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Crate dotzuki_renderer

Crate dotzuki_renderer 

Source

Re-exports§

pub use indexed_framebuffer::DefaultPalette;
pub use indexed_framebuffer::FbSurface;
pub use indexed_framebuffer::IndexedFrameBuffer;
pub use indexed_framebuffer::RgbaIndexedFrameBuffer;
pub use indexed_framebuffer::SCREEN_HEIGHT;
pub use indexed_framebuffer::SCREEN_WIDTH;
pub use indexed_framebuffer::index_bits;
pub use indexed_framebuffer::packed_len;
pub use indexed_framebuffer::quantize;

Modules§

asset_provider
battle_anim
Battle animation system — subanimations, frame blocks, and special effects.
battle_scene
Battle scene rendering — HUDs, HP bars, sprite placement, animations.
battle_transition
charmap
embedded_font
Embedded 10px bitmap font — Fusion Pixel 10px Monospaced (OFL-1.1).
icon
indexed_framebuffer
Indexed (palette-based) framebuffer with packed bitplane storage.
input
layer_renderer
Multi-layer map compositing.
layout
Lightweight layout engine for Game Boy screen coordinates.
layout_engine
JSON layout engine — declarative layout system for JRPG screen composition.
menu
mon_icon
palette
party_hp_bar
Party screen HP bar renderer — pixel-accurate segmented bar into FrameBuffer.
sprite
Sprite rendering — draws OAM sprites onto the framebuffer.
text_renderer
textbox
tile
Tile decoding and tileset management.
tilemap
Tile map constants and tile cache for background rendering.
title
Generic title-screen menu driver — the reusable, render-agnostic logic behind a game’s title screen.
transition
walk_sprite
Full-color overworld walk sprite — the render backend for the engine’s generic dotzuki_engine::overworld::actor::OverworldActor.
window
window_layer
Window layer — the Game Boy’s WINDOW overlay.

Structs§

DirtyRegion
A rectangular region of the screen that needs redrawing.
FrameBuffer
A pixel RGBA framebuffer with configurable dimensions.
RenderConfig
Configuration for the rendering pipeline.
Rgba
An RGBA colour with 8 bits per channel.

Constants§

BYTES_PER_PIXEL
Bytes per pixel in the RGBA framebuffer.
TILE_SIZE
Game Boy tile size in pixels (8×8).