#ifndef _MACROS_H_ #define _MACROS_H_ #include "convert.h" #define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0])) #define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0])) // UB: u32 casts here should be uintptr_t casts. // TODO: After uintptr_t cast change should have an AVOID_UB target that just toggles the KSEG0 bit in the address rather than add/sub 0x80000000 #define PHYSICAL_TO_VIRTUAL(addr) ((u32)(addr) + 0x80000000) #define PHYSICAL_TO_VIRTUAL2(addr) ((u32)(addr) - 0x80000000) #define SEGMENTED_TO_VIRTUAL(addr) (void*)(PHYSICAL_TO_VIRTUAL(gRspSegmentPhysAddrs[SEGMENT_NUMBER(addr)]) + SEGMENT_OFFSET(addr)) #define ALIGN16(val) (((val) + 0xF) & ~0xF) // Currently most often called ctxt in MM, TODO: Refactor names when its used #define ACTIVE_CAM globalCtx->cameraPtrs[globalCtx->activeCamera] #define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \ (curState)->nextGameStateInit = (GameStateFunc)newInit; \ (curState)->nextGameStateSize = sizeof(newStruct); #define PLAYER ((ActorPlayer*)globalCtx->actorCtx.actorList[ACTORTYPE_PLAYER].first) #define SQ(x) ((x)*(x)) #define DECR(x) ((x) == 0 ? 0 : ((x) -= 1)) extern GraphicsContext* oGfxCtx; #define OPEN_DISPS(gfxCtx) \ { \ GraphicsContext* oGfxCtx; \ oGfxCtx = gfxCtx; \ #define CLOSE_DISPS(gfxCtx) \ } \ (void)0 #define GRAPH_ALLOC(gfxCtx, size) \ ((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - (size))) #define SQ(x) ((x)*(x)) #define ABS(x) ((x) >= 0 ? (x) : -(x)) #define ABS_ALT(x) ((x) < 0 ? -(x) : (x)) #define DECR(x) ((x) == 0 ? 0 : ((x) -= 1)) #define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x)) #define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x)) #define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x)) #endif // _MACROS_H_