54void maskText35(
Mask &m,
int x,
int y,
const char *s, uint8_t scale = 1,
const int8_t *dy =
nullptr);
65void maskBlit1(
Mask &m,
const uint8_t *bits, uint8_t w, uint8_t h, uint8_t scale = 1);
76void maskDraw(
const Mask &m,
int x,
int y, uint8_t fill,
int outline = -1,
int shadow = -1,
77 const uint8_t *ramp =
nullptr);
100void maskTitle(
const Mask &m,
int x,
int y, uint8_t base,
const uint8_t *ramp, uint8_t depth, uint8_t side);
110void titleArt(
const uint8_t *bits, uint8_t w, uint8_t h,
int x,
int y, uint8_t base,
const uint8_t *ramp,
111 uint8_t depth, uint8_t side);
void maskTitle(const Mask &m, int x, int y, uint8_t base, const uint8_t *ramp, uint8_t depth, uint8_t side)
Paint a title as the covers set it, in the house gold.
void titleArt(const uint8_t *bits, uint8_t w, uint8_t h, int x, int y, uint8_t base, const uint8_t *ramp, uint8_t depth, uint8_t side)
Paint a game's title from the arrays tools/titleart.py writes from its cover recipe: maskBegin(),...
void maskBlit1(Mask &m, const uint8_t *bits, uint8_t w, uint8_t h, uint8_t scale=1)
Add a 1 bpp bitmap (a logo) to a mask.
int text35WidthScaled(const char *s, uint8_t scale)
The width of 3x5 text at a scale, for sizing a mask.
void maskText35(Mask &m, int x, int y, const char *s, uint8_t scale=1, const int8_t *dy=nullptr)
Add text in the 3x5 font to a mask, at an integer scale.
void maskPaint(const Mask &m, int x, int y, uint8_t c)
Paint just the shape in one colour (no outline, no shadow).
void maskDraw(const Mask &m, int x, int y, uint8_t fill, int outline=-1, int shadow=-1, const uint8_t *ramp=nullptr)
Paint a mask, with an optional outline, shadow and gradient.
Mask maskBegin(int w, int h)
Start an empty mask in the chunk scratch.
A 1 bpp shape being built in the chunk scratch. Made by maskBegin().
Definition Mask.h:34
uint8_t * bits
MSB-first rows, 1 px margin on every side.
Definition Mask.h:35
uint8_t h
Usable size (excluding the margin).
Definition Mask.h:37
uint8_t stride
Bytes per row.
Definition Mask.h:36