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14<h1 align="left">GX_GetDispCnt <img src="../../image/NTR.gif"align="middle"><img src="../../image/TWL.gif" align="middle"></H1>
15<H2>Syntax</H2>
16
17<dl>
18  <dd>
19<CODE>#include &lt;nitro/gx/gx.h&gt;</CODE><BR>
20  <BR>
21  <CODE>GXDispCnt GX_GetDispCnt( void );</CODE></dd>
22</dl><h2>Arguments</h2>
23<P>None.</P>
24<h2>Return Values</h2>
25<p>The value of <code>GXDispCnt</code> type that indicates the display control register value of the main graphic engine.</p>
26<H2>Description</H2>
27<P>Obtains the value of the display control register of the main graphics engine. <code>GXDispCnt</code> type contains the following information.</P>
28<TABLE border="1">
29  <TBODY>
30    <TR>
31      <TD width="30%"><B><I><CODE>bgMode</CODE></I></B></TD>
32      <TD width="70%">BG mode information. See the <code>GXBGMode</code> type in the <CODE><A href="GX_SetGraphicsMode.html">GX_SetGraphicsMode</A></CODE> function.</TD>
33    </TR>
34    <TR>
35      <TD width="30%"><B><I><CODE>bg0_2d3d</CODE></I></B></TD>
36      <TD width="70%">Information that shows whether to allocate BG0 to 3D. See the <code>GXBG0As</code> type in the <CODE><A href="GX_SetGraphicsMode.html">GX_SetGraphicsMode</A></CODE> function.</TD>
37    </TR>
38    <TR>
39      <TD width="30%"><I><B><CODE>objMapChar</CODE></B></I></TD>
40      <TD width="70%">Character OBJ 1D/2D mapping selection flag.<BR>
41      See the <CODE><A href="GX_SetOBJVRamModeChar.html">GX_SetOBJVRamModeChar</A></CODE> function.</TD>
42    </TR>
43    <TR>
44      <TD width="30%"><B><I><CODE>objMapBmp</CODE></I></B></TD>
45      <TD width="70%">Bitmap OBJ mapping selection flag.<BR>
46      See the <CODE><A href="GX_SetOBJVRamModeBmp.html">GX_SetOBJVRamModeBmp</A></CODE> function.</TD>
47    </TR>
48    <TR>
49      <TD width="30%"><I><B><CODE>blankScr</CODE></B></I></TD>
50      <TD width="70%">2D display forced blank setting. This parameter stops only the 2D display, and normally this is not used. Use the <CODE><A href="GX_DispOn.html">GX_DispOn</A></CODE> and <CODE><A href="GX_DispOn.html">GX_DispOff</A></CODE> functions to turn the display on and off.</TD>
51    </TR>
52    <TR>
53      <TD width="30%"><I><B><CODE>visiblePlane</CODE></B></I></TD>
54      <TD width="70%">2D display plane setting. For more information, see the <code>GXPlaneMask</code> type in the <CODE><A href="GX_SetVisiblePlane.html">GX_SetVisiblePlane</A></CODE> function.</TD>
55    </TR>
56    <TR>
57      <TD><B><I><CODE>visibleWnd</CODE></I></B></TD>
58      <TD>Window display setting. For more information, see the <code>GXWndMask</code> type in the <CODE><A href="GX_SetVisibleWnd.html">GX_SetVisibleWnd</A></CODE> function.</TD>
59    </TR>
60    <TR>
61      <TD><B><I><CODE>dispMode</CODE></I></B></TD>
62      <TD>Display mode setting. For more information., see the <code>GXDispMode</code> type in the <CODE><A href="GX_SetGraphicsMode.html">GX_SetGraphicsMode</A></CODE> function.</TD>
63    </TR>
64    <TR>
65      <TD><B><I><CODE>extObjMapChar</CODE></I></B></TD>
66      <TD>Character OBJ's VRAM capacity setting.<BR>
67      See the <CODE><A href="GX_SetOBJVRamModeChar.html">GX_SetOBJVRamModeChar</A></CODE> function.</TD>
68    </TR>
69    <TR>
70      <TD><I><B><CODE>extObjMapBmp</CODE></B></I></TD>
71      <TD>Bitmap OBJ's VRAM capacity setting.<BR>
72      See the <CODE><A href="GX_SetOBJVRamModeBmp.html">GX_SetOBJVRamModeBmp</A></CODE> function.</TD>
73    </TR>
74    <TR>
75      <TD><B><I><CODE>hBlankObjProc</CODE></I></B></TD>
76      <TD>Sets the OBJ process during the H-Blank. For more information, see the <CODE><A href="GX_HBlankOBJProc.html">GX_HBlankOBJProc</A></CODE> function.</TD>
77    </TR>
78    <TR>
79      <TD><B><I><CODE>bgCharOffset</CODE></I></B></TD>
80      <TD>BG character data offset value setting. See the <code>GXBGCharOffset</code> type in the <CODE><A href="GX_SetBGCharOffset.html">GX_SetBGCharOffset</A></CODE> function.</TD>
81    </TR>
82    <TR>
83      <TD><B><I><CODE>bgScrOffset</CODE></I></B></TD>
84      <TD>BG screen data offset value setting.
85      See the <code>GXBGScrOffset</code> type in the <CODE><A href="GX_SetBGScrOffset.html">GX_SetBGScrOffset</A></CODE> function.</TD>
86    </TR>
87    <TR>
88      <TD><B><I><CODE>bgExtPltt</CODE></I></B></TD>
89      <TD>BG extended palette enable flag. It is set in VRAM bank setting functions, such as <CODE><A href="GX_SetBankForBGExtPltt.html">GX_SetBankForBGExtPltt</A></CODE>.</TD>
90    </TR>
91    <TR>
92      <TD><B><I><CODE>objExtPltt</CODE></I></B></TD>
93      <TD>OBJ extended palette enable flag. It is set in VRAM bank setting functions, such as <CODE><A href="GX_SetBankForOBJExtPltt.html">GX_SetBankForOBJExtPltt</A></CODE>.</TD>
94    </TR>
95  </TBODY>
96</TABLE>
97<P>The type definition of <code>GXDispCnt</code> type is shown below.</P>
98<PRE><CODE>typedef union
99{
100        u32 raw;
101        struct {
102                u32             bgMode          :3;
103                u32             bg0_2d3d        :1;
104                u32             objMapChar      :1;
105                u32             objMapBmp       :2;
106                u32             blankScr        :1;
107                u32             visiblePlane    :5;
108                u32             visibleWnd      :3;
109                u32             dispMode        :4;
110                u32             extObjMapChar   :2;
111                u32             extObjMapBmp    :1;
112                u32             hBlankObjProc   :1;
113                u32             bgCharOffset    :3;
114                u32             bgScrOffset     :3;
115                u32             bgExtPltt       :1;
116                u32             objExtPltt      :1;
117        };
118}
119GXDispCnt;</CODE>
120</CODE></PRE>
121<h2>See Also</h2>
122<H2>Revision History</H2>
123<P>2004/12/24 Initial version.</P>
124
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