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https://github.com/italicsjenga/agb.git
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commit
da40fa7167
BIN
agb/examples/gfx/boss.aseprite
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agb/examples/gfx/boss.aseprite
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agb/examples/gfx/objects.aseprite
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agb/examples/gfx/objects.aseprite
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@ -7,8 +7,8 @@ use agb::display::object::{Graphics, ObjectController, Sprite, TagMap};
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use alloc::vec::Vec;
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const GRAPHICS: &Graphics = agb::include_aseprite!(
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"../examples/the-purple-night/gfx/objects.aseprite",
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"../examples/the-purple-night/gfx/boss.aseprite"
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"examples/gfx/objects.aseprite",
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"examples/gfx/boss.aseprite"
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);
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const SPRITES: &[Sprite] = GRAPHICS.sprites();
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const TAG_MAP: &TagMap = GRAPHICS.tags();
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@ -1,3 +1,4 @@
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#![deny(missing_docs)]
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use alloc::vec::Vec;
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use core::alloc::Layout;
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@ -110,13 +111,16 @@ const PALETTE_SPRITE: usize = 0x0500_0200;
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const TILE_SPRITE: usize = 0x06010000;
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const OBJECT_ATTRIBUTE_MEMORY: usize = 0x0700_0000;
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/// Sprite data. Refers to the palette, pixel data, and the size of the sprite.
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pub struct Sprite {
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palette: &'static Palette16,
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data: &'static [u8],
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size: Size,
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}
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/// The sizes of sprite supported by the GBA.
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#[derive(Clone, Copy, PartialEq, Eq)]
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#[allow(missing_docs)]
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pub enum Size {
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// stored as attr0 attr1
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S8x8 = 0b00_00,
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@ -135,12 +139,14 @@ pub enum Size {
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S32x64 = 0b10_11,
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}
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#[doc(hidden)]
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#[repr(C)] // guarantee 'bytes' comes after '_align'
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pub struct AlignedAs<Align, Bytes: ?Sized> {
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pub _align: [Align; 0],
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pub bytes: Bytes,
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}
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#[doc(hidden)]
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#[macro_export]
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macro_rules! align_bytes {
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($align_ty:ty, $data:literal) => {{
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@ -155,6 +161,25 @@ macro_rules! align_bytes {
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}};
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}
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/// Includes sprites found in the referenced aseprite files. Can include
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/// multiple at once and optimises palettes of all included in the single call
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/// together. Currently limited to square sprites that match a supported
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/// dimension of the GBA, see [Size] for supported sizes. Returns a reference to
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/// [Graphics].
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///
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/// ```rust,no_run
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/// # #![no_std]
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/// # #![no_main]
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/// # use agb::{display::object::Graphics, include_aseprite};
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/// const GRAPHICS: &Graphics = include_aseprite!(
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/// "examples/gfx/boss.aseprite",
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/// "examples/gfx/objects.aseprite"
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/// );
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/// ```
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/// The tags from the aseprite file are included so you can refer to sprites by
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/// name in code. You should ensure tags are unique as this is not enforced by
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/// aseprite.
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///
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#[macro_export]
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macro_rules! include_aseprite {
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($($aseprite_path: expr),*) => {{
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@ -168,26 +193,48 @@ macro_rules! include_aseprite {
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}};
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}
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/// Stores sprite and tag data returned by [include_aseprite].
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pub struct Graphics {
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sprites: &'static [Sprite],
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tag_map: &'static TagMap,
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}
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impl Graphics {
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#[doc(hidden)]
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/// Creates graphics data from sprite data and a tag_map. This is used
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/// internally by [include_aseprite] and would be otherwise difficult to
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/// use.
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#[must_use]
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pub const fn new(sprites: &'static [Sprite], tag_map: &'static TagMap) -> Self {
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Self { sprites, tag_map }
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}
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#[must_use]
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/// Gets the tag map from the aseprite files. This allows reference to
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/// sprite sequences by name.
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pub const fn tags(&self) -> &TagMap {
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self.tag_map
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}
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/// Gets a big list of the sprites themselves. Using tags is often easier.
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#[must_use]
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pub const fn sprites(&self) -> &[Sprite] {
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self.sprites
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}
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}
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/// Stores aseprite tags. Can be used to refer to animation sequences by name.
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/// ```rust,no_run
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/// # #![no_std]
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/// # #![no_main]
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/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
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/// const GRAPHICS: &Graphics = include_aseprite!(
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/// "examples/gfx/boss.aseprite",
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/// "examples/gfx/objects.aseprite"
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/// );
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///
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/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
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/// ```
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/// This being the whole animation associated with the walk sequence of the emu.
