Struct gba::video::DisplayControl
source · pub struct DisplayControl(/* private fields */);
Implementations§
source§impl DisplayControl
impl DisplayControl
sourcepub const fn new() -> Self
pub const fn new() -> Self
Examples found in repository?
examples/video3_test.rs (line 27)
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fn main() -> ! {
let a = TEXT_SCREENBLOCKS.get_frame(0).unwrap().as_usize();
unsafe {
__aeabi_memcpy(
a as _,
PIXELS.as_ptr().cast(),
core::mem::size_of_val(PIXELS) as _,
)
};
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
loop {}
}
More examples
examples/video4_test.rs (line 30)
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fn main() -> ! {
let a = TEXT_SCREENBLOCKS.get_frame(0).unwrap().as_usize();
unsafe {
__aeabi_memcpy(
a as _,
INDEXES.as_ptr().cast(),
core::mem::size_of_val(INDEXES) as _,
)
};
BG_PALETTE.iter().zip(PALETTE.iter()).for_each(|(va, i)| {
va.write(Color(*i));
});
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_4).with_show_bg2(true),
);
loop {}
}
examples/mode3_realtime_example.rs (line 19)
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fn main() -> ! {
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
let mut red = 0;
let mut green = 255;
let mut blue = 0;
for y in 0..160 {
for x in 0..240 {
let color = Color::from_rgb(red, green, blue);
VIDEO3_VRAM.index(x, y).write(color);
red = (red + 1) % 256;
green = (green + 3) % 256;
blue = (blue + 5) % 256;
}
}
loop {}
}
examples/mode3_pong_example_game.rs (line 114)
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fn main() -> ! {
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
RUST_IRQ_HANDLER.write(Some(draw_sprites));
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
let mut left_paddle = Paddle::new(10, SCREEN_HEIGHT as u16 / 2 - PADDLE_HEIGHT / 2);
let mut right_paddle = Paddle::new(SCREEN_WIDTH as u16 - 10 - PADDLE_WIDTH, SCREEN_HEIGHT as u16 / 2 - PADDLE_HEIGHT / 2);
let mut ball = Ball::new(SCREEN_WIDTH as u16 / 2, SCREEN_HEIGHT as u16 / 2);
loop {
left_paddle.update();
right_paddle.update();
ball.update(&left_paddle, &right_paddle);
SPRITE_POSITIONS[0].write(left_paddle.x);
SPRITE_POSITIONS[1].write(left_paddle.y);
SPRITE_POSITIONS[2].write(right_paddle.x);
SPRITE_POSITIONS[3].write(right_paddle.y);
SPRITE_POSITIONS[4].write(ball.x);
SPRITE_POSITIONS[5].write(ball.y);
VBlankIntrWait();
}
}
examples/hello.rs (line 72)
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extern "C" fn main() -> ! {
RUST_IRQ_HANDLER.write(Some(irq_handler));
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Debug) {
writeln!(logger, "hello!").ok();
let fx_u: Fixed<u32, 8> =
Fixed::<u32, 8>::wrapping_from(7) + Fixed::<u32, 8>::from_raw(12);
writeln!(logger, "fixed unsigned: {fx_u:?}").ok();
let fx_i1: Fixed<i32, 8> =
Fixed::<i32, 8>::wrapping_from(8) + Fixed::<i32, 8>::from_raw(15);
writeln!(logger, "fixed signed positive: {fx_i1:?}").ok();
let fx_i2: Fixed<i32, 8> = Fixed::<i32, 8>::wrapping_from(0)
- Fixed::<i32, 8>::wrapping_from(3)
- Fixed::<i32, 8>::from_raw(17);
writeln!(logger, "fixed signed negative: {fx_i2:?}").ok();
}
{
// get our tile data into memory.
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
}
{
// set up the tilemap
let tsb = TEXT_SCREENBLOCKS.get_frame(31).unwrap();
for y in 0..16 {
let row = tsb.get_row(y).unwrap();
for (x, addr) in row.iter().enumerate().take(16) {
let te = TextEntry::new().with_tile((y * 16 + x) as u16);
addr.write(te);
}
}
}
{
// Set BG0 to use the tilemap we just made, and set it to be shown.
