[][src]Module gba_hal::data

Data types for the GBA's MMIO and such.

These data types can actually be used on any machine you like, not just the GBA. They're probably not very useful on other machines, but who knows.

Structs

BackgroundControl

Allows configuration of a background layer.

BlendAlpha

Controls alpha blend.

BlendBrightness

Controls brightness blend.

BlendControl

Controls the color special effect

Color

Color values on the GBA.

DMAControl

Configures a DMA unit.

DMAMixer

Controls DMA Sound mixing.

DisplayControl

Configuration for the display control register.

DisplayStatus

Display Status and interrupt settings.

DutyLenEnvelope

Combines the main pulse voice effects into a single setting.

FP_I_19_8

A four-byte fixed point value.

FP_I_7_8

A two-byte fixed point value.

InterruptEnable

This controls what types of interrupts can fire.

InterruptRequestFlags

Interrupt Requested Flags. GBATEK IF register.

KeyControl

Affects when a key interrupt is triggered.

KeyInput

This is the GBA's native key reading value.

LengthEnvelope

Length and envelope controls for the Noise output

Mosaic

Allows control of the Mosaic effect.

NoiseFrequencyControl

Noise channel frequency and master control setting

OBJAttr0

0th part of an object's attributes.

OBJAttr1

1st part of an object's attributes.

OBJAttr2

2nd part of an object's attributes.

PulseFrequencyControl

Frequency and master control settings

SoundStatusMaster

Allows setting of the SOUND_STATUS_ENABLE register.

Soundbias

Allows setting of the SOUNDBIAS register.

StereoControl

Controls left and right sound outputs.

Sweep

Controls the sweep effect (Pulse A only).

TimerControl

Controls one of the four Timer units.

WaveFrequencyControl

Wave output frequency and master control settings.

WaveInitRAMControl

Controls how the Wave RAM is accessed, and if the sound plays at all.

WaveLengthVolume

Length and Volume controls for the Wave output.

WindowHorizontal

Horizontal control for Window effect.

WindowIn

Controls the interior of windows 0 and 1.

WindowOut

Controls outside of the windows and the OBJ window.

WindowVertical

Vertical control for Window effect.

Enums

ColorSpecialEffect

What color special effect to apply to selected pixels.

DestAddressControl

Controls the change in DMA destination address

DisplayMode

The six display modes available on the GBA.

NonDMASoundVolume

How loudly the non-DMA sound should play

ObjectMode

What mode to ues for the object.

ObjectRender

What style of rendering for this object

ObjectShape

What shape the object's appearance should be.

ObjectSize

The object's size.

PulseDutyPattern

How much of the pulse wave should be the "active" value.

SourceAddressControl

Controls the change in DMA source address

StartTiming

Controls DMA starting time

TimerTickRate

Controls DMA starting time

WaveVolume

How loudly the Wave output should play