Module display

Source
Expand description

Implements everything relating to things that are displayed on screen.

Re-exports§

pub use font::Font;
pub use font::FontLetter;

Modules§

affine
Affine matrices for the Game Boy Advance
bitmap3
Graphics mode 3. Bitmap mode that provides a 16-bit colour framebuffer.
bitmap4
Graphics mode 4. Bitmap 4 provides two 8-bit paletted framebuffers with page switching.
blend
This controls the blending modes on the GBA.
example_logo
Test logo of agb.
font
object
Sprites and objects
palette16
Palette type.
tile_data
Data produced by agb-image-converter
tiled
Graphics mode 0. Four regular backgrounds.
video
Giving out graphics mode.
window
The window feature of the GBA.

Structs§

BlendDist
Display
Manages distribution of display modes, obtained from the gba struct
ObjectDistribution
WindowDist

Enums§

Priority
The priority of a background layer or object. A higher priority should be thought of as rendering first, and so is behind that of a lower priority. For an equal priority background layer and object, the background has a higher priority and therefore is behind the object.

Constants§

HEIGHT
Height of the Gameboy advance screen in pixels
WIDTH
Width of the Gameboy advance screen in pixels

Functions§

busy_wait_for_vblank
Waits until vblank using a busy wait loop, this should almost never be used. I only say almost because whilst I don’t believe there to be a reason to use this I can’t rule it out.