BG0CNT.write(BackgroundControl::new().with_screenblock(31));
DISPCNT.write(DisplayControl::new().with_show_bg0(true));
}
let mut x_off = 0_u32;
let mut y_off = 0_u32;
let mut backdrop_color = Color(0);
loop {
VBlankIntrWait();
// show current frame
BACKDROP_COLOR.write(backdrop_color);
BG0HOFS.write(x_off as u16);
BG0VOFS.write(y_off as u16);
// prep next frame
let k = FRAME_KEYS.read();
backdrop_color = Color(k.to_u16());
if k.up() {
y_off = y_off.wrapping_add(1);
}
if k.down() {
y_off = y_off.wrapping_sub(1);
}
if k.left() {
x_off = x_off.wrapping_add(1);
}
if k.right() {
x_off = x_off.wrapping_sub(1);
}
}
}
examples/game.rs (line 109)
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extern "C" fn main() -> ! {
// game simulation setup
let mut creatures = [Position::default(); 5];
creatures[0].x = 11;
creatures[0].y = 14;
//
creatures[1].x = 44;
creatures[1].y = 38;
creatures[2].x = 100;
creatures[2].y = 23;
creatures[3].x = 14;
creatures[3].y = 101;
creatures[4].x = 72;
creatures[4].y = 59;
// indexing with `[y][x]`
let mut world = [[0_u8; 32]; 32];
for i in 0..32 {
world[0][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[19][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[i][0] = Cga8x8Thick::BOX_VERTICAL;
world[i][29] = Cga8x8Thick::BOX_VERTICAL;
}
world[0][0] = Cga8x8Thick::BOX_UPPER_LEFT;
world[0][29] = Cga8x8Thick::BOX_UPPER_RIGHT;
world[19][0] = Cga8x8Thick::BOX_LOWER_LEFT;
world[19][29] = Cga8x8Thick::BOX_LOWER_RIGHT;
world[1][3] = b'B';
world[2][3] = b'G';
world[3][3] = b'0';
// interrupt configuration
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
// bg
BG_PALETTE.index(1).write(Color::MAGENTA);
// obj
let colors =
[Color::CYAN, Color::GREEN, Color::RED, Color::BLUE, Color::YELLOW];
for (pal, color) in colors.iter().enumerate() {
obj_palbank(pal).index(1).write(*color);
}
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
BG0CNT.write(BackgroundControl::new().with_screenblock(8));
let screenblock = TEXT_SCREENBLOCKS.get_frame(8).unwrap();
for y in 0..32 {
let row = screenblock.get_row(y).unwrap();
for (x, addr) in row.iter().enumerate() {
let te = TextEntry::new().with_tile(world[y][x] as u16);
addr.write(te);
}
}
let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display));
DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
let mut l_was_pressed = false;
let mut r_was_pressed = false;
loop {
// wait for vblank
VBlankIntrWait();
// update graphics MMIO
for (i, (creature_pos, attr_addr)) in
creatures.iter().zip(OBJ_ATTR_ALL.iter()).enumerate()
{
let mut obj = ObjAttr::new();
obj.set_x(creature_pos.x);
obj.set_y(creature_pos.y);
obj.set_tile_id(1);
obj.set_palbank(i as u16);
attr_addr.write(obj);
}
// handle input
let keys = KEYINPUT.read();
if keys.l() && !l_was_pressed {
creatures.rotate_left(1);
}
if keys.r() && !r_was_pressed {
creatures.rotate_right(1);
}
l_was_pressed = keys.l();
r_was_pressed = keys.r();
// the way we handle movement here is per-direction. If you're against a
// wall and you press a diagonal then one axis will progress while the other
// will be halted by the wall. This makes the player slide along the wall
// when bumping into walls.
