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@@ -0,0 +1,169 @@
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+#include "Graphics.h"
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+#include "render/Pixel.h"
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+#include "utility/Rect.h"
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+#include "Logger.h"
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+#include "utility/misc.h"
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+#include "utility/minmax.h"
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+#include <3ds.h>
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+#include <sf2d.h>
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+
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+using namespace WalrusRPG; /*::Graphics*/
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+using WalrusRPG::Graphics::Pixel;
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+using WalrusRPG::Utils::Rect;
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+
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+sf2d_rendertarget *target = nullptr;
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+
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+inline u32 pixel2u32(const Pixel &pix)
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+{
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+ return RGBA8(pix.r << 3, pix.g << 2, pix.b << 3, 0xFF);
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+}
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+
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+namespace
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+{
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+ constexpr int OFFSET_X = 40;
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+ constexpr int OFFSET_Y = 0;
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+ void set_scissor()
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+ {
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+ sf2d_set_scissor_test(GPU_SCISSOR_NORMAL, 80, 0, 320, 240);
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+ }
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+}
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+
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+void Graphics::init()
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+{
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+ // Logger::log("Graphics init");
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+ sf2d_init();
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+ sf2d_set_clear_color(0);
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+ sf2d_set_3D(0);
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+ sf2d_set_vblank_wait(1);
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+ set_scissor();
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+}
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+
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+void Graphics::deinit()
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+{
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+ Logger::log("Graphics deinit");
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+ sf2d_free_target(target);
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+ sf2d_fini();
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+}
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+
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+void Graphics::frame_begin()
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+{
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+ sf2d_start_frame(GFX_TOP, GFX_LEFT);
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+}
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+
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+void Graphics::frame_end()
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+{
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+ sf2d_draw_rectangle(0, 0, OFFSET_X, 240, 0xFF000000);
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+ sf2d_draw_rectangle(320 + OFFSET_X, 0, OFFSET_X, 240, 0xFF000000);
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+ sf2d_end_frame();
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+ sf2d_swapbuffers();
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+}
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+
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+void Graphics::put_sprite(const Texture &sheet, int x, int y, const Rect &window)
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+{
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+ sf2d_draw_texture_part(sheet.data, x + OFFSET_X, y + OFFSET_Y, window.x, window.y,
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+ window.width, window.height);
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+}
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+
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+void Graphics::put_sprite_tint(const Texture &sheet, int x, int y, const Rect &window,
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+ const Pixel &color)
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+{
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+ sf2d_draw_texture_part_blend(sheet.data, x + OFFSET_X, y + OFFSET_Y, window.x,
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+ window.y, window.width, window.height, pixel2u32(color));
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+}
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+
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+void Graphics::put_sprite_clipping(const Texture &sheet, int x, int y,
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+ const Rect &sprite_window, const Rect &clipping_window)
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+{
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+ sf2d_set_scissor_test(GPU_SCISSOR_NORMAL, clipping_window.x + OFFSET_X,
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+ clipping_window.y + OFFSET_Y, clipping_window.width,
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+ clipping_window.height);
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+ sf2d_draw_texture_part(sheet.data, x, y, sprite_window.x, sprite_window.y,
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+ sprite_window.width, sprite_window.height);
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+ set_scissor();
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+}
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+
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+
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+void Graphics::fill(const Pixel &color)
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+{
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+ sf2d_clear_target(target, pixel2u32(color));
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+}
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+
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+void Graphics::put_pixel(uint16_t x, uint16_t y, const Pixel &color)
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+{
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+ // Why both of them at +1? If only I knew...
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+ sf2d_draw_line(x, y, x+1, y+1, 1, pixel2u32(color));
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+}
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+
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+void Graphics::put_horizontal_line(uint16_t x, uint16_t x2, uint16_t y,
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+ const Pixel &color)
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+{
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+ // Because sf2dlib has issues with lines, let's port Nspire's functions.
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+ if (x > x2)
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+ {
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+ uint16_t temp = x;
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+ x = x2;
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+ x2 = temp;
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+ }
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+ for (; x <= x2; x++)
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+ {
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+ put_pixel(x + OFFSET_X, y + OFFSET_Y, color);
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+ }
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+}
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+
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+void Graphics::put_vertical_line(uint16_t x, uint16_t y, uint16_t y2, const Pixel &color)
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+{
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+ // Because sf2dlib has issues with lines, let's port Nspire's functions.
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+ if (y > y2)
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+ {
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+ uint16_t temp = y;
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+ y = y2;
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+ y2 = temp;
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+ }
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+ for (; y <= y2; y++)
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+ {
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+ put_pixel(x + OFFSET_X, y + OFFSET_Y, color);
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+ }
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+}
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+
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+void Graphics::put_line(uint16_t x, uint16_t y, uint16_t x2, uint16_t y2,
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+ const Pixel &color)
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+{
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+ // Because sf2dlib has issues with lines, let's port Nspire's functions.
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+ if (x == x2)
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+ {
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+ put_vertical_line(x + OFFSET_X, y + OFFSET_Y, y2 + OFFSET_Y, color);
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+ return;
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+ }
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+ else if (y == y2)
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+ {
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+ put_horizontal_line(x + OFFSET_X, x2 + OFFSET_X, y + OFFSET_Y, color);
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+ return;
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+ }
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+ int dx = abs(x - x2), sx = x < x2 ? 1 : -1;
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+ int dy = abs(y - y2), sy = y < y2 ? 1 : -1;
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+ int err = (dx > dy ? dx : -dy) / 2, e2;
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+
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+ while(true)
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+ {
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+ put_pixel(x + OFFSET_X, y + OFFSET_Y, color);
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+ if (x == x2 && y == y2)
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+ break;
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+ e2 = err;
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+ if (e2 > -dx)
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+ {
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+ err -= dy;
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+ x += sx;
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+ }
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+ if (e2 < dy)
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+ {
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+ err += dx;
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+ y += sy;
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+ }
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+ }
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+}
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+
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+void Graphics::put_rectangle(const Rect &rect, const Pixel &color)
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+{
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+ sf2d_draw_rectangle(rect.x + OFFSET_X, rect.y + OFFSET_Y, rect.width, rect.height,
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+ pixel2u32(color));
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+}
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