Merge pull request #268 from corwinkuiper/object-docs

Document objects
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Corwin 2022-07-31 14:26:00 +01:00 committed by GitHub
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4 changed files with 266 additions and 2 deletions

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@ -7,8 +7,8 @@ use agb::display::object::{Graphics, ObjectController, Sprite, TagMap};
use alloc::vec::Vec;
const GRAPHICS: &Graphics = agb::include_aseprite!(
"../examples/the-purple-night/gfx/objects.aseprite",
"../examples/the-purple-night/gfx/boss.aseprite"
"examples/gfx/objects.aseprite",
"examples/gfx/boss.aseprite"
);
const SPRITES: &[Sprite] = GRAPHICS.sprites();
const TAG_MAP: &TagMap = GRAPHICS.tags();

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@ -1,3 +1,4 @@
#![deny(missing_docs)]
use alloc::vec::Vec;
use core::alloc::Layout;
@ -110,13 +111,16 @@ const PALETTE_SPRITE: usize = 0x0500_0200;
const TILE_SPRITE: usize = 0x06010000;
const OBJECT_ATTRIBUTE_MEMORY: usize = 0x0700_0000;
/// Sprite data. Refers to the palette, pixel data, and the size of the sprite.
pub struct Sprite {
palette: &'static Palette16,
data: &'static [u8],
size: Size,
}
/// The sizes of sprite supported by the GBA.
#[derive(Clone, Copy, PartialEq, Eq)]
#[allow(missing_docs)]
pub enum Size {
// stored as attr0 attr1
S8x8 = 0b00_00,
@ -135,12 +139,14 @@ pub enum Size {
S32x64 = 0b10_11,
}
#[doc(hidden)]
#[repr(C)] // guarantee 'bytes' comes after '_align'
pub struct AlignedAs<Align, Bytes: ?Sized> {
pub _align: [Align; 0],
pub bytes: Bytes,
}
#[doc(hidden)]
#[macro_export]
macro_rules! align_bytes {
($align_ty:ty, $data:literal) => {{
@ -155,6 +161,25 @@ macro_rules! align_bytes {
}};
}
/// Includes sprites found in the referenced aseprite files. Can include
/// multiple at once and optimises palettes of all included in the single call
/// together. Currently limited to square sprites that match a supported
/// dimension of the GBA, see [Size] for supported sizes. Returns a reference to
/// [Graphics].
///
/// ```rust,no_run
/// # #![no_std]
/// # #![no_main]
/// # use agb::{display::object::Graphics, include_aseprite};
/// const GRAPHICS: &Graphics = include_aseprite!(
/// "examples/gfx/boss.aseprite",
/// "examples/gfx/objects.aseprite"
/// );
/// ```
/// The tags from the aseprite file are included so you can refer to sprites by
/// name in code. You should ensure tags are unique as this is not enforced by
/// aseprite.
///
#[macro_export]
macro_rules! include_aseprite {
($($aseprite_path: expr),*) => {{
@ -168,26 +193,48 @@ macro_rules! include_aseprite {
}};
}
/// Stores sprite and tag data returned by [include_aseprite].
pub struct Graphics {
sprites: &'static [Sprite],
tag_map: &'static TagMap,
}
impl Graphics {
#[doc(hidden)]
/// Creates graphics data from sprite data and a tag_map. This is used
/// internally by [include_aseprite] and would be otherwise difficult to
/// use.
#[must_use]
pub const fn new(sprites: &'static [Sprite], tag_map: &'static TagMap) -> Self {
Self { sprites, tag_map }
}
#[must_use]
/// Gets the tag map from the aseprite files. This allows reference to
/// sprite sequences by name.
pub const fn tags(&self) -> &TagMap {
self.tag_map
}
/// Gets a big list of the sprites themselves. Using tags is often easier.
#[must_use]
pub const fn sprites(&self) -> &[Sprite] {
self.sprites
}
}
/// Stores aseprite tags. Can be used to refer to animation sequences by name.
/// ```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");
/// ```
/// This being the whole animation associated with the walk sequence of the emu.
/// See [Tag] for details on how to use this.
pub struct TagMap {
tags: &'static [(&'static str, Tag)],
}
@ -208,10 +255,16 @@ const fn const_byte_compare(a: &[u8], b: &[u8]) -> bool {
}
impl TagMap {
#[doc(hidden)]
/// Creates a new tag map from (name, Tag) pairs. Used internally by
/// [include_aseprite] and should not really be used outside of it.
#[must_use]
pub const fn new(tags: &'static [(&'static str, Tag)]) -> TagMap {
Self { tags }
}
#[doc(hidden)]
/// Attempts to get a tag. Generally should not be used.
#[must_use]
pub const fn try_get(&'static self, tag: &str) -> Option<&'static Tag> {
let mut i = 0;
@ -226,6 +279,24 @@ impl TagMap {
None
}
/// Gets a tag associated with the name. A tag in aseprite refers to a
/// sequence of sprites with some metadata for how to animate it. You should
/// call this in a constant context so it is evalulated at compile time. It
/// is inefficient to call this elsewhere.
/// ```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");
/// ```
///
/// See [Tag] for more details.
#[must_use]
