/* ds81 - Nintendo DS ZX81 emulator. Copyright (C) 2006 Ian Cowburn This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. $Id: framebuffer.h 43 2007-03-12 00:59:51Z ianc $ */ #ifndef DS81_FRAMEBUFFER_H #define DS81_FRAMEBUFFER_H /* Predefined colours. */ typedef enum { COL_TRANSPARENT = -1, COL_BLACK = 0, COL_WHITE = 240, COL_RED = 241, COL_GREEN = 242, COL_BLUE = 243, COL_GUISELECT = 244, COL_GREY = 245, COL_LIGHTGREY = 246, COL_DARKGREY = 247, COL_YELLOW = 248 } FB_Colour; /* Initialise 'framebuffer' code. vram is where the 8-bit framebuffer is. palette is the palette to use/set. */ void FB_Init(uint16 *vram, uint16 *palette); /* Gives access to the parameters of the frame buffer. */ uint16 *FB_VRAM(void); uint16 *FB_PALETTE(void); /* Load the internal framebuffer font as a set of ASCII tiles (starting with space) at tiles. The tiles will use colour COL_WHITE. */ void FB_LoadASCIITiles(uint16 *tiles); /* Print the text into the framebuffer. */ void FB_Print(const char *text, int x, int y, FB_Colour colour, FB_Colour paper); void FB_Centre(const char *text, int y, FB_Colour colour, FB_Colour paper); void FB_printf(int x, int y, FB_Colour colour, FB_Colour paper, const char *format, ...); /* Lines and boxes. */ void FB_HLine(int x1, int x2, int y, FB_Colour colour); void FB_VLine(int x, int y1, int y2, FB_Colour colour); void FB_Box(int x, int y, int w, int h, FB_Colour colour); void FB_FillBox(int x, int y, int w, int h, FB_Colour colour); /* Clear to background */ void FB_Clear(void); /* Draw the image. The image must be an 8-bit image, but with only the first 16 palette entries used. Just to complicate matters! The image is assumed to be an even number of pixels wide. Also the passed X co-ord will be forced even. offset is used to give an offset into the palette to place colours from the image. Palette entries 1 - 128 will always be safe to use (these routines will never use them). */ void FB_Blit(sImage *img, int x, int y, int offset); #endif /* DS81_FRAMEBUFFER_H */