let (player, enemies) = match &mut creatures {
[player, enemies @ ..] => (player, enemies),
};
if keys.up() {
let new_p = Position { x: player.x, y: player.y - 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.down() {
let new_p = Position { x: player.x, y: player.y + 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.left() {
let new_p = Position { x: player.x - 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.right() {
let new_p = Position { x: player.x + 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
}
}
Additional examples can be found in:
pub const fn video_mode(self) -> VideoMode
sourcepub const fn with_video_mode(self, val: VideoMode) -> Self
pub const fn with_video_mode(self, val: VideoMode) -> Self
Examples found in repository?
examples/video3_test.rs (line 27)
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fn main() -> ! {
let a = TEXT_SCREENBLOCKS.get_frame(0).unwrap().as_usize();
unsafe {
__aeabi_memcpy(
a as _,
PIXELS.as_ptr().cast(),
core::mem::size_of_val(PIXELS) as _,
)
};
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
loop {}
}
More examples
examples/video4_test.rs (line 30)
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fn main() -> ! {
let a = TEXT_SCREENBLOCKS.get_frame(0).unwrap().as_usize();
unsafe {
__aeabi_memcpy(
a as _,
INDEXES.as_ptr().cast(),
core::mem::size_of_val(INDEXES) as _,
)
};
BG_PALETTE.iter().zip(PALETTE.iter()).for_each(|(va, i)| {
va.write(Color(*i));
});
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_4).with_show_bg2(true),
);
loop {}
}
examples/mode3_realtime_example.rs (line 19)
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fn main() -> ! {
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
let mut red = 0;
let mut green = 255;
let mut blue = 0;
for y in 0..160 {
for x in 0..240 {
let color = Color::from_rgb(red, green, blue);
VIDEO3_VRAM.index(x, y).write(color);
red = (red + 1) % 256;
green = (green + 3) % 256;
blue = (blue + 5) % 256;
}
}
loop {}
}
examples/mode3_pong_example_game.rs (line 114)
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fn main() -> ! {
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
RUST_IRQ_HANDLER.write(Some(draw_sprites));
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
let mut left_paddle = Paddle::new(10, SCREEN_HEIGHT as u16 / 2 - PADDLE_HEIGHT / 2);
let mut right_paddle = Paddle::new(SCREEN_WIDTH as u16 - 10 - PADDLE_WIDTH, SCREEN_HEIGHT as u16 / 2 - PADDLE_HEIGHT / 2);
let mut ball = Ball::new(SCREEN_WIDTH as u16 / 2, SCREEN_HEIGHT as u16 / 2);
loop {
left_paddle.update();
right_paddle.update();
ball.update(&left_paddle, &right_paddle);
SPRITE_POSITIONS[0].write(left_paddle.x);
SPRITE_POSITIONS[1].write(left_paddle.y);
SPRITE_POSITIONS[2].write(right_paddle.x);
SPRITE_POSITIONS[3].write(right_paddle.y);
SPRITE_POSITIONS[4].write(ball.x);
SPRITE_POSITIONS[5].write(ball.y);
VBlankIntrWait();
}
}
pub const fn show_frame1(self) -> bool
pub const fn with_show_frame1(self, b: bool) -> Self
pub const fn hblank_oam_free(self) -> bool
pub const fn with_hblank_oam_free(self, b: bool) -> Self
pub const fn obj_vram_1d(self) -> bool
pub const fn with_obj_vram_1d(self, b: bool) -> Self
pub const fn forced_blank(self) -> bool
pub const fn with_forced_blank(self, b: bool) -> Self
pub const fn show_bg0(self) -> bool
sourcepub const fn with_show_bg0(self, b: bool) -> Self
pub const fn with_show_bg0(self, b: bool) -> Self
Examples found in repository?
examples/hello.rs (line 72)
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extern "C" fn main() -> ! {
RUST_IRQ_HANDLER.write(Some(irq_handler));
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Debug) {
writeln!(logger, "hello!").ok();
let fx_u: Fixed<u32, 8> =
Fixed::<u32, 8>::wrapping_from(7) + Fixed::<u32, 8>::from_raw(12);
writeln!(logger, "fixed unsigned: {fx_u:?}").ok();
let fx_i1: Fixed<i32, 8> =
Fixed::<i32, 8>::wrapping_from(8) + Fixed::<i32, 8>::from_raw(15);
writeln!(logger, "fixed signed positive: {fx_i1:?}").ok();
let fx_i2: Fixed<i32, 8> = Fixed::<i32, 8>::wrapping_from(0)
- Fixed::<i32, 8>::wrapping_from(3)
- Fixed::<i32, 8>::from_raw(17);
writeln!(logger, "fixed signed negative: {fx_i2:?}").ok();
}
{
// get our tile data into memory.
