mirror of https://github.com/zeldaret/tmc.git
104 lines
2.2 KiB
C
104 lines
2.2 KiB
C
#ifndef FADE_H
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#define FADE_H
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#include "global.h"
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typedef enum {
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FADE_IN_OUT = 0x1,
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FADE_BLACK_WHITE = 0x2,
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FADE_INSTANT = 0x4,
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FADE_MOSAIC = 0x8,
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FADE_IRIS = 0x10,
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} FadeFlags;
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/**
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* @struct FadeControl
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* @brief Controls screen fading effects.
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* @see gFadeControl
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*/
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typedef struct {
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bool8 active; /**< Currently fading. */
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u8 unused1;
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u8 color;
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u8 unused2;
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u32 mask; /**< Fade palette mask.
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* LSB = foreground, MSB = background. */
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u16 type;
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u16 speed;
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u16 progress;
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u16 sustain; /**< Fade progress to sustain. */
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s16 iris_size;
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s16 iris_x;
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s16 iris_y;
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u16 win_inside_cnt;
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u16 win_outside_cnt;
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} FadeControl;
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extern FadeControl gFadeControl; /**< FadeControl instance. */
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/** Set game brightness.
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* @param brightness brightness level, 0-2
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*/
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void SetBrightness(u32 brightness);
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/**
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* Start a fade effect.
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*
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* @param type Fade type. The following flags are supported:
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* 0x1 | 0x2 | 0x4 | 0x8 | 0x10
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* :-------|:------------|:--------|:-------|:-------------------------
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* in/out | black/white | instant | mosaic | iris fade
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* @param speed Effect speed, lower is slower. Negative values trigger an acid-like experience.
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*/
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void SetFade(u32 type, u32 speed);
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/**
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* Perform the last fade effect in reverse.
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*
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* @param speed Fade speed.
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*/
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void SetFadeInverted(u32 speed);
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/**
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* Peform an iris fade.
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*
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* @param x Screen x coordinate.
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* @param y Screen y coordinate.
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* @param type Fade type.
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* @param speed Fade speed.
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*/
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void SetFadeIris(u32 x, u32 y, u32 type, u32 speed);
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/**
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* Set the fade progress.
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*
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* When used on a fade in effect, this will set the progress of the fade.
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* When used on a fade out effect, progress will be sustained at the value.
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*
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* @param progress Progress value. 0-256.
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*/
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void SetFadeProgress(u32 progress);
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/**
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* Initialize the fade system.
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*
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* This will misbehave if called while a fade is active.
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*/
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void InitFade(void);
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/**
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* Entry point for the fade system.
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*/
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void FadeMain(void);
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/**
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* Fade VBlank entry point.
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*/
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void FadeVBlank(void);
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/**
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* Reset the fade palette mask.
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*/
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void ResetFadeMask(void);
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#endif // FADE_H
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