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Shorten the first paragraphs
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@ -61,9 +61,10 @@ macro_rules! impl_zst_allocator {
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pub(crate) use impl_zst_allocator;
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pub(crate) use impl_zst_allocator;
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/// This is the allocator for the External Working Ram. This is currently
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/// This is the allocator for the External Working Ram.
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/// equivalent to the Global Allocator (where things are allocated if no allocator is provided). This implements the allocator trait, so
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///
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/// is meant to be used in specifying where certain structures should be
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/// This is currently equivalent to the Global Allocator (where things are allocated if no allocator is provided).
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/// This implements the allocator trait, so is meant to be used in specifying where certain structures should be
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/// allocated.
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/// allocated.
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///
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///
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/// ```rust,no_run
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/// ```rust,no_run
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@ -14,10 +14,12 @@ struct AffineMatrixData {
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub(crate) struct AffineMatrixVram(Rc<AffineMatrixData>);
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pub(crate) struct AffineMatrixVram(Rc<AffineMatrixData>);
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/// An affine matrix that can be used on objects. It is just in time copied to
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/// An affine matrix that can be used on objects.
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/// vram, so you can have as many as you like of these but you can only use up
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///
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/// to 16 in one frame. They are reference counted (Cloning is cheap) and
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/// It is just in time copied to vram, so you can have as many as you like
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/// immutable, if you want to change a matrix you must make a new one and set it
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/// of these but you can only use up to 16 in one frame. They are reference
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/// counted (Cloning is cheap) and immutable, if you want to change a matrix
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/// you must make a new one and set it
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/// on all your objects.
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/// on all your objects.
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub struct AffineMatrixInstance {
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pub struct AffineMatrixInstance {
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@ -74,8 +74,9 @@ macro_rules! align_bytes {
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}};
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}};
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}
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}
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/// Includes sprites found in the referenced aseprite files. Can include
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/// Includes sprites found in the referenced aseprite files.
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/// multiple at once and optimises palettes of all included in the single call
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///
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/// Can include multiple at once and optimises palettes of all included in the single call
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/// together. See [Size] for supported sizes. Returns a reference to [Graphics].
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/// together. See [Size] for supported sizes. Returns a reference to [Graphics].
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///
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///
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/// ```rust,no_run
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/// ```rust,no_run
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@ -6,9 +6,11 @@ use crate::{dma, fixnum::Rect, memory_mapped::MemoryMapped};
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use super::{tiled::BackgroundID, DISPLAY_CONTROL, HEIGHT, WIDTH};
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use super::{tiled::BackgroundID, DISPLAY_CONTROL, HEIGHT, WIDTH};
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/// The windows feature of the Game Boy Advance can selectively display
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/// Access to the windows feature of the Game Boy Advance.
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/// backgrounds or objects on the screen and can selectively enable and disable
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///
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/// effects. This gives out references and holds changes before they can be committed.
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/// The windows feature can selectively display backgrounds or objects on the screen
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/// and can selectively enable and disable effects. This gives out references and
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/// holds changes before they can be committed.
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pub struct Windows<'gba> {
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pub struct Windows<'gba> {
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wins: [MovableWindow; 2],
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wins: [MovableWindow; 2],
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out: Window,
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out: Window,
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@ -342,6 +342,8 @@ impl VBlank {
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}
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}
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#[must_use]
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#[must_use]
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/// A basic profiler you can use to find hot functions in your code.
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///
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/// The behaviour of this function is undefined in the sense that it will output
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/// The behaviour of this function is undefined in the sense that it will output
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/// some information in some way that can be interpreted in a way to give some
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/// some information in some way that can be interpreted in a way to give some
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/// profiling information. What it outputs, how it outputs it, and how to
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/// profiling information. What it outputs, how it outputs it, and how to
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@ -125,9 +125,11 @@ enum SoundPriority {
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Low,
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Low,
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}
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}
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/// The supported frequencies within AGB. These are chosen to work well with
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/// The supported frequencies within AGB.
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/// the hardware. Note that the higher the frequency, the better the quality of
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///
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/// the sound but the more CPU time sound mixing will take.
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/// These are chosen to work well with/ the hardware. Note that the higher
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/// the frequency, the better the quality of the sound but the more CPU time
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/// sound mixing will take.
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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#[non_exhaustive]
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#[non_exhaustive]
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pub enum Frequency {
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pub enum Frequency {
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