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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...
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#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
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#define | PA_DisableWin0(screen) DISPCNTL(screen) &= ~WINDOW0 |
| Disable the first window...
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#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
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#define | PA_DisableWin1(screen) DISPCNTL(screen) &= ~WINDOW1 |
| Disable the second window...
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#define | PA_EnableWinObj(screen, bg_sprites) {DISPCNTL(screen) |= WINDOWOBJ; WINOUT(screen) &= 255; WINOUT |= (bg_sprites << 8);} |
| Enable and set which backgrounds will be visible and whether sprites will too or not, for Object Winodw (created from sprites in Window mode).
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#define | PA_DisableWinObj(screen) DISPCNTL(screen) &= ~WINDOWOBJ |
| Disable the object window...
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#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
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Functions |
void | PA_SetWin0XY (bool screen, u8 x1, u8 y1, u8 x2, u8 y2) |
void | PA_WindowFade (bool screen, u8 type, u8 time) |
| This allows you to do fade in and out, using the window system
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