/*---------------------------------------------------------------------------*
  Project:  TwlSDK - GX - demos - UnitTours/2D_Oam_5
  File:     main.c

  Copyright 2003-2009 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.

  $Date:: 2009-06-04#$
  $Rev: 10698 $
  $Author: okubata_ryoma $
 *---------------------------------------------------------------------------*/

//---------------------------------------------------------------------------
// A sample that mosaics an OBJ:
//
// USAGE:
//   UP, DOWN:    Control the size of mosaic in vertical direction
//   LEFT, RIGHT: Control the size of mosaic in horizontal direction
//
// HOWTO:
// 1. Set up the character/palette/attribute data same as 2D_Oam_1.
// 2. Specify the size of mosaics by G2_SetOBJMosaicSize().
//---------------------------------------------------------------------------

#ifdef SDK_TWL
#include <twl.h>
#else
#include <nitro.h>
#endif
#include "DEMO.h"
#include "data.h"

static GXOamAttr sOamBak[128];         // Buffer for OAM

#ifdef SDK_TWL
void TwlMain(void)
#else
void NitroMain(void)
#endif
{
    int     mosaic_H = 0, mosaic_V = 0;

    //---------------------------------------------------------------------------
    // Initialize:
    // They enable IRQ interrupts, initialize VRAM, and make OBJ visible.
    //---------------------------------------------------------------------------
    DEMOInitCommon();
    DEMOInitVRAM();
    DEMOInitDisplayOBJOnly();

    //---------------------------------------------------------------------------
    // Transmitting the character data and the palette data
    //---------------------------------------------------------------------------
    GX_LoadOBJ(d_64_256_obj_schDT, 0, sizeof(d_64_256_obj_schDT));
    GX_LoadOBJPltt(d_64_256_obj_sclDT, 0, sizeof(d_64_256_obj_sclDT));

    MI_DmaFill32(3, sOamBak, 192, sizeof(sOamBak));     // OAMバッファをクリアー

    G2_SetOBJAttr(&sOamBak[0],         // a pointer to the attributes
                  0,                   // x
                  0,                   // y
                  0,                   // priority
                  GX_OAM_MODE_NORMAL,  // OBJ mode
                  TRUE,                // mosaic
                  GX_OAM_EFFECT_NONE,  // flip/affine/no display/affine(double)
                  GX_OAM_SHAPE_64x64,  // size and shape
                  GX_OAM_COLORMODE_256, // OBJ character data are in 256 colors format
                  0,                   // character name
                  0,                   // color param
                  0                    // affine param
        );

    DEMOStartDisplay();
    //---------------------------------------------------------------------------
    // Main Loop
    //---------------------------------------------------------------------------
    while (1)
    {
        DEMOReadKey();

        if (DEMO_IS_PRESS(PAD_KEY_DOWN))
            mosaic_V++;
        if (DEMO_IS_PRESS(PAD_KEY_UP))
            mosaic_V--;
        if (DEMO_IS_PRESS(PAD_KEY_RIGHT))
            mosaic_H++;
        if (DEMO_IS_PRESS(PAD_KEY_LEFT))
            mosaic_H--;
        if (mosaic_H > 15)
            mosaic_H = 15;
        if (mosaic_H < 0)
            mosaic_H = 0;
        if (mosaic_V > 15)
            mosaic_V = 15;
        if (mosaic_V < 0)
            mosaic_V = 0;
        if (DEMO_IS_TRIG(PAD_BUTTON_SELECT))
        {
            mosaic_H = 0;
            mosaic_V = 0;
        }

#ifdef SDK_AUTOTEST
        mosaic_V = 8;
        mosaic_H = 9;                  // default params for testing.
        GX_SetBankForLCDC(GX_VRAM_LCDC_C);
        EXT_TestSetVRAMForScreenShot(GX_VRAM_LCDC_C);
        EXT_TestScreenShot(100, 0xAE992802);
        EXT_TestTickCounter();
#endif //SDK_AUTOTEST

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

        //---------------------------------------------------------------------------
        // Specify the horizontal/vertical size of mosaics on OBJs
        //---------------------------------------------------------------------------
        G2_SetOBJMosaicSize(mosaic_H, mosaic_V);

        // Store the data onto the main memory, and invalidate the cache.
        DC_FlushRange(sOamBak, sizeof(sOamBak));
        /* DMA操作でIOレジスタへアクセスするのでキャッシュの Wait は不要 */
        // DC_WaitWriteBufferEmpty();
        GX_LoadOAM(sOamBak, 0, sizeof(sOamBak));
    }
}

//---------------------------------------------------------------------------
// 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
}
