
/**
* \brief
* Returns the palette number used to display text.
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
*/
u16 VDP_getTextPalette(void);
/**
* \brief
* Returns the priority used to display text.
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
*/
u16 VDP_getTextPriority(void);
/**
* \brief
* Define the plane to use to display text.
*
* \param plane
* Plane where to display text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
*/
void VDP_setTextPlane(VDPPlane plane);
/**
* \brief
* Define the palette to use to display text.
*
* \param palette
* Palette number.
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
*/
void VDP_setTextPalette(u16 palette);
/**
* \brief
* Define the priority to use to display text.
*
* \param prio
* Priority:<br>
* 1 = HIGH PRIORITY TILE.<br>
* 0 = LOW PRIORITY TILE.<br>
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
*/
void VDP_setTextPriority(u16 prio);
/**
* \brief
* Draw text in specified plane (advanced method).
*
* \param plane
* Plane where we want to draw text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param str
* String to draw.
* \param basetile
* Base tile attributes data (see TILE_ATTR() macro).
* \param x
* X position (in tile).
* \param y
* y position (in tile).
* \param tm
* Transfer method, using DMA_QUEUE or DMA_QUEUE_COPY ensure that it will be executed during VBlank.<br>
* Accepted values are:<br>
* - CPU<br>
* - DMA<br>
* - DMA_QUEUE<br>
* - DMA_QUEUE_COPY
*
* \see VDP_clearText(..)
* \see VDP_setTextPalette(..)
* \see VDP_setTextPriority(..)
* \see VDP_setTextPlane(..)
*/
void VDP_drawTextEx(VDPPlane plane, const char *str, u16 basetile, u16 x, u16 y, TransferMethod tm);
/**
* \brief
* Clear a single line portion of text (advanced method).
*
* \param plane
* Plane where we want to clear text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param basetile
* Base tile attributes data (see TILE_ATTR() macro).
* \param x
* X position (in tile).
* \param y
* y position (in tile).
* \param w
* width to clear (in tile).
* \param tm
* Transfer method, using DMA_QUEUE or DMA_QUEUE_COPY ensure that it will be executed during VBlank.<br>
* Accepted values are:<br>
* - CPU<br>
* - DMA<br>
* - DMA_QUEUE<br>
* - DMA_QUEUE_COPY
*
* \see VDP_drawText(..)
* \see VDP_clearTextArea(..)
* \see VDP_clearTextLine(..)
*/
void VDP_clearTextEx(VDPPlane plane, u16 basetile, u16 x, u16 y, u16 w, TransferMethod tm);
/**
* \brief
* Clear a specific area of text (advanced method).
*
* \param plane
* Plane where we want to clear text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param basetile
* Base tile attributes data (see TILE_ATTR() macro).
* \param x
* X position (in tile).
* \param y
* y position (in tile).
* \param w
* width to clear (in tile).
* \param h
* heigth to clear (in tile).
* \param tm
* Transfer method, using DMA_QUEUE or DMA_QUEUE_COPY ensure that it will be executed during VBlank.<br>
* Accepted values are:<br>
* - CPU<br>
* - DMA<br>
* - DMA_QUEUE<br>
* - DMA_QUEUE_COPY
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
*/
void VDP_clearTextAreaEx(VDPPlane plane, u16 basetile, u16 x, u16 y, u16 w, u16 h, TransferMethod tm);
/**
* \brief
* Draw text in specified plane.
*
* \param plane
* Plane where we want to draw text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param str
* String to draw.
* \param x
* X position (in tile).
* \param y
* y position (in tile).
*
* \see VDP_drawTextEx(..)
* \see VDP_clearText(..)
* \see VDP_setTextPalette(..)
* \see VDP_setTextPriority(..)
* \see VDP_setTextPlane(..)
*/
void VDP_drawTextBG(VDPPlane plane, const char *str, u16 x, u16 y);
/**
* \brief
* Clear a single line portion of text.
*
* \param plane
* Plane where we want to clear text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param x
* X position (in tile).
* \param y
* y position (in tile).
* \param w
* width to clear (in tile).
*
* \see VDP_clearTextEx(..)
* \see VDP_drawText(..)
* \see VDP_clearTextArea(..)
* \see VDP_clearTextLine(..)
*/
void VDP_clearTextBG(VDPPlane plane, u16 x, u16 y, u16 w);
/**
* \brief
* Clear a specific area of text.
*
* \param plane
* Plane where we want to clear text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param x
* X position (in tile).
* \param y
* y position (in tile).
* \param w
* width to clear (in tile).
* \param h
* heigth to clear (in tile).
*
* \see VDP_clearTextAreaEx(..)
* \see VDP_drawText(..)
* \see VDP_clearText(..)
* \see VDP_clearTextLine(..)
*/
void VDP_clearTextAreaBG(VDPPlane plane, u16 x, u16 y, u16 w, u16 h);
/**
* \brief
* Clear a complete line of text.
*
* \param plane
* Plane where we want to clear text.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param y
* y position (in tile).
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
* \see VDP_clearTextArea(..)
*/
void VDP_clearTextLineBG(VDPPlane plane, u16 y);
/**
* \brief
* Draw text.