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
}
{
// set up the tilemap
let tsb = TEXT_SCREENBLOCKS.get_frame(31).unwrap();
for y in 0..16 {
let row = tsb.get_row(y).unwrap();
for (x, addr) in row.iter().enumerate().take(16) {
let te = TextEntry::new().with_tile((y * 16 + x) as u16);
addr.write(te);
}
}
}
{
// Set BG0 to use the tilemap we just made, and set it to be shown.
BG0CNT.write(BackgroundControl::new().with_screenblock(31));
DISPCNT.write(DisplayControl::new().with_show_bg0(true));
}
let mut x_off = 0_u32;
let mut y_off = 0_u32;
let mut backdrop_color = Color(0);
loop {
VBlankIntrWait();
// show current frame
BACKDROP_COLOR.write(backdrop_color);
BG0HOFS.write(x_off as u16);
BG0VOFS.write(y_off as u16);
// prep next frame
let k = FRAME_KEYS.read();
backdrop_color = Color(k.to_u16());
if k.up() {
y_off = y_off.wrapping_add(1);
}
if k.down() {
y_off = y_off.wrapping_sub(1);
}
if k.left() {
x_off = x_off.wrapping_add(1);
}
if k.right() {
x_off = x_off.wrapping_sub(1);
}
}
}
More examples
examples/game.rs (line 109)
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extern "C" fn main() -> ! {
// game simulation setup
let mut creatures = [Position::default(); 5];
creatures[0].x = 11;
creatures[0].y = 14;
//
creatures[1].x = 44;
creatures[1].y = 38;
creatures[2].x = 100;
creatures[2].y = 23;
creatures[3].x = 14;
creatures[3].y = 101;
creatures[4].x = 72;
creatures[4].y = 59;
// indexing with `[y][x]`
let mut world = [[0_u8; 32]; 32];
for i in 0..32 {
world[0][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[19][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[i][0] = Cga8x8Thick::BOX_VERTICAL;
world[i][29] = Cga8x8Thick::BOX_VERTICAL;
}
world[0][0] = Cga8x8Thick::BOX_UPPER_LEFT;
world[0][29] = Cga8x8Thick::BOX_UPPER_RIGHT;
world[19][0] = Cga8x8Thick::BOX_LOWER_LEFT;
world[19][29] = Cga8x8Thick::BOX_LOWER_RIGHT;
world[1][3] = b'B';
world[2][3] = b'G';
world[3][3] = b'0';
// interrupt configuration
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
// bg
BG_PALETTE.index(1).write(Color::MAGENTA);
// obj
let colors =
[Color::CYAN, Color::GREEN, Color::RED, Color::BLUE, Color::YELLOW];
for (pal, color) in colors.iter().enumerate() {
obj_palbank(pal).index(1).write(*color);
}
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
BG0CNT.write(BackgroundControl::new().with_screenblock(8));
let screenblock = TEXT_SCREENBLOCKS.get_frame(8).unwrap();
for y in 0..32 {
let row = screenblock.get_row(y).unwrap();
for (x, addr) in row.iter().enumerate() {
let te = TextEntry::new().with_tile(world[y][x] as u16);
addr.write(te);
}
}
let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display));
DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
let mut l_was_pressed = false;
let mut r_was_pressed = false;
loop {
// wait for vblank
VBlankIntrWait();
// update graphics MMIO
for (i, (creature_pos, attr_addr)) in
creatures.iter().zip(OBJ_ATTR_ALL.iter()).enumerate()
{
let mut obj = ObjAttr::new();
obj.set_x(creature_pos.x);
obj.set_y(creature_pos.y);
obj.set_tile_id(1);
obj.set_palbank(i as u16);
attr_addr.write(obj);
}
// handle input
let keys = KEYINPUT.read();
if keys.l() && !l_was_pressed {
creatures.rotate_left(1);
}
if keys.r() && !r_was_pressed {
creatures.rotate_right(1);
}
l_was_pressed = keys.l();
r_was_pressed = keys.r();
// the way we handle movement here is per-direction. If you're against a
// wall and you press a diagonal then one axis will progress while the other
// will be halted by the wall. This makes the player slide along the wall
// when bumping into walls.
