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§
- Blend
Dist - Display
- Manages distribution of display modes, obtained from the gba struct
- Object
Distribution - Window
Dist
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.