Merge branch 'master' into allow-invalid-instrument-xm

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Gwilym Inzani 2024-08-28 12:27:18 +01:00 committed by GitHub
commit 60073c4a89
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6 changed files with 25 additions and 15 deletions

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@ -61,9 +61,10 @@ macro_rules! impl_zst_allocator {
pub(crate) use impl_zst_allocator;
/// This is the allocator for the External Working Ram. This is currently
/// equivalent to the Global Allocator (where things are allocated if no allocator is provided). This implements the allocator trait, so
/// is meant to be used in specifying where certain structures should be
/// This is the allocator for the External Working Ram.
///
/// This is currently equivalent to the Global Allocator (where things are allocated if no allocator is provided).
/// This implements the allocator trait, so is meant to be used in specifying where certain structures should be
/// allocated.
///
/// ```rust,no_run

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@ -14,10 +14,12 @@ struct AffineMatrixData {
#[derive(Debug, Clone)]
pub(crate) struct AffineMatrixVram(Rc<AffineMatrixData>);
/// An affine matrix that can be used on objects. It is just in time copied to
/// vram, so you can have as many as you like of these but you can only use up
/// to 16 in one frame. They are reference counted (Cloning is cheap) and
/// immutable, if you want to change a matrix you must make a new one and set it
/// An affine matrix that can be used on objects.
///
/// It is just in time copied to vram, so you can have as many as you like
/// of these but you can only use up to 16 in one frame. They are reference
/// counted (Cloning is cheap) and immutable, if you want to change a matrix
/// you must make a new one and set it
/// on all your objects.
#[derive(Debug, Clone)]
pub struct AffineMatrixInstance {

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@ -74,8 +74,9 @@ macro_rules! align_bytes {
}};
}
/// Includes sprites found in the referenced aseprite files. Can include
/// multiple at once and optimises palettes of all included in the single call
/// Includes sprites found in the referenced aseprite files.
///
/// Can include multiple at once and optimises palettes of all included in the single call
/// together. See [Size] for supported sizes. Returns a reference to [Graphics].
///
/// ```rust,no_run

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@ -6,9 +6,11 @@ use crate::{dma, fixnum::Rect, memory_mapped::MemoryMapped};
use super::{tiled::BackgroundID, DISPLAY_CONTROL, HEIGHT, WIDTH};
/// The windows feature of the Game Boy Advance can selectively display
/// backgrounds or objects on the screen and can selectively enable and disable
/// effects. This gives out references and holds changes before they can be committed.
/// Access to the windows feature of the Game Boy Advance.
///
/// The windows feature can selectively display backgrounds or objects on the screen
/// and can selectively enable and disable effects. This gives out references and
/// holds changes before they can be committed.
pub struct Windows<'gba> {
wins: [MovableWindow; 2],
out: Window,

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@ -342,6 +342,8 @@ impl VBlank {
}
#[must_use]
/// A basic profiler you can use to find hot functions in your code.
///
/// The behaviour of this function is undefined in the sense that it will output
/// some information in some way that can be interpreted in a way to give some
/// profiling information. What it outputs, how it outputs it, and how to

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@ -125,9 +125,11 @@ enum SoundPriority {
Low,
}
/// The supported frequencies within AGB. These are chosen to work well with
/// the hardware. Note that the higher the frequency, the better the quality of
/// the sound but the more CPU time sound mixing will take.
/// The supported frequencies within AGB.
///
/// These are chosen to work well with/ the hardware. Note that the higher
/// the frequency, the better the quality of the sound but the more CPU time
/// sound mixing will take.
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
#[non_exhaustive]
pub enum Frequency {