Consistently use 'gba

This commit is contained in:
Gwilym Kuiper 2023-02-23 21:22:53 +00:00
parent 33c65474de
commit 152f96e953
3 changed files with 14 additions and 14 deletions

View file

@ -45,22 +45,22 @@ pub enum BlendMode {
/// Manages the blending, won't cause anything to change unless [Blend::commit] /// Manages the blending, won't cause anything to change unless [Blend::commit]
/// is called. /// is called.
pub struct Blend<'a> { pub struct Blend<'gba> {
targets: u16, targets: u16,
blend_weights: u16, blend_weights: u16,
fade_weight: u16, fade_weight: u16,
phantom: PhantomData<&'a ()>, phantom: PhantomData<&'gba ()>,
} }
/// When making many modifications to a layer, it is convenient to operate on /// When making many modifications to a layer, it is convenient to operate on
/// that layer directly. This is created by the [Blend::layer] function and /// that layer directly. This is created by the [Blend::layer] function and
/// operates on that layer. /// operates on that layer.
pub struct BlendLayer<'blend, 'a> { pub struct BlendLayer<'blend, 'gba> {
blend: &'blend mut Blend<'a>, blend: &'blend mut Blend<'gba>,
layer: Layer, layer: Layer,
} }
impl<'a> BlendLayer<'_, 'a> { impl<'gba> BlendLayer<'_, 'gba> {
/// Set whether a background is enabled for blending on this layer. /// Set whether a background is enabled for blending on this layer.
pub fn set_background_enable(&mut self, background: BackgroundID, enable: bool) -> &mut Self { pub fn set_background_enable(&mut self, background: BackgroundID, enable: bool) -> &mut Self {
self.blend self.blend
@ -98,7 +98,7 @@ const BLEND_ALPHAS: *mut u16 = 0x0400_0052 as *mut _;
const BLEND_FADES: *mut u16 = 0x0400_0054 as *mut _; const BLEND_FADES: *mut u16 = 0x0400_0054 as *mut _;
impl<'a> Blend<'a> { impl<'gba> Blend<'gba> {
pub(crate) fn new() -> Self { pub(crate) fn new() -> Self {
let blend = Self { let blend = Self {
targets: 0, targets: 0,
@ -141,7 +141,7 @@ impl<'a> Blend<'a> {
/// Creates a layer object whose functions work only on that layer, /// Creates a layer object whose functions work only on that layer,
/// convenient when performing multiple operations on that layer without the /// convenient when performing multiple operations on that layer without the
/// need of specifying the layer every time. /// need of specifying the layer every time.
pub fn layer(&mut self, layer: Layer) -> BlendLayer<'_, 'a> { pub fn layer(&mut self, layer: Layer) -> BlendLayer<'_, 'gba> {
BlendLayer { blend: self, layer } BlendLayer { blend: self, layer }
} }

View file

@ -694,12 +694,12 @@ impl ObjectControllerStatic {
/// A controller that distributes objects and sprites. This controls sprites and /// A controller that distributes objects and sprites. This controls sprites and
/// objects being copied to vram when it needs to be. /// objects being copied to vram when it needs to be.
pub struct ObjectController<'a> { pub struct ObjectController<'gba> {
phantom: PhantomData<&'a ()>, phantom: PhantomData<&'gba ()>,
inner: ObjectControllerReference<'static>, inner: ObjectControllerReference<'static>,
} }
impl<'a> Drop for ObjectController<'a> { impl<'gba> Drop for ObjectController<'gba> {
fn drop(&mut self) { fn drop(&mut self) {
unsafe { unsafe {
ObjectControllerReference::uninit(); ObjectControllerReference::uninit();
@ -709,7 +709,7 @@ impl<'a> Drop for ObjectController<'a> {
const HIDDEN_VALUE: u16 = 0b10 << 8; const HIDDEN_VALUE: u16 = 0b10 << 8;
impl<'object> ObjectController<'object> { impl<'gba> ObjectController<'gba> {
/// Commits the objects to vram and delete sprites where possible. This /// Commits the objects to vram and delete sprites where possible. This
/// should be called shortly after having waited for the next vblank to /// should be called shortly after having waited for the next vblank to
/// ensure what is displayed on screen doesn't change part way through. /// ensure what is displayed on screen doesn't change part way through.

View file

@ -9,11 +9,11 @@ use super::{tiled::BackgroundID, DISPLAY_CONTROL, HEIGHT, WIDTH};
/// The windows feature of the Game Boy Advance can selectively display /// The windows feature of the Game Boy Advance can selectively display
/// backgrounds or objects on the screen and can selectively enable and disable /// backgrounds or objects on the screen and can selectively enable and disable
/// effects. This gives out references and holds changes before they can be committed. /// effects. This gives out references and holds changes before they can be committed.
pub struct Windows<'a> { pub struct Windows<'gba> {
wins: [MovableWindow; 2], wins: [MovableWindow; 2],
out: Window, out: Window,
obj: Window, obj: Window,
phantom: PhantomData<&'a ()>, phantom: PhantomData<&'gba ()>,
} }
const REG_HORIZONTAL_BASE: *mut u16 = 0x0400_0040 as *mut _; const REG_HORIZONTAL_BASE: *mut u16 = 0x0400_0040 as *mut _;
@ -29,7 +29,7 @@ pub enum WinIn {
Win1, Win1,
} }
impl<'a> Windows<'a> { impl<'gba> Windows<'gba> {
pub(crate) fn new() -> Self { pub(crate) fn new() -> Self {
let s = Self { let s = Self {
wins: [MovableWindow::new(), MovableWindow::new()], wins: [MovableWindow::new(), MovableWindow::new()],