head 1.1; branch 1.1.1; access ; symbols start:1.1.1.1 PAlibDoc:1.1.1; locks ; strict; comment @# @; 1.1 date 2005.11.02.08.30.23; author jandujar; state Exp; branches 1.1.1.1; next ; 1.1.1.1 date 2005.11.02.08.30.23; author jandujar; state Exp; branches ; next ; desc @@ 1.1 log @Initial revision @ text @ PA_lib: PA_Window.h File Reference

PA_Window.h File Reference

Window options... More...

Go to the source code of this file.

Defines

#define WIN_BG0   1
#define WIN_BG1   2
#define WIN_BG2   4
#define WIN_BG3   8
#define WIN_OBJ   16
#define WIN_SFX   32
#define DISPCNTL(screen)   _REG16(0x04000000 + (screen * 0x1000))
#define DISPCNTH(screen)   _REG16(0x04000002 + (screen * 0x1000))
#define WINDOW0   (1 << 13)
#define WINDOW1   (1 << 14)
#define WINDOWOBJ   (1 << 15)
#define WIN0X(screen)   _REG16(0x04000040 + (screen * 0x1000))
#define WIN0Y(screen)   _REG16(0x04000044 + (screen * 0x1000))
#define WIN1X(screen)   _REG16(0x04000042 + (screen * 0x1000))
#define WIN1Y(screen)   _REG16(0x04000046 + (screen * 0x1000))
#define WININ(screen)   _REG16(0x04000048 + (screen * 0x1000))
#define WINOUT(screen)   _REG16(0x0400004A + (screen * 0x1000))
#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_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

Variables

const s16 winfades [][4]


Detailed Description

Window options...

Window options, nothing much to say.


Generated on Fri Oct 28 23:16:51 2005 for PA_lib by  doxygen 1.3.9.1
@ 1.1.1.1 log @Initial import of PalibDoc, begin on PAlib0.64b @ text @@