let (player, enemies) = match &mut creatures {
[player, enemies @ ..] => (player, enemies),
};
if keys.up() {
let new_p = Position { x: player.x, y: player.y - 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.down() {
let new_p = Position { x: player.x, y: player.y + 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.left() {
let new_p = Position { x: player.x - 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.right() {
let new_p = Position { x: player.x + 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
}
}
examples/game_vblank_draw.rs (line 135)
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extern "C" fn main() -> ! {
// game simulation setup
let mut creatures = [Position::default(); 5];
creatures[0].x = 11;
creatures[0].y = 14;
//
creatures[1].x = 44;
creatures[1].y = 38;
creatures[2].x = 100;
creatures[2].y = 23;
creatures[3].x = 14;
creatures[3].y = 101;
creatures[4].x = 72;
creatures[4].y = 59;
// indexing with `[y][x]`
let mut world = [[0_u8; 32]; 32];
for i in 0..32 {
world[0][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[19][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[i][0] = Cga8x8Thick::BOX_VERTICAL;
world[i][29] = Cga8x8Thick::BOX_VERTICAL;
}
world[0][0] = Cga8x8Thick::BOX_UPPER_LEFT;
world[0][29] = Cga8x8Thick::BOX_UPPER_RIGHT;
world[19][0] = Cga8x8Thick::BOX_LOWER_LEFT;
world[19][29] = Cga8x8Thick::BOX_LOWER_RIGHT;
world[1][3] = b'B';
world[2][3] = b'G';
world[3][3] = b'0';
// interrupt configuration
RUST_IRQ_HANDLER.write(Some(irq_handler));
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
// bg
BG_PALETTE.index(1).write(Color::MAGENTA);
// obj
let colors =
[Color::CYAN, Color::GREEN, Color::RED, Color::BLUE, Color::YELLOW];
for (pal, color) in colors.iter().enumerate() {
obj_palbank(pal).index(1).write(*color);
}
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
BG0CNT.write(BackgroundControl::new().with_screenblock(8));
let screenblock = TEXT_SCREENBLOCKS.get_frame(8).unwrap();
for y in 0..32 {
let row = screenblock.get_row(y).unwrap();
for (x, addr) in row.iter().enumerate() {
let te = TextEntry::new().with_tile(world[y][x] as u16);
addr.write(te);
}
}
let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display));
DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
let mut l_was_pressed = false;
let mut r_was_pressed = false;
loop {
// copy the current data into memory that the interrupt handler can see, so
// that the handler can update all the graphics in proper timing with the
// start of vblank.
for (c, c_pos) in creatures.iter().zip(CREATURE_POSITIONS.iter()) {
c_pos.0.write(c.x);
c_pos.1.write(c.y);
}
// wait for vblank, graphics updates during the handler
VBlankIntrWait();
// handle input
let keys = KEYINPUT.read();
if keys.l() && !l_was_pressed {
creatures.rotate_left(1);
}
if keys.r() && !r_was_pressed {
creatures.rotate_right(1);
}
l_was_pressed = keys.l();
r_was_pressed = keys.r();
// the way we handle movement here is per-direction. If you're against a
// wall and you press a diagonal then one axis will progress while the other
// will be halted by the wall. This makes the player slide along the wall
// when bumping into walls.
