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#ifndef __GFX_HEADER__
#define __GFX_HEADER__
/* *************************************
* Includes
* *************************************/
#include "Global_Inc.h"
#include "System.h"
/* *************************************
* Defines
* *************************************/
#define X_SCREEN_RESOLUTION 384
#define Y_SCREEN_RESOLUTION 240
#define VRAM_W 1024
#define VRAM_H 512
#define MAX_SIZE_FOR_GSSPRITE 256
#define GFX_TPAGE_WIDTH 64
#define GFX_TPAGE_HEIGHT 256
#define GFX_1HZ_FLASH (1<<7)
#define GFX_2HZ_FLASH (1<<8)
#define FULL_LUMINANCE 0xFF
/* *************************************
* Global prototypes
* *************************************/
void GfxInitDrawEnv(void);
void GfxInitDispEnv(void);
void GfxSetPrimitiveList(void);
// Renders new scene. Use this function unless you know what you are doing!
void GfxDrawScene(void);
// Blocking version. Calls GfxDrawScene() and then adds a while(GfxIsBusy() )
// after it.
void GfxDrawScene_Slow(void);
void GfxDrawScene_NoSwap(void);
void GfxSwapBuffers(void);
// Only renders screen and does not update any pad data or timer data.
// To be used in ISR!
void GfxDrawScene_Fast(void);
// Repotedly, tells is GPU is ready for a DMA transfer.
bool GfxReadyForDMATransfer(void);
// Fills a GsSprite structure with information from a TIM file.
bool GfxSpriteFromFile(char* fname, GsSprite * spr);
// Reportedly, loads CLUT data from a TIM image (image data is discarded)
bool GfxCLUTFromFile(char* fname);
// Returns true if current object is within screen limits, false otherwise.
bool GfxIsInsideScreenArea(short x, short y, short w, short h);
// Function overload for GsSprite structures.
bool GfxIsSpriteInsideScreenArea(GsSprite * spr);
// Used to know whether GPU operation can be done.
bool GfxIsGPUBusy(void);
// Draws a sprite on screen. First, it checks whether sprite is inside
// screen limits.
void GfxSortSprite(GsSprite * spr);
uint8_t GfxGetGlobalLuminance(void);
void GfxSetGlobalLuminance(uint8_t value);
void GfxIncreaseGlobalLuminance(int8_t step);
void GfxButtonSetFlags(uint8_t flags);
void GfxButtonRemoveFlags(uint8_t flags);
int GfxRotateFromDegrees(int deg);
void GfxDrawButton(short x, short y, unsigned short btn);
// Sends current display data on a specific VRAM section and fills
// sprite structure pointed to by "spr".
void GfxSaveDisplayData(GsSprite *spr);
// Fills GsSprite structure pointed to by "spr" with texture page and U/V
// offset data given a position in VRAM.
bool GfxTPageOffsetFromVRAMPosition(GsSprite * spr, short x, short y);
void GfxSetSplitScreen(uint8_t playerIndex);
void GfxDisableSplitScreen(void);
void GfxDrawScene_NoSwap(void);
void GfxDevMenuEnable(void);
/* *************************************
* Global variables
* *************************************/
extern GsSprite PSXButtons;
#endif //__GFX_HEADER__
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