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/// See [Tag] for details on how to use this.
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pub struct TagMap {
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tags: &'static [(&'static str, Tag)],
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}
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@ -208,10 +255,16 @@ const fn const_byte_compare(a: &[u8], b: &[u8]) -> bool {
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}
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impl TagMap {
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#[doc(hidden)]
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/// Creates a new tag map from (name, Tag) pairs. Used internally by
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/// [include_aseprite] and should not really be used outside of it.
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#[must_use]
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pub const fn new(tags: &'static [(&'static str, Tag)]) -> TagMap {
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Self { tags }
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}
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#[doc(hidden)]
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/// Attempts to get a tag. Generally should not be used.
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#[must_use]
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pub const fn try_get(&'static self, tag: &str) -> Option<&'static Tag> {
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let mut i = 0;
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@ -226,6 +279,24 @@ impl TagMap {
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None
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}
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/// Gets a tag associated with the name. A tag in aseprite refers to a
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/// sequence of sprites with some metadata for how to animate it. You should
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/// call this in a constant context so it is evalulated at compile time. It
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/// is inefficient to call this elsewhere.
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/// ```rust,no_run
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/// # #![no_std]
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/// # #![no_main]
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/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
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/// const GRAPHICS: &Graphics = include_aseprite!(
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/// "examples/gfx/boss.aseprite",
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/// "examples/gfx/objects.aseprite"
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/// );
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///
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/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
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/// ```
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///
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/// See [Tag] for more details.
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#[must_use]
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pub const fn get(&'static self, tag: &str) -> &'static Tag {
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let t = self.try_get(tag);
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@ -234,6 +305,8 @@ impl TagMap {
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None => panic!("The requested tag does not exist"),
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}
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}
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/// Takes an iterator over all the tags in the map. Not generally useful.
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pub fn values(&self) -> impl Iterator<Item = &'static Tag> {
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self.tags.iter().map(|x| &x.1)
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}
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@ -257,6 +330,7 @@ impl Direction {
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}
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}
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/// A sequence of sprites from aseprite.
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pub struct Tag {
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sprites: *const Sprite,
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len: usize,
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@ -264,11 +338,13 @@ pub struct Tag {
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}
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impl Tag {
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/// The individual sprites that make up the animation themselves.
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#[must_use]
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pub fn sprites(&self) -> &'static [Sprite] {
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unsafe { slice::from_raw_parts(self.sprites, self.len) }
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}
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/// A single sprite refered to by index in the animation sequence.
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#[must_use]
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pub const fn sprite(&self, idx: usize) -> &'static Sprite {
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if idx >= self.len {
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@ -277,6 +353,14 @@ impl Tag {
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unsafe { &*self.sprites.add(idx) }
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}
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/// A sprite that follows the animation sequence. For instance, in aseprite
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/// tags can be specified to animate:
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/// * Forward
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/// * Backward
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/// * Ping pong
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///
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/// This takes the animation type in account and returns the correct sprite
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/// following these requirements.
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#[inline]
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#[must_use]
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pub fn animation_sprite(&self, idx: usize) -> &'static Sprite {
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@ -292,6 +376,8 @@ impl Tag {
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}
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#[doc(hidden)]
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/// Creates a new sprite from it's constituent parts. Used internally by
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/// [include_aseprite] and should generally not be used elsewhere.
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#[must_use]
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pub const fn new(sprites: &'static [Sprite], from: usize, to: usize, direction: usize) -> Self {
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assert!(from <= to);
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|
@ -326,6 +412,8 @@ impl Size {
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}
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#[must_use]
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/// Creates a size from width and height in pixels, panics if the width and
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/// height is not representable by GBA sprites.
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pub const fn from_width_height(width: usize, height: usize) -> Self {
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match (width, height) {
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(8, 8) => Size::S8x8,
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|
@ -345,6 +433,7 @@ impl Size {
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}
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#[must_use]
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/// Returns the width and height of the size in pixels.
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pub const fn to_width_height(self) -> (usize, usize) {
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match self {
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Size::S8x8 => (8, 8),
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@ -363,6 +452,10 @@ impl Size {
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}
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}
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/// A reference to a sprite that is currently copied in vram. This is reference
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/// counted and can be cloned to keep it in vram or otherwise manipulated. If
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/// objects no longer refer to this sprite, then it's vram slot is freed for the
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/// next sprite. This is obtained from the [ObjectController].
