zba-tests/src/sprite2d/main.zig

136 lines
4.9 KiB
Zig

const std = @import("std");
const GBA = @import("gba").GBA;
const Mode3 = @import("gba").Mode3;
const LCD = @import("gba").LCD;
const OAM = @import("gba").OAM;
const Input = @import("gba").Input;
const sprites = @import("sprites.zig");
const sprite_attrs = [24]OAM.Attribute{
sprites.square.d2.bpp4.Sprite8x8.getAttribute(),
sprites.square.d2.bpp4.Sprite16x16.getAttribute(),
sprites.square.d2.bpp4.Sprite32x32.getAttribute(),
sprites.square.d2.bpp4.Sprite64x64.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite16x8.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite32x8.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite32x16.getAttribute(),
sprites.horizontal.d2.bpp4.Sprite64x32.getAttribute(),
sprites.vertical.d2.bpp4.Sprite8x16.getAttribute(),
sprites.vertical.d2.bpp4.Sprite8x32.getAttribute(),
sprites.vertical.d2.bpp4.Sprite16x32.getAttribute(),
sprites.vertical.d2.bpp4.Sprite32x64.getAttribute(),
sprites.square.d2.bpp8.Sprite8x8.getAttribute(),
sprites.square.d2.bpp8.Sprite16x16.getAttribute(),
sprites.square.d2.bpp8.Sprite32x32.getAttribute(),
sprites.square.d2.bpp8.Sprite64x64.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite16x8.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite32x8.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite32x16.getAttribute(),
sprites.horizontal.d2.bpp8.Sprite64x32.getAttribute(),
sprites.vertical.d2.bpp8.Sprite8x16.getAttribute(),
sprites.vertical.d2.bpp8.Sprite8x32.getAttribute(),
sprites.vertical.d2.bpp8.Sprite16x32.getAttribute(),
sprites.vertical.d2.bpp8.Sprite32x64.getAttribute(),
};
const sprite_load_fns = [24]fn () void{
sprites.square.d2.bpp4.Sprite8x8.load,
sprites.square.d2.bpp4.Sprite16x16.load,
sprites.square.d2.bpp4.Sprite32x32.load,
sprites.square.d2.bpp4.Sprite64x64.load,
sprites.horizontal.d2.bpp4.Sprite16x8.load,
sprites.horizontal.d2.bpp4.Sprite32x8.load,
sprites.horizontal.d2.bpp4.Sprite32x16.load,
sprites.horizontal.d2.bpp4.Sprite64x32.load,
sprites.vertical.d2.bpp4.Sprite8x16.load,
sprites.vertical.d2.bpp4.Sprite8x32.load,
sprites.vertical.d2.bpp4.Sprite16x32.load,
sprites.vertical.d2.bpp4.Sprite32x64.load,
sprites.square.d2.bpp8.Sprite8x8.load,
sprites.square.d2.bpp8.Sprite16x16.load,
sprites.square.d2.bpp8.Sprite32x32.load,
sprites.square.d2.bpp8.Sprite64x64.load,
sprites.horizontal.d2.bpp8.Sprite16x8.load,
sprites.horizontal.d2.bpp8.Sprite32x8.load,
sprites.horizontal.d2.bpp8.Sprite32x16.load,
sprites.horizontal.d2.bpp8.Sprite64x32.load,
sprites.vertical.d2.bpp8.Sprite8x16.load,
sprites.vertical.d2.bpp8.Sprite8x32.load,
sprites.vertical.d2.bpp8.Sprite16x32.load,
sprites.vertical.d2.bpp8.Sprite32x64.load,
};
// TODO: ZigGBA should support spaces, slashes, underscores, etc. in ROM Title
export var gameHeader linksection(".gbaheader") = GBA.Header.setup("SPRITE", "PAOD", "00", 0);
const obj_mapping = .TwoDimension;
pub fn main() noreturn {
LCD.setupDisplayControl(.{
.mode = .Mode0,
.objectLayer = .Show, // Enable Sprites
.objVramCharacterMapping = obj_mapping, // 2D Sprite Mapping
});
// FIXME: There are issues with OAM.Attribute and the ZigGBA API
// investigate what these issues are (could it just be my understanding?)
const attr_ptr = @intToPtr([*]OAM.Attribute, 0x0700_0000);
// Attr0 is in the least significant u16
const oam_slice = @intToPtr([*]u32, 0x0700_0000)[0 .. 0x400 / @sizeOf(u32)];
// Set bit 9 on all sprites, therefore disabling them all
for (oam_slice) |*attr| attr.* |= 0x0200;
// Grab Default Sprite (Square 64x64 4bpp)
var sprite = sprite_attrs[0];
sprite_load_fns[0]();
var x: i32 = 96;
var y: i32 = 32;
var size_idx: u2 = 0;
var shape_idx: u2 = 0;
var is_4bpp: bool = true;
while (true) {
LCD.naiveVSync();
Input.readInput();
const shoulder = @truncate(u2, @bitCast(u32, Input.getShoulderJustPressed()));
if (Input.isKeyJustPressed(Input.Keys.Start)) is_4bpp = !is_4bpp;
if (Input.isKeyJustPressed(Input.Keys.A)) shape_idx +%= 1;
if (Input.isKeyJustPressed(Input.Keys.B)) shape_idx -%= 1;
const input_cond =
Input.isKeyJustPressed(Input.Keys.A) or Input.isKeyJustPressed(Input.Keys.B) or Input.isKeyJustPressed(Input.Keys.Start);
if (shoulder != 0 or input_cond) {
size_idx +%= shoulder;
shape_idx %= 3;
loadSprite(is_4bpp, shape_idx, size_idx, &sprite);
}
x += Input.getHorizontal() * 2;
y += Input.getVertical() * 2;
sprite.setPosition(x, y);
attr_ptr[0] = sprite;
}
}
fn loadSprite(is_4bpp: bool, shape: usize, size: usize, sprite: *OAM.Attribute) void {
GBA.memset32(GBA.SPRITE_VRAM, 0, 0x8000); // Clear Sprite VRAM
const idx = @as(usize, 12) * @boolToInt(is_4bpp) + 4 * shape + size;
sprite.* = sprite_attrs[idx];
sprite_load_fns[idx]();
}