#include <Sprites.hpp>
Public Member Functions | |
| void | initOAM (void) |
| Loops through all of the OAM entires turning the sprites off. | |
| void | updateOAM (void) |
| Copy the internal OAM data to the real OAM memory. | |
| SpritesBase () | |
| Simple constructor initializes internal variables. | |
| int | LoadSpriteData1D (uint32 oam_id, const uint16 *data, uint32 data_len, int *gfxid, int *gfxidsub=0) |
| Loads the graphics data for the sprite into the OAM. Returns the gfxID for the sprite. | |
| void | MoveSprite (Sprite *sp) |
| Updates the sprites attributes to move it's location as indicated by the current x/y coordinates for the sprite. | |
| virtual | ~SpritesBase () |
| Virtual destructor due to inheritance. | |
| virtual uint32 | displayCr (void) const |
| Returns the value to OR (|) into other values related to these sprites. | |
| virtual void | reset (void) |
| Resets the sprite loader back to base so that sprite graphic data can be reloaded into memory. | |
Public Attributes | |
| SpriteEntry | OAMCopy [128] |
| Copy of the OAM memory for updating while the screen is being drawn. This copy is for the touch screen. | |
| SpriteRotation * | rotationData |
| Overlay of the rotation data on top of the OAM. This rotation data is for the touch screen. | |
| SpriteEntry | OAMSubCopy [128] |
| Copy of the OAM memory for updating while the screen is being drawn. This copy is for the top screen. | |
| SpriteRotation * | rotationSubData |
| Overlay of the rotation data on top of the OAM. This rotation data is for the top screen. | |
Protected Attributes | |
| uint32 | gfx_id |
| The gfxID for the next sprite loaded. | |
| uint32 | gfx_id_sub |
| The gfxID for the next sprite loaded to the subscr. | |
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Copy the internal OAM data to the real OAM memory. This can only be done during VBlank, or HBlank if specifically requested in the mode using H_BLANK_OAM. |
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Loads the graphics data for the sprite into the OAM. Returns the gfxID for the sprite.
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Updates the sprites attributes to move it's location as indicated by the current x/y coordinates for the sprite.
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Copy of the OAM memory for updating while the screen is being drawn. This copy is for the touch screen. Copied during the VBlank (or sometimes the HBlank.) |
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Overlay of the rotation data on top of the OAM. This rotation data is for the touch screen. Apparently, there are 128 sprites, but only 32 rotation entries. Each sprite can point to one of the 32 rotation entries. |
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Copy of the OAM memory for updating while the screen is being drawn. This copy is for the top screen. Copied during the VBlank (or sometimes the HBlank.) |
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Overlay of the rotation data on top of the OAM. This rotation data is for the top screen. Apparently, there are 128 sprites, but only 32 rotation entries. Each sprite can point to one of the 32 rotation entries. |
1.3.6