Macros | |
#define | WIN_BG0 1 |
#define | WIN_BG1 2 |
#define | WIN_BG2 4 |
#define | WIN_BG3 8 |
#define | WIN_OBJ 16 |
#define | WIN_SFX 32 |
#define | DISPCNTL(screen) _REG16(0x04000000 + (screen * 0x1000)) |
#define | DISPCNTH(screen) _REG16(0x04000002 + (screen * 0x1000)) |
#define | WINDOW0 (1 << 13) |
#define | WINDOW1 (1 << 14) |
#define | WINDOWOBJ (1 << 15) |
#define | WIN0X(screen) _REG16(0x04000040 + (screen * 0x1000)) |
#define | WIN0Y(screen) _REG16(0x04000044 + (screen * 0x1000)) |
#define | WIN1X(screen) _REG16(0x04000042 + (screen * 0x1000)) |
#define | WIN1Y(screen) _REG16(0x04000046 + (screen * 0x1000)) |
#define | WININ(screen) _REG16(0x04000048 + (screen * 0x1000)) |
#define | WINOUT(screen) _REG16(0x0400004A + (screen * 0x1000)) |
#define | PA_SetWin1XY(screen, x1, y1, x2, y2) {WIN1X(screen) = x2 + ((x1) << 8); WIN1Y(screen) = y2 + ((y1) << 8);} |
Régler les coordonnées X et Y du rectangle de la deuxième fenetre. Il faudra aussi utiliser PA_SetWin1 pour choisir quels fonds sont visibles et si les sprites le sont ou non... | |
#define | PA_EnableWin0(screen, bg_sprites) {DISPCNTL(screen) |= WINDOW0; WININ(screen) &= 255; WININ(screen) |= (bg_sprites);} |
Activer et choisir quels fonds seront visibles dans la fenetre, et si les sprites le seront ou pas, pour la fenetre 0. Il faudra ensuite régler la taille avec PA_SetWin0XY. | |
#define | PA_DisableWin0(screen) DISPCNTL(screen) &= ~WINDOW0 |
Désactiver la première fenetre... | |
#define | PA_EnableWin1(screen, bg_sprites) {DISPCNTL(screen) |= WINDOW1; WININ(screen) &= 255; WININ(screen) |= ((bg_sprites) << 8);} |
Activer et choisir quels fonds seront visibles dans la fenetre, et si les sprites le seront ou pas, pour la fenetre 1. Il faudra ensuite régler la taille avec PA_SetWin1X. | |
#define | PA_DisableWin1(screen) DISPCNTL(screen) &= ~WINDOW1 |
Désactiver la deuxième fenetre... | |
#define | PA_DisableWinObj(screen) DISPCNTL(screen) &= ~WINDOWOBJ |
Désactiver la fenetre objet... | |
#define | PA_SetOutWin(screen, bg_sprites) {WINOUT(screen) &= ~255; WINOUT(screen) |= bg_sprites;} |
Choisir quels fonds seront visibles dans la fenetre, et si les sprites le seront ou pas, en dehors des fenetres. | |
Fonctions | |
void | PA_SetWin0XY (u8 screen, u8 x1, u8 y1, u8 x2, u8 y2) |
void | PA_EnableWinObj (u8 screen, u16 bg_sprites) |
Activer et choisir quels fonds seront visibles dans la fenetre, et si les sprites le seront ou pas, pour la fenetre objets (créée à partir des sprites en mode Window). | |
void | PA_WindowFade (u8 screen, u8 type, u8 time) |
Permet de faire des entrées/sorties en utilisant le systeme de fenetre. | |
Variables | |
const s16 | winfades [][4] |
Window options, nothing much to say.
#define DISPCNTH | ( | screen | ) | _REG16(0x04000002 + (screen * 0x1000)) |
#define DISPCNTL | ( | screen | ) | _REG16(0x04000000 + (screen * 0x1000)) |
#define WIN0X | ( | screen | ) | _REG16(0x04000040 + (screen * 0x1000)) |
#define WIN0Y | ( | screen | ) | _REG16(0x04000044 + (screen * 0x1000)) |
#define WIN1X | ( | screen | ) | _REG16(0x04000042 + (screen * 0x1000)) |
#define WIN1Y | ( | screen | ) | _REG16(0x04000046 + (screen * 0x1000)) |
#define WIN_BG0 1 |
#define WIN_BG1 2 |
#define WIN_BG2 4 |
#define WIN_BG3 8 |
#define WIN_OBJ 16 |
#define WIN_SFX 32 |
#define WINDOW0 (1 << 13) |
#define WINDOW1 (1 << 14) |
#define WINDOWOBJ (1 << 15) |
#define WININ | ( | screen | ) | _REG16(0x04000048 + (screen * 0x1000)) |
#define WINOUT | ( | screen | ) | _REG16(0x0400004A + (screen * 0x1000)) |
const s16 winfades[][4] |