/* * spman lib * Copyright (C) 2020-2024 by Juan J. Martinez * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef _SPMAN_H #define _SPMAN_H #include #include "ubox.h" // @Initialization and pattern allocation /** * Initialize **spman**. * * Sets all the patterns as unused and no allocated sprites. * * it needs to be called before using any of the functions of the sprite manager. */ void spman_init(); /** * Allocates a pattern for sprite `type` using `data`. * * `len` specifies the number of sprite patterns to allocate (16x16 each, * exactly 32 bytes). * * If `flip` is set to a non zero value, the pattern data will be flipped * horizontally. * * The function returns the allocated index in the pattern table, than can be * used in [struct sprite_attr](ubox-lib-ref.html#struct-sprite_attr). It * can be called multiple times for the same `type` and the allocation happens * only once per `type`, returning the previously allocated index. * * `type` is an abstraction to group patterns. For example, if our game's * player character has 3 animation frames per horizontal direction, we could * use two different types to group those. * * Example: * ```c * enum sprite_types * { * SPRITE_PLAYER = 0, * SPRITE_PLAYER_FLIP, * SPRITE_ENEMY, * }: * * spman_alloc_pat(SPRITE_PLAYER, player_sprite, 3, 0); * // allocate the same frames flipped horizontally, on the next type * spman_alloc_pat(SPRITE_PLAYER_FLIP, player_sprite, 3, 1); * * // only one frame, keep the allocated pattern * uint8_t enemy_pat = spman_alloc_pat(SPRITE_ENEMY, enemy_sprite, 1, 0); * ``` * * A `type` can't be reused with a different pattern, [spman_init](#spman_init) * has to be called again to free all the patterns. */ uint8_t spman_alloc_pat(uint8_t type, const uint8_t *data, uint8_t len, uint8_t flip); // @Sprite allocation /** * Allocates a sprite described by `sp` to be shown on the screen on the next * call to [spman_update](#spman_update). This sprite will be excluded from * flickering. * * It is recommended that the number of fixed sprites per line is below 4, or * some sprites may never be shown. * * The limit of sprites to be allocated is 31, including non-fixed sprites. * * The pattern specified in the struct should be allocated with * [spman_alloc_pat](#spman_alloc_pat). * * Allocated sprites are shown on screen by calling to * [spman_update](#spman_update). */ void spman_alloc_fixed_sprite(const struct sprite_attr *sp); /** * Allocates a sprite described by `sp` to be shown on the screen on the next * call to [spman_update](#spman_update). * * If more than 4 sprites are drawn on the same line, the sprite manager will * alternate which ones are drawn, resulting on a "flickering" effect. * * The limit of sprites to be allocated is 31, including fixed sprites. * * The pattern specified in the struct should be allocated with * [spman_alloc_pat](#spman_alloc_pat). * * Allocated sprites are shown on screen by calling to * [spman_update](#spman_update). */ void spman_alloc_sprite(const struct sprite_attr *sp); /** * Any allocated sprite will be freed. * * This doesn't affect sprites currently being shown on the screen. */ void spman_sprite_flush(); // @Sprites on screen /** * Allocated sprites are processed, making the changes visible on screen. * * Once the changes have been applied, all the allocations are freed. This * doesn't affect the sprites being shown on screen. * * Sprites must be allocated with * [spman_alloc_fixed_sprite](#spman_alloc_fixed_sprite) and * [spman_alloc_sprite](#spman_alloc_sprite). * */ void spman_update(); /** * Hides all the sprites currently shown on screen. * * This doesn't affect any allocated sprites. To free allocated sprites use * [spman_sprite_flush](#spman_sprite_flush). */ void spman_hide_all_sprites(); #endif // _SPMAN_H