Files
Microtransactions64/src/game/game_init.h
2023-03-09 16:02:48 -05:00

97 lines
2.6 KiB
C

#ifndef GAME_INIT_H
#define GAME_INIT_H
#include <PR/ultratypes.h>
#include <PR/gbi.h>
#include <PR/os_cont.h>
#include <PR/os_message.h>
#include "types.h"
#include "memory.h"
#include "config.h"
#define MARIO_ANIMS_POOL_SIZE 0x4000
#define DEMO_INPUTS_POOL_SIZE 0x800
struct GfxPool {
Gfx buffer[GFX_POOL_SIZE];
struct SPTask spTask;
};
struct DemoInput {
u8 timer; // time until next input. if this value is 0, it means the demo is over
s8 rawStickX;
s8 rawStickY;
u8 buttonMask;
};
enum ZBmodes {
KEEP_ZBUFFER = 0,
CLEAR_ZBUFFER = 1,
};
extern struct Controller gControllers[MAX_NUM_PLAYERS];
extern OSContStatus gControllerStatuses[MAXCONTROLLERS];
extern OSContPadEx gControllerPads[MAXCONTROLLERS];
extern OSMesgQueue gGameVblankQueue;
extern OSMesgQueue gGfxVblankQueue;
extern OSMesg gGameMesgBuf[1];
extern OSMesg gGfxMesgBuf[1];
extern struct VblankHandler gGameVblankHandler;
extern uintptr_t gPhysicalFramebuffers[3];
extern uintptr_t gPhysicalZBuffer;
extern void *gMarioAnimsMemAlloc;
extern void *gDemoInputsMemAlloc;
extern struct SPTask *gGfxSPTask;
extern Gfx *gDisplayListHead;
extern u8 *gGfxPoolEnd;
extern struct GfxPool *gGfxPool;
extern u8 gControllerBits;
extern u8 gIsConsole;
extern u8 gCacheEmulated;
extern u8 gBorderHeight;
#ifdef VANILLA_STYLE_CUSTOM_DEBUG
extern u8 gCustomDebugMode;
#endif
extern u8 *gAreaSkyboxStart[AREA_COUNT];
extern u8 *gAreaSkyboxEnd[AREA_COUNT];
#ifdef EEP
extern s8 gEepromProbe;
#endif
#ifdef SRAM
extern s8 gSramProbe;
#endif
extern void (*gGoddardVblankCallback)(void);
extern struct Controller* const gPlayer1Controller;
extern struct Controller* const gPlayer2Controller;
extern struct Controller* const gPlayer3Controller;
extern struct Controller* const gPlayer4Controller;
extern struct DemoInput *gCurrDemoInput;
extern u16 gDemoInputListID;
extern struct DemoInput gRecordedDemoInput;
// this area is the demo input + the header. when the demo is loaded in, there is a header the size
// of a single word next to the input list. this word is the current ID count.
extern struct DmaHandlerList gMarioAnimsBuf;
extern struct DmaHandlerList gDemoInputsBuf;
extern u8 gMarioAnims[];
extern u8 gDemoInputs[];
extern u16 sRenderingFramebuffer;
extern u32 gGlobalTimer;
void setup_game_memory(void);
void thread5_game_loop(UNUSED void *arg);
void clear_framebuffer(s32 color);
void clear_viewport(Vp *viewport, s32 color);
void make_viewport_clip_rect(Vp *viewport);
void init_rcp(s32 resetZB);
void end_master_display_list(void);
void render_init(void);
void select_gfx_pool(void);
void display_and_vsync(void);
#endif // GAME_INIT_H