pub const fn get(&'static self, tag: &str) -> &'static Tag {
let t = self.try_get(tag);
@ -234,6 +305,8 @@ impl TagMap {
None => panic!("The requested tag does not exist"),
}
}
/// Takes an iterator over all the tags in the map. Not generally useful.
pub fn values(&self) -> impl Iterator<Item = &'static Tag> {
self.tags.iter().map(|x| &x.1)
}
@ -257,6 +330,7 @@ impl Direction {
}
}
/// A sequence of sprites from aseprite.
pub struct Tag {
sprites: *const Sprite,
len: usize,
@ -264,11 +338,13 @@ pub struct Tag {
}
impl Tag {
/// The individual sprites that make up the animation themselves.
#[must_use]
pub fn sprites(&self) -> &'static [Sprite] {
unsafe { slice::from_raw_parts(self.sprites, self.len) }
}
/// A single sprite refered to by index in the animation sequence.
#[must_use]
pub const fn sprite(&self, idx: usize) -> &'static Sprite {
if idx >= self.len {
@ -277,6 +353,14 @@ impl Tag {
unsafe { &*self.sprites.add(idx) }
}
/// A sprite that follows the animation sequence. For instance, in aseprite
/// tags can be specified to animate:
/// * Forward
/// * Backward
/// * Ping pong
///
/// This takes the animation type in account and returns the correct sprite
/// following these requirements.
#[inline]
#[must_use]
pub fn animation_sprite(&self, idx: usize) -> &'static Sprite {
@ -292,6 +376,8 @@ impl Tag {
}
#[doc(hidden)]
/// Creates a new sprite from it's constituent parts. Used internally by
/// [include_aseprite] and should generally not be used elsewhere.
#[must_use]
pub const fn new(sprites: &'static [Sprite], from: usize, to: usize, direction: usize) -> Self {
assert!(from <= to);
@ -326,6 +412,8 @@ impl Size {
}
#[must_use]
/// Creates a size from width and height in pixels, panics if the width and
/// height is not representable by GBA sprites.
pub const fn from_width_height(width: usize, height: usize) -> Self {
match (width, height) {
(8, 8) => Size::S8x8,
@ -345,6 +433,7 @@ impl Size {
}
#[must_use]
/// Returns the width and height of the size in pixels.
pub const fn to_width_height(self) -> (usize, usize) {
match self {
Size::S8x8 => (8, 8),
@ -363,6 +452,10 @@ impl Size {
}
}
/// A reference to a sprite that is currently copied in vram. This is reference
/// counted and can be cloned to keep it in vram or otherwise manipulated. If
/// objects no longer refer to this sprite, then it's vram slot is freed for the
/// next sprite. This is obtained from the [ObjectController].
pub struct SpriteBorrow<'a> {
id: SpriteId,
sprite_location: u16,
@ -441,6 +534,8 @@ impl Attributes {
}
}
/// An object that may be displayed on screen. The object can be modified using
/// the available methods. This is obtained from the [ObjectController].
pub struct Object<'a> {
loan: Loan<'a>,
}
@ -502,6 +597,8 @@ impl ObjectControllerStatic {
}
}
/// A controller that distributes objects and sprites. This controls sprites and
/// objects being copied to vram when it needs to be.
pub struct ObjectController {
phantom: ObjectControllerReference<'static>,
}
@ -517,6 +614,9 @@ impl Drop for ObjectController {
const HIDDEN_VALUE: u16 = 0b10 << 8;
impl ObjectController {
/// Commits the objects to vram and delete sprites where possible. This
/// should be called shortly after having waited for the next vblank to
/// ensure what is displayed on screen doesn't change part way through.
pub fn commit(&self) {
let mut s = unsafe { get_object_controller(self.phantom) };
@ -572,11 +672,104 @@ impl ObjectController {
}
}
#[must_use]
/// Creates an object with it's initial sprite being the sprite reference.
/// Panics if there is no space for the sprite or if there are no free
/// objects. 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 emu = object_controller.object_sprite(EMU_WALK.animation_sprite(0));
/// # }
/// ```
pub fn object_sprite<'a>(&'a self, sprite: &'static Sprite) -> Object<'a> {
let sprite = self.sprite(sprite);
self.object(sprite)
}
#[must_use]
/// Creates an object with it's initial sprite being the sprite reference.
/// Returns [None] if the sprite or object 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 emu = object_controller.try_get_object_sprite(
/// EMU_WALK.animation_sprite(0)
/// ).expect("the sprite or object could be allocated");
/// # }
/// ```
pub fn try_get_object_sprite<'a>(&'a self, sprite: &'static Sprite) -> Option<Object<'a>> {
let sprite = self.try_get_sprite(sprite)?;
self.try_get_object(sprite)
}
/// Creates an object with it's initial sprite being what is in the
/// [SpriteBorrow]. Panics if there are no objects left. A [SpriteBorrow] is
/// created using the [ObjectController::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.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::*;