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//! Implements everything relating to things which are displayed on the screen.
//!
//! Games written using `agb` typically follow the ['update-render loop'](https://gameprogrammingpatterns.com/game-loop.html).
//! The way your components update will be very dependent on the game you are writing, but each frame you would normally do the following:
//!
//! ```rust
//! # #![no_std]
//! # #![no_main]
//! use agb::display::GraphicsFrame;
//! # #[agb::doctest]
//! # fn test(mut gba: agb::Gba) {
//!
//! let mut my_game = MyGame::new();
//! let mut gfx = gba.graphics.get();
//!
//! loop {
//! my_game.update();
//!
//! let mut frame = gfx.frame();
//! my_game.show(&mut frame);
//! frame.commit();
//! # break
//! }
//! # }
//! # struct MyGame { }
//! # impl MyGame {
//! # fn new() -> Self { Self {} }
//! #
//! # fn update(&mut self) {
//! # // update the game state
//! # }
//! #
//! # fn show(&self, frame: &mut GraphicsFrame) {
//! # // do all the showing of things on screen
//! # }
//! # }
//! ```
//!
//! The [`GraphicsFrame`] is the key mechanism for displaying anything on the screen (the `frame` variable you see above).
//! Further sections e.g. [`Blend`], [`Windows`] and [`dma`](crate::dma) will go into more detail about other effects you can apply once
//! you've mastered the content of this article.
//!
//! ## `.show(frame: &mut GraphicsFrame)`
//!
//! The most common pattern involving [`GraphicsFrame`] you'll see in the `agb` library is a `.show()` method which typically
//! accepts a mutable reference to a [`GraphicsFrame`] e.g. [`RegularBackground::show`](tiled::RegularBackground::show) and
//! [`Object::show`](object::Object::show).
//!
//! Due to this naming convention, it is also conventional in games written using `agb` to name the `render` method `show()`
//! and have the same method signature.
//! You should not be doing any mutation of state during the `show()` method, and as much loading and other CPU intensive
//! work as possible should be done prior to the call to `show()`.
//!
//! See the [frame lifecycle](https://agbrs.dev/examples/frame_lifecycle) example for a simple walkthrough for how to
//! manage a frame with a single player character.
//!
//! ## `.commit()`
//!
//! Once everything you want to be visible on the frame is ready, you should follow this up with a call to `.commit()` on the frame.
//! This will wait for the current frame to finish rendering before quickly setting everything up for the next frame.
//!
//! This method takes ownership of the current `frame` instance, so you won't be able to use it for any further calls once this is done.
//! You will need to create a new frame object from the `gfx` instance.
use crate::;
use Box;
use *;
use ;
use ;
pub use ;
pub use Palette16;
/// Graphics mode 3. Bitmap mode that provides a 16-bit colour framebuffer.
pub
/// Palette type.
/// Data produced by agb-image-converter
pub use AffineMatrix;
const DISPLAY_CONTROL: =
unsafe ;
pub const DISPLAY_STATUS: = unsafe ;
const VCOUNT: = unsafe ;
pub use ;
pub use ;
/// Width of the Game Boy advance screen in pixels
pub const WIDTH: i32 = 240;
/// Height of the Game Boy advance screen in pixels
pub const HEIGHT: i32 = 160;
/// Use to get the [`Graphics`] subsystem for `agb`.
///
/// You'll find this as part of the [`Gba`](crate::Gba) struct.
;
/// Manage the graphics for the Game Boy Advance.
///
/// Handles objects and backgrounds. The main thing you'll want from this struct is the
/// [`GraphicsFrame`] returned by the [`frame()`](Graphics::frame) method.
///
/// ```rust,no_run
/// # #![no_std]
/// # #![no_main]
/// # use agb::Gba;
/// # #[agb::doctest]
/// # fn test(mut gba: Gba) {
/// use agb::display::{
/// Priority,
/// tiled::{RegularBackground, RegularBackgroundSize, TileFormat, VRAM_MANAGER},
/// };
///
/// // This is an instance of Graphics
/// let mut gfx = gba.graphics.get();
///
/// let bg = RegularBackground::new(
/// Priority::P0,
/// RegularBackgroundSize::Background32x32,
/// TileFormat::FourBpp
/// );
///
/// // load the background with some tiles
///
/// loop {
/// let mut frame = gfx.frame();
/// bg.show(&mut frame);
/// frame.commit();
/// # break;
/// }
/// # }
/// ```
pub
/// Manages everything to do with the current frame that is being rendered.
///
/// Any effects you want to apply to this frame are done between the call to
/// [`gfx.frame()`](Graphics::frame) and [`frame.commit()`](GraphicsFrame::commit).
///
/// Normally you'll want to pass the current `&mut frame` to a `.show()` method
/// for example [`RegularBackground::show`](tiled::RegularBackground::show)
/// or [`Object::show`](object::Object::show).
/// 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.
/// 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.