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Merge remote-tracking branch 'upstream/master' into object-controller2
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d2f5a5333a
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@ -15,6 +15,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Added implementation of `HashMap.retain()`.
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- Added support for affine backgrounds (tiled modes 1 and 2) which allows for scaling, rotating etc of tiled backgrounds.
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- Added support for 256 colour backgrounds (when working with affine ones).
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- Added affine matrix module. This allows for manipulation of affine matricies for use in backgrounds and in the future objects.
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- Added support for dynamic sprites generated at runtime, some parts of this may change significantly so breaking changes are expected here.
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### Changes
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246
agb/src/display/affine.rs
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246
agb/src/display/affine.rs
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#![deny(missing_docs)]
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//! # Affine matricies for the Game Boy Advance
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//!
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//! An affine matrix represents an affine transformation, an affine
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//! transformation being one which preserves parallel lines (note that this
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//! therefore cannot represent perspective seen in games like Super Mario Kart).
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//! Affine matricies are used in two places on the GBA, for affine backgrounds
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//! and for affine objects.
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//!
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//! # Linear Algebra basics
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//! As a matrix, they can be manipulated using linear algebra, although you
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//! shouldn't need to know linear algebra to use this apart from a few things
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//!
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//! If `A` and `B` are matricies, then matrix `C = A * B` represents the
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//! transformation `A` performed on `B`, or alternatively `C` is transformation
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//! `B` followed by transformation `A`.
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//!
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//! Additionally matrix multiplication is not commutative, meaning swapping the
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//! order changes the result, or `A * B ≢ B * A`.
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use core::{
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convert::{TryFrom, TryInto},
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ops::{Mul, MulAssign},
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};
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use agb_fixnum::{Num, Vector2D};
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type AffineMatrixElement = Num<i32, 8>;
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#[derive(Debug, PartialEq, Eq, Clone, Copy)]
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/// An affine matrix stored in a way that is efficient for the GBA to perform
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/// operations on. This implements multiplication.
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pub struct AffineMatrix {
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a: AffineMatrixElement,
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b: AffineMatrixElement,
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c: AffineMatrixElement,
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d: AffineMatrixElement,
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x: AffineMatrixElement,
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y: AffineMatrixElement,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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/// The error emitted upon a conversion that could not be performed due to
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/// overflowing the destination data size
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pub struct OverflowError(pub(crate) ());
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impl AffineMatrix {
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#[must_use]
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/// The Identity matrix. The identity matrix can be thought of as 1 and is
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/// represented by `I`. For a matrix `A`, `A ≡ A * I ≡ I * A`.
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pub fn identity() -> Self {
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AffineMatrix {
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a: 1.into(),
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b: 0.into(),
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c: 0.into(),
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d: 1.into(),
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x: 0.into(),
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y: 0.into(),
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}
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}
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#[must_use]
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/// Generates the matrix that represents a rotation
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pub fn from_rotation<const N: usize>(angle: Num<i32, N>) -> Self {
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fn from_rotation(angle: Num<i32, 28>) -> AffineMatrix {
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let cos = angle.cos().change_base();
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let sin = angle.sin().change_base();
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// This might look backwards, but the gba does texture mapping, ie a
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// point in screen base is transformed using the matrix to graphics
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// space rather than how you might conventionally think of it.
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AffineMatrix {
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a: cos,
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b: sin,
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c: -sin,
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d: cos,
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x: 0.into(),
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y: 0.into(),
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}
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}
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from_rotation(angle.rem_euclid(1.into()).change_base())
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}
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// Identity for rotation / scale / skew
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/// Generates the matrix that represents a translation by the position
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#[must_use]
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pub fn from_translation(position: Vector2D<Num<i32, 8>>) -> Self {
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AffineMatrix {
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a: 1.into(),
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b: 0.into(),
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c: 0.into(),
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d: 1.into(),
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x: position.x,
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y: position.y,
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}
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}
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#[must_use]
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/// The position fields of the matrix
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pub fn position(&self) -> Vector2D<Num<i32, 8>> {
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(self.x, self.y).into()
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}
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/// Attempts to convert the matrix to one which can be used in affine
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/// backgrounds.
