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#define | PA_SetWin1XY(screen, x1, y1, x2, y2) do{WIN1X(screen) = x2 + ((x1) << 8); WIN1Y(screen) = y2 + ((y1) << 8);}while(0) |
| 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) do{DISPCNTL(screen) |= WINDOW0; WININ(screen) &= 255; WININ(screen) |= (bg_sprites);}while(0) |
| 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) do{DISPCNTL(screen) |= WINDOW1; WININ(screen) &= 255; WININ(screen) |= ((bg_sprites) << 8);}while(0) |
| 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_DisableWinObj(screen) DISPCNTL(screen) &= ~WINDOWOBJ |
| Disable the object window...
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#define | PA_SetOutWin(screen, bg_sprites) do{WINOUT(screen) &= ~255; WINOUT(screen) |= bg_sprites;}while(0) |
| Set which backgrounds will be visible and whether sprites will too or not, outside of the windows.
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static 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).
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static void | PA_WindowFade (u8 screen, u8 type, u8 time) |
| This allows you to do fade in and out, using the window system.
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Set up 2 windows and a possible object window...
◆ PA_SetWin1XY
#define PA_SetWin1XY |
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screen, |
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x1, |
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y1, |
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x2, |
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y2 |
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) |
| do{WIN1X(screen) = x2 + ((x1) << 8); WIN1Y(screen) = y2 + ((y1) << 8);}while(0) |
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
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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 |
◆ PA_EnableWin0
#define PA_EnableWin0 |
( |
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screen, |
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bg_sprites |
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) |
| do{DISPCNTL(screen) |= WINDOW0; WININ(screen) &= 255; WININ(screen) |= (bg_sprites);}while(0) |
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
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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) |
◆ PA_DisableWin0
#define PA_DisableWin0 |
( |
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screen | ) |
DISPCNTL(screen) &= ~WINDOW0 |
Disable the first window...
- Parameters
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◆ PA_EnableWin1
#define PA_EnableWin1 |
( |
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screen, |
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bg_sprites |
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) |
| do{DISPCNTL(screen) |= WINDOW1; WININ(screen) &= 255; WININ(screen) |= ((bg_sprites) << 8);}while(0) |
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
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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) |
◆ PA_DisableWin1
#define PA_DisableWin1 |
( |
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screen | ) |
DISPCNTL(screen) &= ~WINDOW1 |
Disable the second window...
- Parameters
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◆ PA_DisableWinObj
#define PA_DisableWinObj |
( |
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screen | ) |
DISPCNTL(screen) &= ~WINDOWOBJ |
Disable the object window...
- Parameters
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◆ PA_SetOutWin
#define PA_SetOutWin |
( |
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screen, |
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bg_sprites |
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) |
| do{WINOUT(screen) &= ~255; WINOUT(screen) |= bg_sprites;}while(0) |
Set which backgrounds will be visible and whether sprites will too or not, outside of the windows.
- Parameters
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screen | Screen... |
bg_sprites | Backgrounds and sprites, use the following macro : WIN_BG0 | WIN_BG1 | WIN_BG2 | WIN_BG3 | WIN_OBJ |
◆ PA_EnableWinObj()
static inline void PA_EnableWinObj |
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u8 |
screen, |
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u16 |
bg_sprites |
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) |
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inlinestatic |
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
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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) |
◆ PA_WindowFade()
static inline void PA_WindowFade |
( |
u8 |
screen, |
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u8 |
type, |
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u8 |
time |
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) |
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inlinestatic |
This allows you to do fade in and out, using the window system.
- Parameters
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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 |