These APIs are in charge of copying pixel data to the display.
DrawRect ( x, y, width, height, color, drawMode )
The DrawRect() API allows you to display a rectangle with a fill color on the screen. Since this API uses DrawPixels(), rectangles can be drawn to the tilemap cache or sprite layers.
DrawSprite ( id, x, y, flipH, flipV, drawMode, colorOffset )
The DrawSprite() API allows you to draw a single sprite to the display. Sprites represent individual collections of 8 x 8 blocks of pixel data. The display also has a limitation on how many sprites that can be on the screen at the same time. Each time you call DrawSprite(), the sprite counts against the total amount the display can render.
DrawSpriteBlock ( id, x, y, width, height, flipH, flipV, drawMode, colorOffset, onScreen, useScrollPos, bounds )
DrawSpriteBlock() is similar to DrawSprites except you define the first sprite (upper left corner) and the width x height (in sprites) to sample from sprite ram.
DrawSprites ( ids, x, y, width, flipH, flipV, drawMode, colorOffset, onScreen, useScrollPos, bounds )
The DrawSprites() API makes it easier to draw a group of sprites to the display. Unlike the DrawSpriteBlock() API, you define the exact sprites you want to be drawn. While there is no limit on the size of the sprite group which can be rendered, it is important to note that each ID in the array still counts as an individual sprite.
DrawText ( text, x, y, drawMode, font, colorOffset, spacing )
The DrawText() API allows you to render text to the display. Files ending with the .font.png extension are loaded by the FontChip and converted into character sprites. The FontChip stores these characters separately from SpriteChip’s own sprites.