Data Structures

Here are the data structures with brief descriptions:
bg_attributeRegister overlay for background attribute registers
bg_scrollRegister overlay for scroll registers
bg_transformRegister overlay for affine matrix registers
ConsoleFontFont struct for the console
DecompressionStreamA struct that contains callback function pointers used by the decompression functions
DynamicArrayA resizable array
GLvectorHolds a Vector
related functions: glScalev(), glTranslatev()
KeyboardDescribes a keyboard
KeyMapDefines a key mapping
LinkedListA node for the linked list
m3x3Holds a Matrix of 3x3
m4x3Holds a Matrix of 4x3
m4x4Holds a Matrix of 4x4
OamStateHolds the state for a 2D sprite engine
PrintConsoleConsole structure used to store the state of a console render context
RGB_24Holds a red green blue triplet
RTCtimeStruct containing time and day of the real time clock
sGBAHeaderGBA file header format. See gbatek for more info
sImageA generic image structure
sNDSBannerNDS banner format. See gbatek for more information
sNDSHeaderNDS file header format See gbatek for more info
SpriteEntryA bitfield of sprite attribute goodness...ugly to look at but not so bad to use
SpriteRotationA sprite rotation entry
sysVectors_tA struct with all the CPU exeption vectors. each member contains an ARM instuction that will be executed when an exeption occured
touchPositionHolds data related to the touch screen
tPERSONAL_DATAUser's DS settings. Defines the structure the DS firmware uses for transfer of the user's settings to the booted program
UnpackStructA struct and struct pointer with information about unpacking data
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