let (player, enemies) = match &mut creatures {
[player, enemies @ ..] => (player, enemies),
};
if keys.up() {
let new_p = Position { x: player.x, y: player.y - 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.down() {
let new_p = Position { x: player.x, y: player.y + 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.left() {
let new_p = Position { x: player.x - 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.right() {
let new_p = Position { x: player.x + 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
}
}
pub const fn show_bg1(self) -> bool
pub const fn with_show_bg1(self, b: bool) -> Self
pub const fn show_bg2(self) -> bool
sourcepub const fn with_show_bg2(self, b: bool) -> Self
pub const fn with_show_bg2(self, b: bool) -> Self
Examples found in repository?
examples/video3_test.rs (line 27)
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fn main() -> ! {
let a = TEXT_SCREENBLOCKS.get_frame(0).unwrap().as_usize();
unsafe {
__aeabi_memcpy(
a as _,
PIXELS.as_ptr().cast(),
core::mem::size_of_val(PIXELS) as _,
)
};
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
loop {}
}
More examples
examples/video4_test.rs (line 30)
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fn main() -> ! {
let a = TEXT_SCREENBLOCKS.get_frame(0).unwrap().as_usize();
unsafe {
__aeabi_memcpy(
a as _,
INDEXES.as_ptr().cast(),
core::mem::size_of_val(INDEXES) as _,
)
};
BG_PALETTE.iter().zip(PALETTE.iter()).for_each(|(va, i)| {
va.write(Color(*i));
});
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_4).with_show_bg2(true),
);
loop {}
}
examples/mode3_realtime_example.rs (line 19)
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fn main() -> ! {
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
let mut red = 0;
let mut green = 255;
let mut blue = 0;
for y in 0..160 {
for x in 0..240 {
let color = Color::from_rgb(red, green, blue);
VIDEO3_VRAM.index(x, y).write(color);
red = (red + 1) % 256;
green = (green + 3) % 256;
blue = (blue + 5) % 256;
}
}
loop {}
}
examples/mode3_pong_example_game.rs (line 114)
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fn main() -> ! {
DISPCNT.write(
DisplayControl::new().with_video_mode(VideoMode::_3).with_show_bg2(true),
);
RUST_IRQ_HANDLER.write(Some(draw_sprites));
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
let mut left_paddle = Paddle::new(10, SCREEN_HEIGHT as u16 / 2 - PADDLE_HEIGHT / 2);
let mut right_paddle = Paddle::new(SCREEN_WIDTH as u16 - 10 - PADDLE_WIDTH, SCREEN_HEIGHT as u16 / 2 - PADDLE_HEIGHT / 2);
let mut ball = Ball::new(SCREEN_WIDTH as u16 / 2, SCREEN_HEIGHT as u16 / 2);
loop {
left_paddle.update();
right_paddle.update();
ball.update(&left_paddle, &right_paddle);
SPRITE_POSITIONS[0].write(left_paddle.x);
SPRITE_POSITIONS[1].write(left_paddle.y);
SPRITE_POSITIONS[2].write(right_paddle.x);
SPRITE_POSITIONS[3].write(right_paddle.y);
SPRITE_POSITIONS[4].write(ball.x);
SPRITE_POSITIONS[5].write(ball.y);
VBlankIntrWait();
}
}
pub const fn show_bg3(self) -> bool
pub const fn with_show_bg3(self, b: bool) -> Self
pub const fn show_obj(self) -> bool
sourcepub const fn with_show_obj(self, b: bool) -> Self
pub const fn with_show_obj(self, b: bool) -> Self
Examples found in repository?