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pub struct SpriteBorrow<'a> {
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id: SpriteId,
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sprite_location: u16,
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|
@ -441,6 +534,8 @@ impl Attributes {
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}
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}
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/// An object that may be displayed on screen. The object can be modified using
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/// the available methods. This is obtained from the [ObjectController].
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pub struct Object<'a> {
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loan: Loan<'a>,
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}
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@ -502,6 +597,8 @@ impl ObjectControllerStatic {
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}
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}
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/// A controller that distributes objects and sprites. This controls sprites and
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/// objects being copied to vram when it needs to be.
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pub struct ObjectController {
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phantom: ObjectControllerReference<'static>,
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}
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@ -517,6 +614,9 @@ impl Drop for ObjectController {
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const HIDDEN_VALUE: u16 = 0b10 << 8;
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impl ObjectController {
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/// Commits the objects to vram and delete sprites where possible. This
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/// should be called shortly after having waited for the next vblank to
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/// ensure what is displayed on screen doesn't change part way through.
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pub fn commit(&self) {
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let mut s = unsafe { get_object_controller(self.phantom) };
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|
@ -572,11 +672,104 @@ impl ObjectController {
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}
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}
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#[must_use]
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/// Creates an object with it's initial sprite being the sprite reference.
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/// Panics if there is no space for the sprite or if there are no free
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/// objects. This will reuse an existing copy of the sprite in vram if
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/// possible.
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/// ```rust,no_run
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/// # #![no_std]
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/// # #![no_main]
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/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
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/// const GRAPHICS: &Graphics = include_aseprite!(
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/// "examples/gfx/boss.aseprite",
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/// "examples/gfx/objects.aseprite"
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/// );
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///
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/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
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///
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/// # fn foo(gba: &mut agb::Gba) {
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/// # let object_controller = gba.display.object.get();
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/// let emu = object_controller.object_sprite(EMU_WALK.animation_sprite(0));
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/// # }
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/// ```
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pub fn object_sprite<'a>(&'a self, sprite: &'static Sprite) -> Object<'a> {
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let sprite = self.sprite(sprite);
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self.object(sprite)
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}
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#[must_use]
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/// Creates an object with it's initial sprite being the sprite reference.
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/// Returns [None] if the sprite or object could not be allocated. This will
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/// reuse an existing copy of the sprite in vram if possible.
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/// ```rust,no_run
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/// # #![no_std]
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/// # #![no_main]
|
||||
/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
|
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/// const GRAPHICS: &Graphics = include_aseprite!(
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/// "examples/gfx/boss.aseprite",
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/// "examples/gfx/objects.aseprite"
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/// );
|
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///
|
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/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
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///
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||||
/// # fn foo(gba: &mut agb::Gba) {
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/// # let object_controller = gba.display.object.get();
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/// let emu = object_controller.try_get_object_sprite(
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/// EMU_WALK.animation_sprite(0)
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/// ).expect("the sprite or object could be allocated");
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/// # }
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/// ```
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pub fn try_get_object_sprite<'a>(&'a self, sprite: &'static Sprite) -> Option<Object<'a>> {
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let sprite = self.try_get_sprite(sprite)?;
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self.try_get_object(sprite)
|
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}
|
||||
|
||||
/// Creates an object with it's initial sprite being what is in the
|
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/// [SpriteBorrow]. Panics if there are no objects left. A [SpriteBorrow] is
|
||||
/// created using the [ObjectController::sprite] function.
|
||||
/// ```rust,no_run
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||||
/// # #![no_std]
|
||||
/// # #![no_main]
|
||||
/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
|
||||
/// const GRAPHICS: &Graphics = include_aseprite!(
|
||||
/// "examples/gfx/boss.aseprite",
|
||||
/// "examples/gfx/objects.aseprite"
|
||||
/// );
|
||||
///
|
||||
/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
|
||||
///
|
||||
/// # fn foo(gba: &mut agb::Gba) {
|
||||
/// # let object_controller = gba.display.object.get();
|
||||
/// let emu = object_controller.object(object_controller.sprite(EMU_WALK.animation_sprite(0)));
|
||||
/// # }
|
||||
/// ```
|
||||
#[must_use]
|
||||
pub fn object<'a>(&'a self, sprite: SpriteBorrow<'a>) -> Object<'a> {
|
||||
self.try_get_object(sprite).expect("No object available")
|
||||
}
|
||||
|
||||
/// Creates an object with it's initial sprite being what is in the
|
||||
/// [SpriteBorrow]. A [SpriteBorrow] is created using the
|
||||
/// [ObjectController::try_get_sprite] function.