*
* \param str
* String to draw.
* \param x
* X position (in tile).
* \param y
* y position (in tile).
*
* \see VDP_clearText(..)
* \see VDP_setTextPalette(..)
* \see VDP_setTextPriority(..)
* \see VDP_setTextPlane(..)
*/
void VDP_drawText(const char *str, u16 x, u16 y);
/**
* \brief
* Clear a single line portion of text.
*
* \param x
* X position (in tile).
* \param y
* y position (in tile).
* \param w
* width to clear (in tile).
*
* \see VDP_drawText(..)
* \see VDP_clearTextArea(..)
* \see VDP_clearTextLine(..)
*/
void VDP_clearText(u16 x, u16 y, u16 w);
/**
* \brief
* Clear a specific area of text.
*
* \param x
* X position (in tile).
* \param y
* y position (in tile).
* \param w
* width to clear (in tile).
* \param h
* heigth to clear (in tile).
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
* \see VDP_clearTextLine(..)
*/
void VDP_clearTextArea(u16 x, u16 y, u16 w, u16 h);
/**
* \brief
* Clear a complete line of text.
*
* \param y
* y position (in tile).
*
* \see VDP_drawText(..)
* \see VDP_clearText(..)
* \see VDP_clearTextArea(..)
*/
void VDP_clearTextLine(u16 y);
/**
* \brief
* Draw Bitmap in specified background plane and at given position.
*
* \param plane
* Plane where we want to draw the bitmap.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param bitmap
* Genesis bitmap (the width and height should be aligned to 8).<br>
* The Bitmap is unpacked "on the fly" if needed (require some memory).
* \param x
* Plane X position (in tile).
* \param y
* Plane Y position (in tile).
* \return
* FALSE if there is not enough memory to unpack the specified Bitmap (only if compression was enabled).
*
* This function does "on the fly" 4bpp bitmap conversion to tile data and transfert them to VRAM.<br>
* It's very helpful when you use bitmap images but the conversion eats sometime so you should use it only for static screen only.<br>
* For "in-game" condition you should use VDP_loadTileData() method with prepared tile data.
*
* \see VDP_loadBMPTileData()
*/
bool VDP_drawBitmap(VDPPlane plane, const Bitmap *bitmap, u16 x, u16 y);
/**
* \brief
* Draw Bitmap in specified background plane and at given position.
*
* \param plane
* Plane where we want to draw the bitmap.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param bitmap
* Genesis bitmap (the width and height should be aligned to 8).<br>
* The Bitmap is unpacked "on the fly" if needed (require some memory).
* \param basetile
* Base tile attributes data (see TILE_ATTR_FULL() macro).
* \param x
* Plane X position (in tile).
* \param y
* Plane Y position (in tile).
* \param loadpal
* Load the bitmap palette information when non zero (can be TRUE or FALSE)
* \return
* FALSE if there is not enough memory to unpack the specified Bitmap (only if compression was enabled).
*
* This function does "on the fly" 4bpp bitmap conversion to tile data and transfert them to VRAM.<br>
* It's very helpful when you use bitmap images but the conversion eats sometime so you should use it only for static screen only.<br>
* For "in-game" condition you should use VDP_loadTileData() method with prepared tile data.<br>
*
* \see VDP_loadBMPTileData()
*/
bool VDP_drawBitmapEx(VDPPlane plane, const Bitmap *bitmap, u16 basetile, u16 x, u16 y, bool loadpal);
/**
* \brief
* Draw Image (using DMA) in specified background plane and at given position.
*
* \param plane
* Plane where we want to draw the tilemap.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param image
* Image structure to draw.<br>
* The Image is unpacked "on the fly" if needed (require some memory).
* \param x
* Plane X position (in tile).
* \param y
* Plane Y position (in tile).
* \return
* FALSE if there is not enough memory to unpack the specified Image (only if compression was enabled).
*
* Load the image tiles data in VRAM and display it at specified plane position.
*
* \see VDP_drawImageEx()
*/
bool VDP_drawImage(VDPPlane plane, const Image *image, u16 x, u16 y);
/**
* \brief
* Draw Image in specified background plane and at given position.
*
* \param plane
* Plane where we want to load tilemap.<br>
* Accepted values are:<br>
* - BG_A<br>
* - BG_B<br>
* - WINDOW<br>
* \param image
* Image structure to draw.<br>
* The Image is unpacked "on the fly" if needed (require some memory).
* \param basetile
* Base tile attributes data (see TILE_ATTR_FULL() macro).
* \param x
* Plane X position (in tile).
* \param y
* Plane Y position (in tile).
* \param loadpal
* Load the bitmap palette information when non zero (can be TRUE or FALSE)
* \param dma
* use DMA
* \return
* FALSE if there is not enough memory to unpack the specified Image (only if image was packed).
*
* Load the image tiles data in VRAM and display it at specified plane position.
*
* \see VDP_drawImage()
*/
bool VDP_drawImageEx(VDPPlane plane, const Image *image, u16 basetile, u16 x, u16 y, bool loadpal, bool dma);
#endif // _VDP_BG_H_