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. |
#define PA_DisableWin0 | ( | screen | ) | DISPCNTL(screen) &= ~WINDOW0 |
Disable the first window...
screen | Screen... |
#define PA_DisableWin1 | ( | screen | ) | DISPCNTL(screen) &= ~WINDOW1 |
Disable the second window...
screen | Screen... |
#define PA_DisableWinObj | ( | screen | ) | DISPCNTL(screen) &= ~WINDOWOBJ |
Disable the object window...
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.
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.
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.
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...
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 |
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).
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.
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 |