/*---------------------------------------------------------------------------*
  Project:  TwlSDK - GX - demos - UnitTours/2D_CharBg_2
  File:     main.c

  Copyright 2003-2008 Nintendo. All rights reserved.

  These coded instructions, statements, and computer programs contain
  proprietary information of Nintendo of America Inc. and/or Nintendo
  Company Ltd., and are protected by Federal copyright law. They may
  not be disclosed to third parties or copied or duplicated in any form,
  in whole or in part, without the prior written consent of Nintendo.

  $Date:: 2008-09-18#$
  $Rev: 8573 $
  $Author: okubata_ryoma $
 *---------------------------------------------------------------------------*/

//---------------------------------------------------------------------------
// A sample that uses BG #2 as affine mode (rotate):
//
// USAGE:
//   UP, DOWN, LEFT, RIGHT      : Change the center of rotation
//   L,R:                   Rotate BG #2
//
// HOWTO:
// 1. Set up the character/palette/screen data same as 2D_CharBG_1.
// 2. Set up a matrix and points with G2_SetBGxAffine().
//---------------------------------------------------------------------------

#include <nitro/code32.h>              // avoid byte access problems
#ifdef SDK_TWL
#include <twl.h>
#else
#include <nitro.h>
#endif
#include "DEMO.h"
#include "data.h"

static u8 sScrnBuf[SCREEN_SIZE];       // Buffer for screen data (BG #2)

#ifdef SDK_TWL
void TwlMain(void)
#else
void NitroMain(void)
#endif
{
    s16     x_0 = 0, y_0 = 0;
    s16     x_1 = 0, y_1 = 0;

    u16     rotate = 0;

    //---------------------------------------------------------------------------
    // Initialize:
    // Enables IRQ interrupts, initializes VRAM, and sets BG #2 for affine mode.
    //---------------------------------------------------------------------------
    DEMOInitCommon();
    DEMOInitVRAM();
    DEMOInitDisplayBG2Only();

    //---------------------------------------------------------------------------
    // Transmitting the character data and the palette data
    //---------------------------------------------------------------------------
    GX_LoadBG2Char(d_64_256_bg_schDT, 0, sizeof(d_64_256_bg_schDT));
    GX_LoadBGPltt(d_64_256_bg_sclDT, 0, sizeof(d_64_256_bg_sclDT));

    {
        int     i, j;
        for (i = 0; i < 8; i++)
        {
            for (j = 0; j < 8; j++)
            {
                sScrnBuf[(i * 16) + j] = (u8)((i * 0x10) + j);
            }
        }
    }
    // Store the data in the main memory, and invalidate the cache.
    DC_FlushRange(sScrnBuf, sizeof(sScrnBuf));
    /* I/O register is accessed using DMA operation, so cache wait is not needed */
    // DC_WaitWriteBufferEmpty();

    // DMA Transfer to BG #2 screen
    GX_LoadBG2Scr(sScrnBuf, 0, sizeof(sScrnBuf));

    DEMOStartDisplay();
    //---------------------------------------------------------------------------
    // Main Loop
    //---------------------------------------------------------------------------
    while (1)
    {
        MtxFx22 mtx;
        fx16    sinVal, cosVal;

        DEMOReadKey();

        if (DEMO_IS_PRESS(PAD_KEY_UP))
            y_0 -= 2;
        if (DEMO_IS_PRESS(PAD_KEY_DOWN))
            y_0 += 2;
        if (DEMO_IS_PRESS(PAD_KEY_RIGHT))
            x_0 += 2;
        if (DEMO_IS_PRESS(PAD_KEY_LEFT))
            x_0 -= 2;
        if (DEMO_IS_PRESS(PAD_BUTTON_L))
            rotate -= 256;
        if (DEMO_IS_PRESS(PAD_BUTTON_R))
            rotate += 256;
        if (DEMO_IS_TRIG(PAD_BUTTON_SELECT))
        {
            x_0 = 32;
            y_0 = 32;
            rotate = 0;
        }

        sinVal = FX_SinIdx(rotate);
        cosVal = FX_CosIdx(rotate);

        mtx._00 = (fx32)cosVal;
        mtx._01 = (fx32)sinVal;
        mtx._10 = -(fx32)sinVal;
        mtx._11 = (fx32)cosVal;

#ifdef SDK_AUTOTEST
        x_0 = 10;
        y_0 = 15;
        rotate = 4096;                 // default params for testing.
        GX_SetBankForLCDC(GX_VRAM_LCDC_C);
        EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C);
        EXT_TestScreenShot(100, 0xD4F05FD3);
        EXT_TestTickCounter();
#endif //SDK_AUTOTEST

        OS_WaitVBlankIntr();           // Waiting for the end of the VBlank interrupt

        //---------------------------------------------------------------------------
        // Set up affine transformation of BG #2
        //---------------------------------------------------------------------------
        G2_SetBG2Affine(&mtx,          // a matrix for rotation and scaling
                        x_0, y_0,      // the center of rotation
                        x_1, y_1       // the reference point before rotation and scaling applied
            );
    }
}

//---------------------------------------------------------------------------
// VBlank interrupt function:
//
// Interrupt handlers are registered on the interrupt table by OS_SetIRQFunction.
// OS_EnableIrqMask selects IRQ interrupts to enable, and
// OS_EnableIrq enables IRQ interrupts.
// Notice that you have to call 'OS_SetIrqCheckFlag' to check a VBlank interrupt.
//---------------------------------------------------------------------------
void VBlankIntr(void)
{
    OS_SetIrqCheckFlag(OS_IE_V_BLANK); // Checking VBlank interrupt
}