|
||||
/// ```rust,no_run
|
||||
/// # #![no_std]
|
||||
/// # #![no_main]
|
||||
/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
|
||||
/// const GRAPHICS: &Graphics = include_aseprite!(
|
||||
/// "examples/gfx/boss.aseprite",
|
||||
/// "examples/gfx/objects.aseprite"
|
||||
/// );
|
||||
///
|
||||
/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
|
||||
///
|
||||
/// # fn foo(gba: &mut agb::Gba) {
|
||||
/// # let object_controller = gba.display.object.get();
|
||||
/// let emu = object_controller.try_get_object(
|
||||
/// object_controller.sprite(EMU_WALK.animation_sprite(0))
|
||||
/// ).expect("the object should be allocatable");
|
||||
/// # }
|
||||
/// ```
|
||||
#[must_use]
|
||||
pub fn try_get_object<'a>(&'a self, sprite: SpriteBorrow<'a>) -> Option<Object<'a>> {
|
||||
let mut s = unsafe { get_object_controller(self.phantom) };
|
||||
|
@ -612,12 +805,51 @@ impl ObjectController {
|
|||
Some(Object { loan })
|
||||
}
|
||||
|
||||
/// Creates a [SpriteBorrow] from the given sprite, panics if the sprite
|
||||
/// could not be allocated. This will reuse an existing copy of the sprite
|
||||
/// in vram if possible.
|
||||
/// ```rust,no_run
|
||||
/// # #![no_std]
|
||||
/// # #![no_main]
|
||||
/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
|
||||
/// const GRAPHICS: &Graphics = include_aseprite!(
|
||||
/// "examples/gfx/boss.aseprite",
|
||||
/// "examples/gfx/objects.aseprite"
|
||||
/// );
|
||||
///
|
||||
/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
|
||||
///
|
||||
/// # fn foo(gba: &mut agb::Gba) {
|
||||
/// # let object_controller = gba.display.object.get();
|
||||
/// let sprite = object_controller.sprite(EMU_WALK.animation_sprite(0));
|
||||
/// # }
|
||||
/// ```
|
||||
#[must_use]
|
||||
pub fn sprite(&self, sprite: &'static Sprite) -> SpriteBorrow {
|
||||
self.try_get_sprite(sprite)
|
||||
.expect("No slot for sprite available")
|
||||
}
|
||||
|
||||
/// Creates a [SpriteBorrow] from the given sprite. This will reuse an
|
||||
/// existing copy of the sprite in vram if possible.
|
||||
/// ```rust,no_run
|
||||
/// # #![no_std]
|
||||
/// # #![no_main]
|
||||
/// # use agb::{display::object::{Graphics, Tag}, include_aseprite};
|
||||
/// const GRAPHICS: &Graphics = include_aseprite!(
|
||||
/// "examples/gfx/boss.aseprite",
|
||||
/// "examples/gfx/objects.aseprite"
|
||||
/// );
|
||||
///
|
||||
/// const EMU_WALK: &Tag = GRAPHICS.tags().get("emu-walk");
|
||||
///
|
||||
/// # fn foo(gba: &mut agb::Gba) {
|
||||
/// # let object_controller = gba.display.object.get();
|
||||
/// let sprite = object_controller.try_get_sprite(
|
||||
/// EMU_WALK.animation_sprite(0)
|
||||
/// ).expect("the sprite should be allocatable");
|
||||
/// # }
|
||||
/// ```
|
||||
#[must_use]
|
||||
pub fn try_get_sprite(&self, sprite: &'static Sprite) -> Option<SpriteBorrow> {
|
||||
let s = unsafe { get_object_controller(self.phantom) };
|
||||
|
@ -638,6 +870,8 @@ impl<'a> Object<'a> {
|
|||
.unwrap_unchecked()
|
||||
}
|
||||
|
||||
/// Swaps out the current sprite. This handles changing of size, palette,
|
||||
/// etc. No change will be seen until [ObjectController::commit] is called.
|
||||
pub fn set_sprite(&'_ mut self, sprite: SpriteBorrow<'a>) {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a2.set_tile_index(sprite.sprite_location);
|
||||
|
@ -652,6 +886,8 @@ impl<'a> Object<'a> {
|
|||
object_inner.sprite = unsafe { core::mem::transmute(sprite) };
|
||||
}
|
||||
|
||||
/// Shows the sprite. No change will be seen until
|
||||
/// [ObjectController::commit] is called.
