# gfx.h Screen buffers for graphice. ## `void gfxInitDefault(void);` Initialize LCD framebuffers with default parameters: gfxInit(GSP_BGR8_OES,GSP_BGR8_OES,false); Internally calls `gspInit()`. ## `void gfxExit(void);` Destroy everything gfx-related. ## `void gfxFlushBuffers(void);` Draw the buffer. ## `void gfxSwapBuffers(void);` ??? idk call it after gfxFlushBuffer(). ## `enum gfxScreen_t;` Represents each screen. - GFX_TOP: Top screen. - GFX_BOTTOM: Bottom screen. ## `enum gfx3dSide_t;` Represent each image for the 3D screen. GFX_LEFT: Left eye. GFX_RIGHT: Right eye. ## `void gfxSet3D(bool enable);` Enable or disable 3D on the top screen. ## `bool gfxIs3D(void);` Check whether the 3D is enabled on the top screen. ## `u8* gfxGetFramebuffer(gfxScreen_t screen, gfx3dSide_t side, u16* width, u16* height);` Get all the data which will be display to be able to modify it. If `gspInit()` was used, the return data is formatted as follow: - Each byte is a color value. - The colors are in order: blue, green, red. 3 bytes make a pixel. - The pixels are from the bottom to the top of the screen. 'width' pixels make a pixel column. - 'height' colums make the screen. The size of the returned value is: 3 (colors) * width (rows) * height (colums). Arguments: - screen: screen to get the frame buffer from (either GFX_TOP or GFX_BOTTOM). - side: for the 3D screen GFX_LEFT for the left eye image, GFX_RIGHT for the right. If bottom screen or if not 3D, use GFX_LEFT. - width: height of the screen (yep) - height: width of the screen (yep yep yep doesn't make any sense) # TO SEE: ## `bool gspPresentBuffer(???);` "Presents a buffer to the specified screen."