1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 6<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 8.0.0.0 for Windows"> 7<META http-equiv="Content-Style-Type" content="text/css"> 8<title>GX_GetDispCnt</title> 9<LINK rel="stylesheet" href="../../css/nitro.css" type="text/css"> 10</head> 11 12<body> 13 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 <nitro/gx/gx.h></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> 124 125<hr><p>CONFIDENTIAL</p></body> 126</html> 127