examples/game.rs (line 109)
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extern "C" fn main() -> ! {
// game simulation setup
let mut creatures = [Position::default(); 5];
creatures[0].x = 11;
creatures[0].y = 14;
//
creatures[1].x = 44;
creatures[1].y = 38;
creatures[2].x = 100;
creatures[2].y = 23;
creatures[3].x = 14;
creatures[3].y = 101;
creatures[4].x = 72;
creatures[4].y = 59;
// indexing with `[y][x]`
let mut world = [[0_u8; 32]; 32];
for i in 0..32 {
world[0][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[19][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[i][0] = Cga8x8Thick::BOX_VERTICAL;
world[i][29] = Cga8x8Thick::BOX_VERTICAL;
}
world[0][0] = Cga8x8Thick::BOX_UPPER_LEFT;
world[0][29] = Cga8x8Thick::BOX_UPPER_RIGHT;
world[19][0] = Cga8x8Thick::BOX_LOWER_LEFT;
world[19][29] = Cga8x8Thick::BOX_LOWER_RIGHT;
world[1][3] = b'B';
world[2][3] = b'G';
world[3][3] = b'0';
// interrupt configuration
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
// bg
BG_PALETTE.index(1).write(Color::MAGENTA);
// obj
let colors =
[Color::CYAN, Color::GREEN, Color::RED, Color::BLUE, Color::YELLOW];
for (pal, color) in colors.iter().enumerate() {
obj_palbank(pal).index(1).write(*color);
}
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
BG0CNT.write(BackgroundControl::new().with_screenblock(8));
let screenblock = TEXT_SCREENBLOCKS.get_frame(8).unwrap();
for y in 0..32 {
let row = screenblock.get_row(y).unwrap();
for (x, addr) in row.iter().enumerate() {
let te = TextEntry::new().with_tile(world[y][x] as u16);
addr.write(te);
}
}
let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display));
DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
let mut l_was_pressed = false;
let mut r_was_pressed = false;
loop {
// wait for vblank
VBlankIntrWait();
// update graphics MMIO
for (i, (creature_pos, attr_addr)) in
creatures.iter().zip(OBJ_ATTR_ALL.iter()).enumerate()
{
let mut obj = ObjAttr::new();
obj.set_x(creature_pos.x);
obj.set_y(creature_pos.y);
obj.set_tile_id(1);
obj.set_palbank(i as u16);
attr_addr.write(obj);
}
// handle input
let keys = KEYINPUT.read();
if keys.l() && !l_was_pressed {
creatures.rotate_left(1);
}
if keys.r() && !r_was_pressed {
creatures.rotate_right(1);
}
l_was_pressed = keys.l();
r_was_pressed = keys.r();
// the way we handle movement here is per-direction. If you're against a
// wall and you press a diagonal then one axis will progress while the other
// will be halted by the wall. This makes the player slide along the wall
// when bumping into walls.
let (player, enemies) = match &mut creatures {
[player, enemies @ ..] => (player, enemies),
};
if keys.up() {
let new_p = Position { x: player.x, y: player.y - 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.down() {
let new_p = Position { x: player.x, y: player.y + 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.left() {
let new_p = Position { x: player.x - 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.right() {
let new_p = Position { x: player.x + 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
}
}
More examples
examples/game_vblank_draw.rs (line 135)
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extern "C" fn main() -> ! {
// game simulation setup
let mut creatures = [Position::default(); 5];
creatures[0].x = 11;
creatures[0].y = 14;
//
creatures[1].x = 44;
creatures[1].y = 38;
creatures[2].x = 100;
creatures[2].y = 23;
creatures[3].x = 14;
creatures[3].y = 101;
creatures[4].x = 72;
creatures[4].y = 59;
// indexing with `[y][x]`
let mut world = [[0_u8; 32]; 32];
for i in 0..32 {
world[0][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[19][i] = Cga8x8Thick::BOX_HORIZONTAL;
world[i][0] = Cga8x8Thick::BOX_VERTICAL;
world[i][29] = Cga8x8Thick::BOX_VERTICAL;
}
world[0][0] = Cga8x8Thick::BOX_UPPER_LEFT;
world[0][29] = Cga8x8Thick::BOX_UPPER_RIGHT;
world[19][0] = Cga8x8Thick::BOX_LOWER_LEFT;
world[19][29] = Cga8x8Thick::BOX_LOWER_RIGHT;
world[1][3] = b'B';
world[2][3] = b'G';
world[3][3] = b'0';
// interrupt configuration
RUST_IRQ_HANDLER.write(Some(irq_handler));
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
IE.write(IrqBits::VBLANK);
IME.write(true);
// bg
BG_PALETTE.index(1).write(Color::MAGENTA);
// obj
let colors =
[Color::CYAN, Color::GREEN, Color::RED, Color::BLUE, Color::YELLOW];
for (pal, color) in colors.iter().enumerate() {
obj_palbank(pal).index(1).write(*color);
}
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
BG0CNT.write(BackgroundControl::new().with_screenblock(8));
let screenblock = TEXT_SCREENBLOCKS.get_frame(8).unwrap();
for y in 0..32 {
let row = screenblock.get_row(y).unwrap();
for (x, addr) in row.iter().enumerate() {
let te = TextEntry::new().with_tile(world[y][x] as u16);
addr.write(te);
}
}
let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display));
DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
let mut l_was_pressed = false;
let mut r_was_pressed = false;
loop {
// copy the current data into memory that the interrupt handler can see, so
// that the handler can update all the graphics in proper timing with the
// start of vblank.
