Merge pull request #236 from gwilymk/document-tiled-mode

Add some doc comments to tiled mode
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Gwilym Kuiper 2022-06-16 22:58:03 +01:00 committed by GitHub
commit fbff538d92
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2 changed files with 80 additions and 0 deletions

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@ -7,6 +7,40 @@ use crate::{
fixnum::{Rect, Vector2D},
};
/// The infinite scrolled map allows you to create a game space larger than a single GBA background.
/// The abstraction allows only for static tiles, but it is possible to animate the tiles if needed.
///
/// When you create a new infinite scrolled map, you need to provide a background which it will render itself
/// onto and a function which takes a Vector2D<i32> position and returns which tile should be rendered there.
///
/// The passed function should handle being out of bounds, as the scrolled map does buffer around the edges slightly.
///
/// Note that nothing is copied to video memory until you call [`.commit()`](`InfiniteScrolledMap::commit`), and you
/// must call [`.clear()`](`InfiniteScrolledMap::clear`) before dropping the infinite scrolled map or you will leak video RAM.
///
/// # Example
///
/// ```
/// let backdrop = InfiniteScrolledMap::new(
/// background.background(Priority::P2, RegularBackgroundSize::Background32x32),
/// Box::new(|pos| {
/// (
/// &tileset,
/// TileSetting::from_raw(
/// *tilemap::BACKGROUND_MAP
/// .get((pos.x + tilemap::WIDTH * pos.y) as usize)
/// .unwrap_or(&0),
/// ),
/// )
/// }),
/// );
///
/// // ...
///
/// backdrop.set_pos(&mut vram, (3, 5).into());
/// backdrop.commit(&mut vram);
/// backdrop.show();
/// ```
pub struct InfiniteScrolledMap<'a> {
map: MapLoan<'a, RegularMap>,
tile: Box<dyn Fn(Vector2D<i32>) -> (&'a TileSet<'a>, TileSetting) + 'a>,
@ -24,6 +58,12 @@ pub enum PartialUpdateStatus {
}
impl<'a> InfiniteScrolledMap<'a> {
/// Creates a new infinite scrolled map wrapping the provided background using the given function to
/// position tiles.
///
/// This will not actually render anything until either [`.init()`](`InfiniteScrolledMap::init`) or
/// [`.init_partial()`](`InfiniteScrolledMap::init_partial`) is called to set up VRam and this is then
/// [`committed`](`InfiniteScrolledMap::commit`).
#[must_use]
pub fn new(
map: MapLoan<'a, RegularMap>,
@ -38,6 +78,17 @@ impl<'a> InfiniteScrolledMap<'a> {
}
}
/// Initialises the map and fills it, calling the between_updates occasionally to allow you to ensure that
/// music keeps playing without interruption.
///
/// # Example
///
/// ```
/// background.init(&mut vram, start_position, || {
/// vblank.wait_for_vblank();
/// mixer.frame();
/// });
/// ```
pub fn init(
&mut self,
vram: &mut VRamManager,
@ -49,6 +100,23 @@ impl<'a> InfiniteScrolledMap<'a> {
}
}
/// Does a partial initialisation of the background, rendering 2 rows.
/// This is because initialisation can take quite a while, so you will need to call
/// this method a few times to ensure that you update the entire frame.
///
/// Returns [`PartialUpdateStatus::Done`] if complete, and [`PartialUpdateStatus::Continue`]
/// if you need to call this a few more times to fully update the screen.
///
/// It is recommended you use [`.init()`](`InfiniteScrolledMap::init`) instead of this method
///
/// # Example
///
/// ```
/// while background.init_partial(&mut vram, start_position) == PartialUpdateStatus::Continue {
/// vblank.wait_for_vblank();
/// mixer.frame();
/// }
/// ```
pub fn init_partial(
&mut self,
vram: &mut VRamManager,
@ -100,6 +168,8 @@ impl<'a> InfiniteScrolledMap<'a> {
}
}
/// Set the top left corner of the map. You may need to call this method multiple times if
/// [`PartialUpdateStatus::Continue`] is returned.
pub fn set_pos(
&mut self,
vram: &mut VRamManager,
@ -201,18 +271,23 @@ impl<'a> InfiniteScrolledMap<'a> {
PartialUpdateStatus::Done
}
/// Makes the map visible
pub fn show(&mut self) {
self.map.show();
}
/// Hides the map
pub fn hide(&mut self) {
self.map.hide();
}
/// Copies data to vram. Needs to be called during vblank if possible
pub fn commit(&mut self, vram: &mut VRamManager) {
self.map.commit(vram);
}
/// Clears the underlying map. You must call this before the scrolled map goes out of scope
/// or you will leak VRam.
pub fn clear(&mut self, vram: &mut VRamManager) {
self.map.clear(vram);
}

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@ -4,6 +4,10 @@ use super::{
tiled::{Tiled0, VRamManager},
};
/// The video struct controls access to the video hardware.
/// It ensures that only one video mode is active at a time.
///
/// Most games will use tiled modes, as bitmap modes are too slow to run at the full 60 FPS.
#[non_exhaustive]
pub struct Video {}
@ -18,6 +22,7 @@ impl Video {
unsafe { Bitmap4::new() }
}
/// Tiled 0 mode provides 4 regular, tiled backgrounds
pub fn tiled0(&mut self) -> (Tiled0, VRamManager) {
(unsafe { Tiled0::new() }, VRamManager::new())
}