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Merge pull request #90 from Yanis42/rainbow_v2
Rainbow system
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#ifndef RAINBOW_H | ||
#define RAINBOW_H | ||
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#include "ultra64/ultratypes.h" | ||
#include "libc/stdbool.h" | ||
#include "libc/stddef.h" | ||
#include "color.h" | ||
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typedef enum ColorState { | ||
STATE_RED_TO_YELLOW, | ||
STATE_YELLOW_TO_GREEN, | ||
STATE_GREEN_TO_LIGHTBLUE, | ||
STATE_LIGHTBLUE_TO_BLUE, | ||
STATE_BLUE_TO_PINK, | ||
STATE_PINK_TO_RED, | ||
STATE_MAX | ||
} ColorState; | ||
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typedef struct RainbowTarget { | ||
u8 state; | ||
Color_RGB8 color; | ||
} RainbowTarget; | ||
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typedef struct Rainbow { | ||
Color_RGB8 color; | ||
u8 state; | ||
u8 speed; | ||
u8 bAllowDebug; | ||
u8 bPause; | ||
} Rainbow; | ||
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void Rainbow_Debug(Rainbow* this); | ||
void Rainbow_InitColor(Rainbow* this); | ||
void Rainbow_Init(Rainbow* this); | ||
u8 Rainbow_CheckColor(Rainbow* this, Color_RGB8 rgb); | ||
void Rainbow_UpdateColor(Rainbow* this); | ||
void Rainbow_UpdateState(Rainbow* this, RainbowTarget target); | ||
void Rainbow_Update(Rainbow* this); | ||
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void osSyncPrintf(const char* fmt, ...); | ||
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#endif |
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#include "rainbow.h" | ||
#include "macros.h" | ||
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/** | ||
* How to use: | ||
* - Create a ``Rainbow`` variable (no pointer) | ||
* - Call ``Rainbow_Init`` in an init function with the address of the variable you just created | ||
* - Call ``Rainbow_Update`` in an update function with the same address | ||
* See ``main.c`` and ``game.c`` for the global rainbow implementation. | ||
*/ | ||
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static RainbowTarget sRainbowTarget[STATE_MAX] = { | ||
{ STATE_YELLOW_TO_GREEN, { 255, 255, 0 } }, | ||
{ STATE_GREEN_TO_LIGHTBLUE, { 0, 255, 0 } }, | ||
{ STATE_LIGHTBLUE_TO_BLUE, { 0, 255, 255 } }, | ||
{ STATE_BLUE_TO_PINK, { 0, 0, 255 } }, | ||
{ STATE_PINK_TO_RED, { 255, 0, 255 } }, | ||
{ STATE_RED_TO_YELLOW, { 255, 0, 0 } }, | ||
}; | ||
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void Rainbow_Debug(Rainbow* this) { | ||
PRINTF( | ||
"state: %d, r: %d, g: %d, b: %d, speed: %d, sRainbowTarget.state: %d\n", | ||
this->state, this->color.r, this->color.g, this->color.b, this->speed, sRainbowTarget[this->state].state | ||
); | ||
} | ||
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void Rainbow_InitColor(Rainbow* this) { | ||
this->color = sRainbowTarget[this->state].color; | ||
} | ||
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void Rainbow_Init(Rainbow* this) { | ||
this->state = STATE_RED_TO_YELLOW; | ||
this->speed = 8; | ||
this->bAllowDebug = false; | ||
this->bPause = false; | ||
Rainbow_InitColor(this); | ||
} | ||
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u8 Rainbow_CheckColor(Rainbow* this, Color_RGB8 rgb) { | ||
return ((this->color.r == rgb.r) && (this->color.g == rgb.g) && (this->color.b == rgb.b)); | ||
} | ||
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void Rainbow_UpdateColor(Rainbow* this) { | ||
u8* channel = NULL; | ||
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switch (this->state) { | ||
case STATE_YELLOW_TO_GREEN: | ||
case STATE_BLUE_TO_PINK: | ||
channel = &this->color.r; | ||
break; | ||
case STATE_RED_TO_YELLOW: | ||
case STATE_LIGHTBLUE_TO_BLUE: | ||
channel = &this->color.g; | ||
break; | ||
case STATE_GREEN_TO_LIGHTBLUE: | ||
case STATE_PINK_TO_RED: | ||
channel = &this->color.b; | ||
break; | ||
} | ||
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if (channel != NULL) { | ||
s16 newValue = (s16)(!(this->state % 2) ? (*channel + this->speed) : (*channel - this->speed)); | ||
*channel = (u8)(newValue > 255 ? 255 : newValue < 0 ? 0 : newValue); | ||
} | ||
} | ||
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void Rainbow_UpdateState(Rainbow* this, RainbowTarget target) { | ||
if (Rainbow_CheckColor(this, target.color)) { | ||
this->state = target.state; | ||
} | ||
} | ||
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void Rainbow_Update(Rainbow* this) { | ||
if (!this->bPause) { | ||
Rainbow_UpdateColor(this); | ||
Rainbow_UpdateState(this, sRainbowTarget[this->state]); | ||
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if (this->bAllowDebug) { | ||
Rainbow_Debug(this); | ||
} | ||
} | ||
} |