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#ifndef UI_H
#define UI_H
#include "global.h"
#include "sprite.h"
#define MAX_UI_ELEMENTS 24
typedef enum {
UI_ELEMENT_BUTTON_A,
UI_ELEMENT_BUTTON_B,
UI_ELEMENT_BUTTON_R,
UI_ELEMENT_ITEM_A,
UI_ELEMENT_ITEM_B,
UI_ELEMENT_TEXT_R,
UI_ELEMENT_HEART,
UI_ELEMENT_EZLONAGSTART,
UI_ELEMENT_EZLONAGACTIVE,
UI_ELEMENT_TEXT_A,
UI_ELEMENT_TEXT_B
} UIElementType;
/**
* @brief Floating UI element
*/
typedef struct {
u8 used : 1;
u8 unk_0_1 : 1;
u8 unk_0_2 : 2; // Load data into VRAM? 0: do not load, 1: ready to load 2: loaded
u8 unk_0_4 : 4;
u8 type; /**< @see UIElementType */
u8 type2; // Subtype
u8 buttonElementId; /**< Id of the button UI element this text is attached to */
u8 action;
u8 unk_5;
u8 unk_6;
u8 unk_7;
u8 unk_8;
u8 unk_9[3];
u16 x;
u16 y;
u8 frameIndex;
u8 duration;
u8 spriteSettings;
u8 frameSettings;
Frame* framePtr;
u8 unk_18;
u8 numTiles;
u16 unk_1a; // TODO oam id? VRAM target (element->unk_1a * 0x20 + 0x6010000)
u32* firstTile;
} UIElement;
typedef enum {
HUD_HIDE_NONE,
HUD_HIDE_1 = 0x1, // A
HUD_HIDE_2 = 0x2, // B
HUD_HIDE_4 = 0x4, // R
HUD_HIDE_8 = 0x8,
HUD_HIDE_HEARTS = 0x10,
HUD_HIDE_CHARGE_BAR = 0x20,
HUD_HIDE_RUPEES = 0x40,
HUD_HIDE_KEYS = 0x80,
HUD_HIDE_ALL = 0xff
} HUDHideFlags;
typedef struct {
u8 unk_0;
u8 hideFlags;
u8 unk_2;
u8 health;
u8 maxHealth;
u8 unk_5;
u8 unk_6;
u8 unk_7;
u8 unk_8;
u8 unk_9;
u8 unk_a;
u8 unk_b;
u8 unk_c;
u8 unk_d;
u16 rupees;
u8 unk_10; // TODO drawing keys dirty flag or something?
u8 unk_11;
u8 dungeonKeys;
s8 unk_13;
s8 unk_14;
u8 unk_15;
u16 buttonX[3]; /**< X coordinates for the button UI elements */
u16 buttonY[3]; /**< Y coordinates for the button UI elements */
u8 filler22[0x2];
u8 ezloNagFuncIndex;
u8 filler25[7];
u8 rActionInteractObject; // used as R button UI frame index
u8 rActionInteractTile;
u8 rActionGrabbing;
u8 rActionPlayerState; // if not 0, overrides other R actions
u8 buttonText[3];
u8 unk_33;
UIElement elements[MAX_UI_ELEMENTS];
} HUD;
extern HUD gHUD;
extern void DrawUIElements(void);
extern void UpdateUIElements(void);
extern void CreateUIElement(u32, u32);
extern void sub_0801C2F0(u32, u32);
extern void sub_0801C25C(void);
extern void DrawUI(void);
extern void InitUI(bool32);
extern void RefreshUI(void);
extern void RecoverUI(u32 bottomPt, u32 topPt);
#endif // UI_H
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