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Data Structures | |
struct | textborders |
Defines | |
#define | PA_InitCustomTextEx(screen, bg_select, tiles, map, pal) |
#define | PA_InitCustomText(screen, bg_select, text) PA_InitCustomTextEx(screen, bg_select, text##_Tiles, text##_Map, text##_Pal) |
Init the text using one of your own fonts ! | |
#define | PA_ShowFont(screen) PA_LoadBgMap(screen, PAbgtext[screen], (void*)PA_textmap[screen], BG_256X256) |
Show the current font used. This is just for debug, no real use ingame | |
Typedefs | |
typedef void(* | letterfp )(u8 size, bool screen, u16 x, u16 y, char lettertemp, u8 color) |
Functions | |
void | PA_CreateTextPal (bool screen, u8 pal_number, u16 r, u16 g, u16 b) |
void | PA_InitText (bool screen, u8 bg_select) |
Output text on the gba screen. Works only in modes 0-2 | |
void | PA_SetTileLetter (bool screen, u16 x, u16 y, char letter) |
Output a letter on the DS screen. | |
void | PA_SetTextTileCol (bool screen, u8 color) |
Change the text writing color (does not change the current text's color) | |
void | PA_OutputText (bool screen, u16 x, u16 y, char *text,...) |
Output text on the DS screen. Works only in modes 0-2 | |
u16 | PA_OutputSimpleText (bool screen, u16 x, u16 y, const char *text) |
Output simple text on the DS screen. Works only in modes 0-2. Much faster than PA_OutputText, but much more limited... Returns the number of letters | |
u32 | PA_BoxText (bool screen, u16 basex, u16 basey, u16 maxx, u16 maxy, const char *text, u32 limit) |
Output text on the DS screen. This text is limited to a chosen box, and you can chose the number of letters to output (can be used to show 'typed' text, just put 10000 if you want to show all the text...). Returns the number of letters outputed | |
u32 | PA_BoxTextNoWrap (bool screen, u16 basex, u16 basey, u16 maxx, u16 maxy, const char *text, u32 limit) |
Output text on the DS screen. This text is limited to a chosen box, and you can chose the number of letters to output (can be used to show 'typed' text, just put 10000 if you want to show all the text...). Returns the number of letters outputed. This function does not support word wrapping | |
void | PA_SetTextCol (bool screen, u16 r, u16 g, u16 b) |
Change the screen text's default color | |
s16 | PA_SmartText (bool screen, s16 basex, s16 basey, s16 maxx, s16 maxy, char *text, u8 color, u8 size, u8 transp, s32 limit) |
This is a variable width and variable size function to draw text on the screen. It draws on an 8 bit background (see PA_Init8bitBg for more info), and has options such as size, transaprency, and box limits, as well as the color. Only problem : it does not take commands such as d, etc... The function returns the number of characters it outputed | |
s16 | PA_CenterSmartText (bool screen, s16 basex, s16 basey, s16 maxx, s16 maxy, char *text, u8 color, u8 size, u8 transp) |
Basicaly the same as the SmartText function, but this time centered... | |
bool | PA_CompareText (char *text1, char *text2) |
Compare a string to a second. Example : PA_CompareText(Playname, "Mollusk"); | |
void | PA_CopyText (char *text1, char *text2) |
Copy one string into another | |
void | PA_InitTextBorders (bool screen, u8 x1, u8 y1, u8 x2, u8 y2) |
Initialise a text box with it's borders. This makes writing in a delimited area much easier... | |
void | PA_EraseTextBox (bool screen) |
Erases the text in a textbox. Requires that that box be initialized with PA_InitTextBorders | |
u32 | PA_SimpleBoxText (bool screen, const char *text, u32 limit) |
Write text in an initiliazed textbox. Similar to PA_BoxText, but without needing the text limits | |
void | PA_OutputTextSpecial0 (bool screen, int x1, int y, char *text) |
void | PA_OutputTextSpecial1 (bool screen, int x1, int y, char *text) |
void | PA_OutputTextSpecial2 (bool screen, int x1, int y, char *text) |
void | PA_OutputTextSpecial3 (bool screen, int x1, int y, char *text) |
void | PA_OutputTextSpecial4 (bool screen, int x1, int y, char *text) |
void | PA_OutputTextSpecial5 (bool screen, int x1, int y, char *text) |
Variables | |
u16 | textcol [2] |
u8 | PAbgtext [2] |
u16 * | PA_textmap [2] |
u8 * | PA_texttiles [2] |
u16 * | PA_textpal [2] |
s8 | PA_font [2] |
letterfp | letters [5] |
u16 | PAtext_pal [2] |
textborders | PA_TextBox [2] |
Not much to say, just a good debug option...
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Value: {\ PAbgtext[screen] = bg_select;\ PA_LoadSimpleBg(screen, bg_select, tiles, Blank, BG_256X256, 0, 1);\ PA_LoadBgPal(screen, bg_select, (void*)pal);\ PA_textmap[screen] = (u16*)map;PA_textpal[screen] = (u16*)pal;PAtext_pal[screen]=0;\ u32 PAtexttempvar = 0; for (PAtexttempvar = 0; PAtexttempvar < 32*24; PAtexttempvar++) PA_SetTileLetter(screen, PAtexttempvar, 0, 0); } |