mm/include/macros.h

45 lines
1.6 KiB
C

#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, file, line) \
{ \
GraphicsContext* oGfxCtx; \
Gfx* dispRefs[4]; \
oGfxCtx = gfxCtx; \
#define CLOSE_DISPS(gfxCtx, file, line) \
} \
(void)0
#define GRAPH_ALLOC(gfxCtx, size) \
((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - (size)))
#endif // _MACROS_H_