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Fix spellings in object.rs
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.vscode/settings.json
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2
.vscode/settings.json
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@ -58,6 +58,7 @@
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"optimise",
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"optimised",
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"Optimiser",
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"optimises",
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"Paks",
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"paletted",
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"prioritised",
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@ -73,6 +74,7 @@
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"SRAM",
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"subcrates",
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"subpat",
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"synchronisation",
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"syscall",
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"syscalls",
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"THUMBV",
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@ -26,7 +26,7 @@ use attributes::*;
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/// Include this type if you call `get_object_controller` in impl block. This
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/// helps you use the right lifetimes and doesn't impl Sync (using from two
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/// "threads" without syncronisation is not safe), but sending to another
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/// "threads" without synchronisation is not safe), but sending to another
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/// "thread" is safe.
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#[derive(Clone, Copy)]
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struct ObjectControllerReference<'a> {
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@ -314,7 +314,7 @@ impl TagMap {
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/// Gets a tag associated with the name. A tag in aseprite refers to a
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/// sequence of sprites with some metadata for how to animate it. You should
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/// call this in a constant context so it is evalulated at compile time. It
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/// call this in a constant context so it is evaluated at compile time. It
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/// is inefficient to call this elsewhere.
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/// ```rust,no_run
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/// # #![no_std]
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@ -376,7 +376,7 @@ impl Tag {
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unsafe { slice::from_raw_parts(self.sprites, self.len) }
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}
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/// A single sprite refered to by index in the animation sequence.
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/// A single sprite referred to by index in the animation sequence.
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#[must_use]
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pub const fn sprite(&self, idx: usize) -> &'static Sprite {
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if idx >= self.len {
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@ -667,7 +667,7 @@ struct ObjectInner {
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}
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struct ObjectControllerStatic {
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_free_affine_matricies: Vec<u8>,
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_free_affine_matrices: Vec<u8>,
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free_object: Vec<u8>,
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shadow_oam: Vec<Option<ObjectInner>>,
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z_order: Vec<u8>,
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@ -680,7 +680,7 @@ impl ObjectControllerStatic {
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shadow_oam: (0..128).map(|_| None).collect(),
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z_order: (0..128).collect(),
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free_object: (0..128).collect(),
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_free_affine_matricies: (0..32).collect(),
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_free_affine_matrices: (0..32).collect(),
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sprite_controller: SpriteControllerInner::new(),
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}
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}
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@ -1033,7 +1033,7 @@ impl<'a> Object<'a> {
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self
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}
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/// Sets the z priority of the sprite. Higher priority will be dislayed
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/// Sets the z priority of the sprite. Higher priority will be displayed
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/// above background layers with lower priorities. No change will be seen
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/// until [ObjectController::commit] is called.
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pub fn set_priority(&mut self, priority: Priority) -> &mut Self {
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