#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); 

#endif // _MACROS_H_
