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development:csdk:1.0:headers:drawing_funcs

drawing_funcs.h

drawing_funcs.h provides functions and macros related to putting stuff on the screen!

Defines

Sprite flips

  • SPRITE_FLIP_NONE - Apply no sprite flip
  • SPRITE_FLIP_X - Apply horizontal sprite flipping
  • SPRITE_FLIP_Y - Apply vertical sprite flipping
  • SPRITE_FLIP_BOTH - Apply sprite flipping on both axes

Sprite RAM Sections

  • QUADRANT_0 - Upper left quadrant of Sprite RAM page
  • QUADRANT_1 - Upper right quadrant of Sprite RAM page
  • QUADRANT_2 - Bottom left quadrant of Sprite RAM page
  • QUADRANT_3 - Bottom right quadrant of Sprite RAM page

Functions

load_spritesheet

void load_spritesheet(char* spriteData, char srcBank, char ramBank);

Decompresses sprite data and places it into Sprite RAM.

  • spriteData - pointer to start of compressed sprite data
  • srcBank - bank number on flash cartridge
  • ramBank - section number of Sprite RAM to load into

Can also be use with only two apparent arguments, using the asset macros generated by “make import”.

load_spritesheet(&ASSET__gfx__mysprite_bmp, 0);

load_big_spritesheet

#define load_big_spritesheet(NAME,BANK)

Macro that calls load_spritesheet four times to load an images that spans a full Sprite RAM page.

  • NAME - Use a generated asset macro from “make import”, assumed to be larger than 128 pixels in both width and height.
  • BANK - section number of Sprite RAM to load into

clear_spritebank

void clear_spritebank(char bank);

* bank - section number of Sprite RAM to zero out

Fill a 128×128 Sprite RAM bank with zero-value pixels.

draw_sprite_frame

void draw_sprite_frame(const Frame *sprite_table, char sprite_table_bank, char x, char y, char frame, char flip, char bank);
  • sprite_table - pointer to frame bounding boxes array
  • sprite_table_bank - bank number where sprite_table is stored
  • x - location on screen to place sprite center
  • y - location on screen to place sprite center
  • frame - frame number in bounding boxes list
  • flip - bitmask for sprite flipping
  • bank - (bitmask) which framebuffer page to draw on and which Sprite RAM page to use

Draws a packed sprite as exported from Aseprite with a given X,Y position and frame number. Drawing operation is added to the drawing queue if a drawing is already in progress.

draw_sprite

#define draw_sprite(X,Y,W,H,GX,GY,RAMBANK)
  • X, Y - position on screen to draw (upper left corner)
  • W, H - width and height to draw
  • GX,GY - position (upper left corner) of source in Sprite RAM
  • RAMBANK - Which Sprite RAM bank to use

Macro that sets a temporary rect variable and then calls draw_sprite_rect();

draw_tile

#define draw_tile(X,Y,W,H,GX,GY,RAMBANK)
  • X, Y - position on screen to draw (upper left corner)
  • W, H - width and height to draw
  • GX,GY - position (upper left corner) of source in Sprite RAM
  • RAMBANK - Which Sprite RAM bank to use

Macro that sets a temporary rect variable and then calls draw_sprite_rect(), with tiling mode enabled. Source data will repeat over a 16×16 square.

draw_box

void draw_box(unsigned char x, unsigned char y, unsigned char w, unsigned char h, unsigned char c);
  • x, y - position on screen to draw (upper left corner)
  • w, h - width and height to draw
  • c - color byte to use

Draws a solid color box, submitting the operation to the drawing queue and starting it if the queue isn't already processing.

next_draw_queue

void next_draw_queue();

If there are draw operations in the queue but the queue is not running, this function starts the queue processing.

await_draw_queue

void await_draw_queue();

If the drawing queue is running then this function loops and returns when the drawing queue finishes.

clear_border

void clear_border(char c);
  • c - the color to use

Draws a border color around the screen. Uses the draw queue.

clear_screen

void clear_screen(char c);
  • c - color to use

Clear the screen to a background color. Uses the draw queue.

draw_box_now

void draw_box_now(char x, char y, char w, char h, char c);

Draws a colored box the same way as draw_box but skips/ignores/interrupts the draw queue.

draw_sprite_now

void draw_sprite_now(char x, char y, char w, char h, char gx, char gy, char ramBank);

Draw a sprite immediately, skipping/ignoring/interrupting the draw queue.

draw_tiles_now

void draw_tiles_now(char x, char y, char w, char h, char gx, char gy, char ramBank);

draw_fade

void draw_fade(unsigned char opacity);

Draws a repeated dither fade pattern across the whole screen. (Makes some very particular assumptions about what sprite data you've loaded and where? Need to check this)

printnum

void printnum(int num);
void print_hex_num(char num);

print

void print(char* str);
development/csdk/1.0/headers/drawing_funcs.txt · Last modified: 2024/11/08 01:57 by clyde