PA_Window.h File Reference

Window options... More...


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_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).
#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_WindowFade (u8 screen, u8 type, u8 time)
 This allows you to do fade in and out, using the window system


Detailed Description

Window options...

Window options, nothing much to say.


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