head 1.1; branch 1.1.1; access ; symbols start:1.1.1.1 PAlibDoc:1.1.1; locks ; strict; comment @# @; 1.1 date 2005.11.02.08.30.24; author jandujar; state Exp; branches 1.1.1.1; next ; 1.1.1.1 date 2005.11.02.08.30.24; author jandujar; state Exp; branches ; next ; desc @@ 1.1 log @Initial revision @ text @
Defines | |
#define | PA_Get16bitPixel(screen, x, y) PA_DrawBg[screen][x + (y << 8)] |
Get the pixel's color in 16 bit Draw mode... | |
#define | PA_SetDrawSize(screen, draw_size) PA_drawsize[screen] = draw_size; |
Set the size of the pen when drawing. | |
#define | PA_Load8bitBitmap(screen, bitmap) DMA_Copy(bitmap, (void*)PA_DrawBg[screen], 256*96, DMA_16NOW); |
Load a bitmap on the screen for an 8 bit drawable background | |
#define | PA_Load16bitBitmap(screen, bitmap) |
Load a bitmap on the screen for an 16 bit drawable background | |
#define | PA_Clear8bitBg(screen) DMA_Copy(Blank, (void*)PA_DrawBg[screen], 256*96, DMA_16NOW); |
Clears the screen... for an 8 bit drawable background | |
#define | PA_Clear16bitBg(screen) DMA_Copy(Blank, (void*)PA_DrawBg[screen], 256*192, DMA_16NOW) |
Clears the screen... for an 16 bit drawable background | |
Functions | |
void | PA_Init8bitBg (bool screen, u8 bg_priority) |
Initialise 8 bit draw mode (palette mode)... Chose the screen and the background priority (0-3). This drawable background will replace Background 3, and must be loaded before all other backgrounds. Takes about 3/8 of the VRAM. | |
void | PA_Init16bitBg (bool screen, u8 bg_priority) |
Initialise 16 bit draw mode (no palette mode, true colors)... Chose the screen and the background priority (0-3). This drawable background will replace Background 3, and must be loaded before all other backgrounds. Takes about 6/8 of the VRAM, so almost all the space ! | |
void | PA_Put8bitPixel (bool screen, s16 x, s16 y, u8 color) |
Draw a pixel on screen, on an 8 bit background | |
void | PA_Put2_8bitPixels (bool screen, s16 x, s16 y, u16 colors) |
Draw 2 pixels on screen, on an 8 bit background. These pixels are next to another, and the first pixel must be with a pair X. WAY faster than drawing both pixels separately | |
void | PA_PutDouble8bitPixels (bool screen, s16 x, s16 y, u8 color1, u8 color2) |
Draw 2 pixels on screen, on an 8 bit background. These pixels are next to another, and the first pixel must be with a pair X. WAY faster than drawing both pixels separately | |
void | PA_Put4_8bitPixels (bool screen, s16 x, s16 y, u32 colors) |
Draw 4 pixels on screen, on an 8 bit background. These pixels are next to another, and the first pixel must be with a pair X. Fastest way to draw on the screen... | |
u8 | PA_Get8bitPixel (bool screen, u8 x, u8 y) |
Get the pixel's color in 8 bit Draw mode... | |
void | PA_Put16bitPixel (bool screen, s16 x, s16 y, u16 color) |
Draw a pixel on screen, on an 16 bit background | |
void | PA_Draw8bitLine (bool screen, u16 x1, u16 y1, u16 x2, u16 y2, u8 color) |
Draw a line in Draw mode... for 8 bit drawable background | |
void | PA_Draw16bitLine (bool screen, u16 x1, u16 y1, u16 x2, u16 y2, u16 color) |
Draw a line in Draw mode... for 16 bit drawable background | |
void | PA_Draw16bitLineEx (bool screen, s16 basex, s16 basey, s16 endx, s16 endy, u16 color, s8 size) |
Draw a thick line in Draw mode... for 16 bit drawable background | |
void | PA_Draw16bitRect (bool screen, s16 basex, s16 basey, s16 endx, s16 endy, u16 color) |
Draw a rectangle in Draw mode... for 16 bit drawable background | |
void | PA_8bitDraw (bool screen, u8 color) |
For 8 bit background : Nice little function that draws on screen ! All you need to do is chose the color, it'll do the rest. If the PA VBL isn't initialised, don't forget to update the stylus position every frame... Juste execute PA_Draw every cycle... | |
void | PA_16bitDraw (bool screen, u16 color) |
For 16 bit : Nice little function that draws on screen ! All you need to do is chose the color, it'll do the rest. If the PA VBL isn't initialised, don't forget to update the stylus position every frame... Juste execute PA_Draw every cycle... | |
void | PA_LoadJpeg (bool screen, void *jpeg) |
Load a jpeg on a 16 bit background... Don't forget to Init the background ! | |
void | PA_LoadBmpToBuffer (u16 *Buffer, s16 x, s16 y, void *bmp, s16 SWidth) |
Load a BMP in a 16 bit Buffer | |
void | PA_LoadBmpEx (bool screen, s16 x, s16 y, void *bmp) |
Load a BMP on a 16 bit background... Don't forget to Init the background ! | |
void | PA_LoadBmp (bool screen, void *bmp) |
Load a BMP on a 16 bit background... Don't forget to Init the background ! | |
