Window system


Defines

#define PA_SetWin1XY(screen, x1, y1, x2, y2)   {WIN1X(screen) = x2 + ((x1) << 8); WIN1Y(screen) = y2 + ((y1) << 8);}
 Set the X et Y coordinates of the rectangular second window. You'll also have to use PA_SetWin1 to chose which Backgrounds are visible and if sprites are too...
#define PA_EnableWin0(screen, bg_sprites)   {DISPCNTL(screen) |= WINDOW0; WININ(screen) &= 255; WININ(screen) |= (bg_sprites);}
 Enable and set which backgrounds will be visible and whether sprites will too or not, for Window 0. You'll then have to configure it with PA_SetWin0XY.
#define PA_DisableWin0(screen)   DISPCNTL(screen) &= ~WINDOW0
 Disable the first window...
#define PA_EnableWin1(screen, bg_sprites)   {DISPCNTL(screen) |= WINDOW1; WININ(screen) &= 255; WININ(screen) |= ((bg_sprites) << 8);}
 Enable and set which backgrounds will be visible and whether sprites will too or not, for Window 1. You'll then have to configure it with PA_SetWin1XY.
#define PA_DisableWin1(screen)   DISPCNTL(screen) &= ~WINDOW1
 Disable the second window...
#define PA_DisableWinObj(screen)   DISPCNTL(screen) &= ~WINDOWOBJ
 Disable the object window...
#define PA_SetOutWin(screen, bg_sprites)   {WINOUT(screen) &= ~255; WINOUT(screen) |= bg_sprites;}
 Set which backgrounds will be visible and whether sprites will too or not, outside of the windows.

Functions

void PA_SetWin0XY (u8 screen, u8 x1, u8 y1, u8 x2, u8 y2)
void PA_EnableWinObj (u8 screen, u16 bg_sprites)
 Enable and set which backgrounds will be visible and whether sprites will too or not, for Object Winodw (created from sprites in Window mode).
void PA_WindowFade (u8 screen, u8 type, u8 time)
 This allows you to do fade in and out, using the window system.

Detailed Description

Set up 2 windows and a possible object window...

Define Documentation

#define PA_DisableWin0 ( screen   )     DISPCNTL(screen) &= ~WINDOW0

Disable the first window...

Parameters:
screen Screen...

#define PA_DisableWin1 ( screen   )     DISPCNTL(screen) &= ~WINDOW1

Disable the second window...

Parameters:
screen Screen...

#define PA_DisableWinObj ( screen   )     DISPCNTL(screen) &= ~WINDOWOBJ

Disable the object window...

Parameters:
screen Screen...

#define PA_EnableWin0 ( screen,
bg_sprites   )     {DISPCNTL(screen) |= WINDOW0; WININ(screen) &= 255; WININ(screen) |= (bg_sprites);}

Enable and set which backgrounds will be visible and whether sprites will too or not, for Window 0. You'll then have to configure it with PA_SetWin0XY.

Parameters:
screen Screen...
bg_sprites Backgrounds and sprites, use the following macro : WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ | WIN_SFX (for special effects)

#define PA_EnableWin1 ( screen,
bg_sprites   )     {DISPCNTL(screen) |= WINDOW1; WININ(screen) &= 255; WININ(screen) |= ((bg_sprites) << 8);}

Enable and set which backgrounds will be visible and whether sprites will too or not, for Window 1. You'll then have to configure it with PA_SetWin1XY.

Parameters:
screen Screen...
bg_sprites Backgrounds and sprites, use the following macro : WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ | WIN_SFX (for special effects)

#define PA_SetOutWin ( screen,
bg_sprites   )     {WINOUT(screen) &= ~255; WINOUT(screen) |= bg_sprites;}

Set which backgrounds will be visible and whether sprites will too or not, outside of the windows.

Parameters:
screen Screen...
bg_sprites Backgrounds and sprites, use the following macro : WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ

#define PA_SetWin1XY ( screen,
x1,
y1,
x2,
y2   )     {WIN1X(screen) = x2 + ((x1) << 8); WIN1Y(screen) = y2 + ((y1) << 8);}

Set the X et Y coordinates of the rectangular second window. You'll also have to use PA_SetWin1 to chose which Backgrounds are visible and if sprites are too...

Parameters:
screen Screen...
x1 X coordinate of the top left point
y1 Y coordinate of the top left point
x2 X coordinate of the bottom right point
y2 Y coordinate of the bottom right point


Function Documentation

inline void PA_EnableWinObj ( u8  screen,
u16  bg_sprites 
) [inline]

Enable and set which backgrounds will be visible and whether sprites will too or not, for Object Winodw (created from sprites in Window mode).

Parameters:
screen Screen...
bg_sprites Backgrounds and sprites, use the following macro : WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ | WIN_SFX (for special effects)

void PA_SetWin0XY ( u8  screen,
u8  x1,
u8  y1,
u8  x2,
u8  y2 
) [inline]

inline void PA_WindowFade ( u8  screen,
u8  type,
u8  time 
) [inline]

This allows you to do fade in and out, using the window system.

Parameters:
screen Screen...
type Type... 8 different types are available (0-7)
time Time, from 0 to 32 (included). 0 is a completely viewable screen, 32 is completely out


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