for (c, c_pos) in creatures.iter().zip(CREATURE_POSITIONS.iter()) {
c_pos.0.write(c.x);
c_pos.1.write(c.y);
}
// wait for vblank, graphics updates during the handler
VBlankIntrWait();
// handle input
let keys = KEYINPUT.read();
if keys.l() && !l_was_pressed {
creatures.rotate_left(1);
}
if keys.r() && !r_was_pressed {
creatures.rotate_right(1);
}
l_was_pressed = keys.l();
r_was_pressed = keys.r();
// the way we handle movement here is per-direction. If you're against a
// wall and you press a diagonal then one axis will progress while the other
// will be halted by the wall. This makes the player slide along the wall
// when bumping into walls.
let (player, enemies) = match &mut creatures {
[player, enemies @ ..] => (player, enemies),
};
if keys.up() {
let new_p = Position { x: player.x, y: player.y - 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.down() {
let new_p = Position { x: player.x, y: player.y + 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.left() {
let new_p = Position { x: player.x - 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
if keys.right() {
let new_p = Position { x: player.x + 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
let terrain_clear = new_r
.iter_tiles()
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]));
let enemy_clear = enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
});
if terrain_clear && enemy_clear {
*player = new_p;
}
}
}
}
pub const fn enable_win0(self) -> bool
pub const fn with_enable_win0(self, b: bool) -> Self
pub const fn enable_win1(self) -> bool
pub const fn with_enable_win1(self, b: bool) -> Self
pub const fn enable_obj_win(self) -> bool
pub const fn with_enable_obj_win(self, b: bool) -> Self
Trait Implementations§
source§impl Clone for DisplayControl
impl Clone for DisplayControl
source§fn clone(&self) -> DisplayControl
fn clone(&self) -> DisplayControl
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for DisplayControl
impl Debug for DisplayControl
source§impl Default for DisplayControl
impl Default for DisplayControl
source§fn default() -> DisplayControl
fn default() -> DisplayControl
Returns the “default value” for a type. Read more
source§impl Hash for DisplayControl
impl Hash for DisplayControl
source§impl Ord for DisplayControl
impl Ord for DisplayControl
source§fn cmp(&self, other: &DisplayControl) -> Ordering
fn cmp(&self, other: &DisplayControl) -> Ordering
1.21.0 · source§fn max(self, other: Self) -> Selfwhere
Self: Sized,
fn max(self, other: Self) -> Selfwhere
Self: Sized,
Compares and returns the maximum of two values. Read more
source§impl PartialEq for DisplayControl
impl PartialEq for DisplayControl
source§fn eq(&self, other: &DisplayControl) -> bool
fn eq(&self, other: &DisplayControl) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.source§impl PartialOrd for DisplayControl
impl PartialOrd for DisplayControl
source§fn partial_cmp(&self, other: &DisplayControl) -> Option<Ordering>
fn partial_cmp(&self, other: &DisplayControl) -> Option<Ordering>
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
This method tests less than or equal to (for
self
and other
) and is used by the <=
operator. Read moreimpl Copy for DisplayControl
impl Eq for DisplayControl
impl StructuralPartialEq for DisplayControl
Auto Trait Implementations§
impl Freeze for DisplayControl
impl RefUnwindSafe for DisplayControl
impl Send for DisplayControl
impl Sync for DisplayControl
impl Unpin for DisplayControl
impl UnwindSafe for DisplayControl
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more