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pub fn try_to_background(&self) -> Result<AffineMatrixBackground, OverflowError> {
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Ok(AffineMatrixBackground {
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a: self.a.to_raw().try_into().map_err(|_| OverflowError(()))?,
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b: self.a.to_raw().try_into().map_err(|_| OverflowError(()))?,
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c: self.a.to_raw().try_into().map_err(|_| OverflowError(()))?,
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d: self.a.to_raw().try_into().map_err(|_| OverflowError(()))?,
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x: self.a.to_raw(),
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y: self.a.to_raw(),
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})
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}
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#[must_use]
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/// Converts the matrix to one which can be used in affine backgrounds
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/// wrapping any value which is too large to be represented there.
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pub fn to_background_wrapping(&self) -> AffineMatrixBackground {
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AffineMatrixBackground {
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a: self.a.to_raw() as i16,
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b: self.a.to_raw() as i16,
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c: self.a.to_raw() as i16,
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d: self.a.to_raw() as i16,
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x: self.a.to_raw(),
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y: self.a.to_raw(),
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}
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}
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}
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#[derive(Debug, PartialEq, Eq, Clone, Copy)]
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#[repr(C, packed(4))]
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/// An affine matrix that can be used in affine backgrounds
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pub struct AffineMatrixBackground {
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// Internally these can be thought of as Num<i16, 8>
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a: i16,
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b: i16,
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c: i16,
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d: i16,
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// These are Num<i32, 8>
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x: i32,
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y: i32,
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}
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impl TryFrom<AffineMatrix> for AffineMatrixBackground {
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type Error = OverflowError;
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fn try_from(value: AffineMatrix) -> Result<Self, Self::Error> {
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value.try_to_background()
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}
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}
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impl AffineMatrixBackground {
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#[must_use]
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/// Converts to the affine matrix that is usable in performing efficient
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/// calculations.
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pub fn to_affine_matrix(&self) -> AffineMatrix {
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AffineMatrix {
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a: Num::from_raw(self.a.into()),
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b: Num::from_raw(self.b.into()),
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c: Num::from_raw(self.c.into()),
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d: Num::from_raw(self.d.into()),
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x: Num::from_raw(self.x),
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y: Num::from_raw(self.y),
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}
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}
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}
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impl From<AffineMatrixBackground> for AffineMatrix {
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fn from(mat: AffineMatrixBackground) -> Self {
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mat.to_affine_matrix()
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}
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}
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impl Default for AffineMatrix {
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fn default() -> Self {
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AffineMatrix::identity()
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}
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}
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impl Mul for AffineMatrix {
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type Output = Self;
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fn mul(self, rhs: Self) -> Self::Output {
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AffineMatrix {
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a: self.a * rhs.a + self.b + rhs.c,
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b: self.a * rhs.b + self.b * rhs.d,
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c: self.c * rhs.a + self.d * rhs.c,
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d: self.c * rhs.b + self.d * rhs.d,
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x: self.a * rhs.x + self.b * rhs.y + self.x,
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y: self.c * rhs.x + self.d * rhs.y + self.y,
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}
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}
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}
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impl Mul<Num<i32, 8>> for AffineMatrix {
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type Output = Self;
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fn mul(self, rhs: Num<i32, 8>) -> Self::Output {
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self * AffineMatrix {
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a: rhs,
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b: 0.into(),
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c: 0.into(),
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d: rhs,
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x: 0.into(),
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y: 0.into(),
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}
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}
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}
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impl MulAssign<Num<i32, 8>> for AffineMatrix {
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fn mul_assign(&mut self, rhs: Num<i32, 8>) {
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*self = *self * rhs;
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}
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}
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impl MulAssign for AffineMatrix {
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fn mul_assign(&mut self, rhs: Self) {
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*self = *self * rhs;
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::fixnum::num;
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use super::*;
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#[test_case]
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fn test_simple_multiply(_: &mut crate::Gba) {
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let position = (20, 10).into();
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let a = AffineMatrix::from_translation(position);
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let b = AffineMatrix::default();
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let c = a * b;
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assert_eq!(c.position(), position);
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let d = AffineMatrix::from_rotation::<2>(num!(0.5));
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let e = a * d;
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assert_eq!(e.position(), position);
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assert_eq!(d * d, AffineMatrix::identity());
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}
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}
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@ -25,6 +25,7 @@ pub mod video;
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pub mod blend;
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pub mod window;
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pub mod affine;
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mod font;
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pub use font::{Font, FontLetter};
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