Integrate all the progress into master #6

Merged
jaby merged 595 commits from ToolBox into main 2025-01-01 13:17:44 +00:00
8 changed files with 12 additions and 14 deletions
Showing only changes of commit d029ccce25 - Show all commits

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@ -10,9 +10,9 @@ namespace Assets {
GPU::SizeI16 size;
};
static constexpr auto PacoTIM = SimpleTIM(896, 0, 960, 510);
static constexpr auto PacoTIM = SimpleTIM::create(896, 0, 960, 510);
static constexpr auto DoenerFishInfo = ImageInfo{
.tim = SimpleTIM(896 + 30, 0, 960 + 16, 510),
.tim = SimpleTIM::create(896 + 30, 0, 960 + 16, 510),
.size = GPU::SizeI16::create(128, 64)
};

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@ -4,5 +4,5 @@
namespace ControllerTest {
using namespace JabyEngine;
static constexpr auto ControllerButtonTIM = SimpleTIM(384, 0, 384, 511);
static constexpr auto ControllerButtonTIM = SimpleTIM::create(384, 0, 384, 511);
}

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@ -4,6 +4,6 @@
namespace GPUTest {
using namespace JabyEngine;
static constexpr auto TexPageTIM = SimpleTIM(384, 0, 384, 511);
static constexpr auto IconTIM = SimpleTIM(384, 256, 384, 510);
static constexpr auto TexPageTIM = SimpleTIM::create(384, 0, 384, 511);
static constexpr auto IconTIM = SimpleTIM::create(384, 256, 384, 510);
}

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@ -5,7 +5,7 @@
namespace GTETest {
using namespace JabyEngine;
static constexpr auto JabySTARTim = SimpleTIM(
static constexpr auto JabySTARTim = SimpleTIM::create(
// v Doenerfisch rotates so we need some space
Assets::Main::DoenerFishInfo.tim.get_texture_x(), Assets::Main::DoenerFishInfo.tim.get_texture_y() + Assets::Main::DoenerFishInfo.size.height + 2,
Assets::Main::DoenerFishInfo.tim.get_clut_x() + 16, Assets::Main::DoenerFishInfo.tim.get_clut_y()

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@ -6,7 +6,7 @@
namespace FontWriter {
using namespace JabyEngine;
static constexpr auto LibraryFontTIM = SimpleTIM(320, 0, 320, DefaultFont::Info.texture_size.height);
static constexpr auto LibraryFontTIM = SimpleTIM::create(320, 0, 320, DefaultFont::Info.texture_size.height);
static FontPrimitive font_buffer[2*256];
Wiggle wiggle = {Make::PositionI8(0, 0), Make::PositionI8(1, -2), Make::PositionI8(0, -4), Make::PositionI8(-1, -2), Make::PositionI8(0, 0), Make::PositionI8(1, 2), Make::PositionI8(0, 4), Make::PositionI8(-1, 2)};

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@ -14,7 +14,6 @@ namespace JabyEngine {
};
// TODO: Call TIM?
// TODO: Add create function?
struct SimpleTIM {
static constexpr auto TextureX = BitRange::from_to(0, 8);
static constexpr auto TextureY = BitRange::from_to(9, 16);
@ -23,9 +22,8 @@ namespace JabyEngine {
uint32_t raw;
constexpr SimpleTIM() : raw(0) {}
constexpr SimpleTIM(uint16_t texX, uint16_t texY, uint16_t clutX, uint16_t clutY) : raw(TextureX.as_value(texX >> 1) | TextureY.as_value(texY >> 1) | ClutX.as_value(clutX >> 4) | ClutY.as_value(static_cast<uint32_t>(clutY))) {
static constexpr SimpleTIM create(uint16_t texX, uint16_t texY, uint16_t clutX, uint16_t clutY) {
return SimpleTIM{.raw = TextureX.as_value(texX >> 1) | TextureY.as_value(texY >> 1) | ClutX.as_value(clutX >> 4) | ClutY.as_value(static_cast<uint32_t>(clutY))};
}
constexpr uint16_t get_texture_x() const {
@ -79,5 +77,5 @@ namespace JabyEngine {
#pragma pack(pop)
typedef CopyTo Overlay;
using Overlay = CopyTo;
}

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@ -78,7 +78,7 @@ namespace JabyEngine {
const auto bytes_ready = decompress_logo();
// Upload SplashScreen picture
auto state = FileProcessor::create(&__boot_loader_end, SimpleTIM(32, 0, 0, 0));
auto state = FileProcessor::create(&__boot_loader_end, SimpleTIM::create(32, 0, 0, 0));
state.process(bytes_ready);
// Now load the BIOS font to the specified location

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@ -11,6 +11,6 @@ namespace JabyEngine {
struct BIOSFont {
static constexpr auto Info = FontInfo::create(Make::SizeU16(64, 96), Make::SizeU8(16, 16), Make::SizeU8(12, 16));
static constexpr auto TIM = SimpleTIM(JabyEngine::GPU::BIOS_Font::TextureLoadPos.x, JabyEngine::GPU::BIOS_Font::TextureLoadPos.y, JabyEngine::GPU::BIOS_Font::CLUTLoadPos.x, JabyEngine::GPU::BIOS_Font::CLUTLoadPos.y);
static constexpr auto TIM = SimpleTIM::create(JabyEngine::GPU::BIOS_Font::TextureLoadPos.x, JabyEngine::GPU::BIOS_Font::TextureLoadPos.y, JabyEngine::GPU::BIOS_Font::CLUTLoadPos.x, JabyEngine::GPU::BIOS_Font::CLUTLoadPos.y);
};
}