|
||||
pub fn show(&mut self) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a0.set_object_mode(ObjectMode::Normal);
|
||||
|
@ -659,18 +895,27 @@ impl<'a> Object<'a> {
|
|||
self
|
||||
}
|
||||
|
||||
/// Controls whether the sprite is flipped horizontally, for example useful
|
||||
/// for reusing the same sprite for the left and right walking directions.
|
||||
/// No change will be seen until [ObjectController::commit] is called.
|
||||
pub fn set_hflip(&mut self, flip: bool) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a1s.set_horizontal_flip(flip);
|
||||
self
|
||||
}
|
||||
|
||||
/// Controls whether the sprite is flipped vertically, for example useful
|
||||
/// for reusing the same sprite for the up and down walking directions. No
|
||||
/// change will be seen until [ObjectController::commit] is called.
|
||||
pub fn set_vflip(&mut self, flip: bool) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a1s.set_vertical_flip(flip);
|
||||
self
|
||||
}
|
||||
|
||||
/// Sets the x position of the object. The coordinate refers to the top-left
|
||||
/// corner of the sprite. No change will be seen until
|
||||
/// [ObjectController::commit] is called.
|
||||
pub fn set_x(&mut self, x: u16) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a1a.set_x(x.rem_euclid(1 << 9) as u16);
|
||||
|
@ -678,18 +923,26 @@ impl<'a> Object<'a> {
|
|||
self
|
||||
}
|
||||
|
||||
/// Sets the z priority of the sprite. Higher priority will be dislayed
|
||||
/// above background layers with lower priorities. No change will be seen
|
||||
/// until [ObjectController::commit] is called.
|
||||
pub fn set_priority(&mut self, priority: Priority) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a2.set_priority(priority);
|
||||
self
|
||||
}
|
||||
|
||||
/// Hides the object. No change will be seen until
|
||||
/// [ObjectController::commit] is called.
|
||||
pub fn hide(&mut self) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a0.set_object_mode(ObjectMode::Disabled);
|
||||
self
|
||||
}
|
||||
|
||||
/// Sets the y position of the sprite. The coordinate refers to the top-left
|
||||
/// corner of the sprite. No change will be seen until
|
||||
/// [ObjectController::commit] is called.
|
||||
pub fn set_y(&mut self, y: u16) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a0.set_y(y as u8);
|
||||
|
@ -697,6 +950,9 @@ impl<'a> Object<'a> {
|
|||
self
|
||||
}
|
||||
|
||||
/// Sets the z position of the sprite, this controls which sprites are above
|
||||
/// eachother. No change will be seen until [ObjectController::commit] is
|
||||
/// called.
|
||||
pub fn set_z(&mut self, z: i32) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.z = z;
|
||||
|
@ -707,6 +963,9 @@ impl<'a> Object<'a> {
|
|||
self
|
||||
}
|
||||
|
||||
/// Sets the position of the sprite using a [Vector2D]. The coordinate
|
||||
/// refers to the top-left corner of the sprite. No change will be seen
|
||||
/// until [ObjectController::commit] is called.
|
||||
pub fn set_position(&mut self, position: Vector2D<i32>) -> &mut Self {
|
||||
let object_inner = unsafe { self.object_inner() };
|
||||
object_inner.attrs.a0.set_y(position.y as u8);
|
||||
|
@ -757,6 +1016,9 @@ impl Sprite {
|
|||
fn layout(&self) -> Layout {
|
||||
Layout::from_size_align(self.size.number_of_tiles() * BYTES_PER_TILE_4BPP, 8).unwrap()
|
||||
}
|
||||
#[doc(hidden)]
|
||||
/// Creates a sprite from it's constituent data, used internally by
|
||||
/// [include_aseprite] and should generally not be used outside it.
|
||||
#[must_use]
|
||||
pub const fn new(palette: &'static Palette16, data: &'static [u8], size: Size) -> Self {
|
||||
Self {
|
||||
|
@ -766,6 +1028,7 @@ impl Sprite {
|
|||
}
|
||||
}
|
||||
#[must_use]
|
||||
/// The size of the sprite in it's form that is displayable on the GBA.
|
||||
pub const fn size(&self) -> Size {
|
||||
self.size
|
||||
}
|
||||
|
@ -932,6 +1195,7 @@ enum ColourMode {
|
|||
Eight,
|
||||
}
|
||||
|
||||
// this mod is not public, so the internal parts don't need documenting.
|
||||
#[allow(dead_code)]
|
||||
mod attributes {
|
||||
use super::*;
|
||||
|
|
Loading…
Reference in a new issue