12#define MAX_CARDS_ON_SCREEN (MAX_HAND_SIZE + 1)
38#define IMPOSSIBLY_HIGH_CARD_VALUE 100
41#define DEFAULT_HIGH_CONTRAST false
42#define DEFAULT_MORE_READABLE false
61void set_cards_high_contrast(
bool enable);
62void set_cards_more_readable(
bool enable);
63bool get_cards_high_contrast(
void);
64bool get_cards_more_readable(
void);
67Card* card_new(u8 suit, u8 rank);
68void card_destroy(
Card** card);
69u8 card_get_value(
Card* card);
73void card_object_destroy(
CardObject** card_object);
74void card_object_set_sprite(
CardObject* card_object, s16 layer);
75void card_object_set_sprite_face_down(
CardObject* card_object,
enum DeckType deck, s16 layer);
76void card_object_shake(
CardObject* card_object, mm_word sound_id);
78void card_object_set_selected(
CardObject* card_object,
bool selected);
79bool card_object_is_selected(
CardObject* card_object);
82int card_object_get_buy_price(
Item* card_object);
83void card_object_dispose(
Item** card_object);
Common functions to render UI elements.
Functions related to the different types of Decks.
The core structure for items in the shop and inventory. Provides a common API for the shop and invent...
A generic interface for all items that can appear in the shop or be in the inventory....
Sprite struct for GBA hardware specifics.