void | PA_LoadGif (bool screen, void *gif) |
Load a Gif on a 16 bit background... Don't forget to Init the background ! | |
void | PA_LoadGBFSImage (bool screen, s16 GBFSImage) |
Load any image from GBFS on the screen (16 bit). Currently supports Gif, Jpeg, and BMP | |
void | PA_LoadGBFSImageToBuffer (void *Buffer, s16 GBFSImage, s16 Width) |
u16 | PA_GetBmpWidth (void *bmp) |
u16 | PA_GetBmpHeight (void *bmp) |
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Clears the screen... for an 16 bit drawable background
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Clears the screen... for an 8 bit drawable background
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Get the pixel's color in 16 bit Draw mode...
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Value: {u32 PA_temp; \
for (PA_temp = 0; PA_temp < 256*192; PA_temp++)\
PA_DrawBg[screen][PA_temp] = bitmap[PA_temp] + (1 << 15);}
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Load a bitmap on the screen for an 8 bit drawable background
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Set the size of the pen when drawing.
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For 16 bit : Nice little function that draws on screen ! All you need to do is chose the color, it'll do the rest. If the PA VBL isn't initialised, don't forget to update the stylus position every frame... Juste execute PA_Draw every cycle...
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For 8 bit background : Nice little function that draws on screen ! All you need to do is chose the color, it'll do the rest. If the PA VBL isn't initialised, don't forget to update the stylus position every frame... Juste execute PA_Draw every cycle...
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Draw a line in Draw mode... for 16 bit drawable background
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Draw a thick line in Draw mode... for 16 bit drawable background
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Draw a rectangle in Draw mode... for 16 bit drawable background
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Draw a line in Draw mode... for 8 bit drawable background
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Get the pixel's color in 8 bit Draw mode...
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Initialise 16 bit draw mode (no palette mode, true colors)... Chose the screen and the background priority (0-3). This drawable background will replace Background 3, and must be loaded before all other backgrounds. Takes about 6/8 of the VRAM, so almost all the space !
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Initialise 8 bit draw mode (palette mode)... Chose the screen and the background priority (0-3). This drawable background will replace Background 3, and must be loaded before all other backgrounds. Takes about 3/8 of the VRAM.
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Load a BMP on a 16 bit background... Don't forget to Init the background !
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Load a BMP on a 16 bit background... Don't forget to Init the background !
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Load a BMP in a 16 bit Buffer
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Load any image from GBFS on the screen (16 bit). Currently supports Gif, Jpeg, and BMP
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Load a Gif on a 16 bit background... Don't forget to Init the background !
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Load a jpeg on a 16 bit background... Don't forget to Init the background !
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Draw a pixel on screen, on an 16 bit background
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Draw 2 pixels on screen, on an 8 bit background. These pixels are next to another, and the first pixel must be with a pair X. WAY faster than drawing both pixels separately
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Draw 4 pixels on screen, on an 8 bit background. These pixels are next to another, and the first pixel must be with a pair X. Fastest way to draw on the screen...
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Draw a pixel on screen, on an 8 bit background
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Draw 2 pixels on screen, on an 8 bit background. These pixels are next to another, and the first pixel must be with a pair X. WAY faster than drawing both pixels separately
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