f256/f256lib/f_sprite.c

90 lines
2.2 KiB
C

/*
* Copyright (c) 2024 Scott Duensing, scott@kangaroopunch.com
*
* 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 WITHOUT_SPRITE
#ifndef F256LIB_AMALGAMATED_BUILD
#include "f_sprite.h"
#endif
#define OFF_SPR_ADL_L 1
#define OFF_SPR_POS_X_L 4
#define OFF_SPR_POS_Y_L 6
static byte _spriteCtl[64];
void spriteDefine(byte s, uint32_t address, byte size, byte CLUT, byte layer) {
uint16_t sprite = VKY_SP0_CTRL + (s * 8);
byte sz;
switch (size) {
case 8:
sz = 3;
break;
case 16:
sz = 2;
break;
case 24:
sz = 1;
break;
case 32:
sz = 0;
break;
}
_spriteCtl[s] = (sz << 5) | (layer << 3) | (CLUT << 1);
POKE(sprite, _spriteCtl[s]);
POKEA(sprite + OFF_SPR_ADL_L, address);
}
void spriteSetPosition(byte s, uint16_t x, uint16_t y) {
uint16_t sprite = VKY_SP0_CTRL + (s * 8);
POKEW(sprite + OFF_SPR_POS_X_L, x);
POKEW(sprite + OFF_SPR_POS_Y_L, y);
}
void spriteSetVisible(byte s, bool v) {
uint16_t sprite = VKY_SP0_CTRL + (s * 8);
POKE(sprite, _spriteCtl[s] | v);
}
void spriteReset(void) {
byte x;
// Init and Hide all sprites.
for (x=0; x<64; x++) {
_spriteCtl[x] = 0;
//spriteSetVisible(x, false);
}
}
#endif