missing a backtick

This commit is contained in:
Lokathor 2022-10-07 23:27:44 -06:00
parent cb11a6e898
commit 99107cf143

View file

@ -48,7 +48,7 @@
//! Regardless of their bit depth, a tile is always an 8x8 area. This means that
//! they're either 32 bytes (4bpp) or 64 bytes (8bpp). Since VRAM starts aligned
//! to 4, and since both size tiles are a multiple of 4 bytes large, we model
//! tile data as being arrays of `u32 rather than arrays of `u8`. Having the
//! tile data as being arrays of `u32` rather than arrays of `u8`. Having the
//! data keep aligned to 4 gives a significant speed gain when moving entire
//! tiles around.
//!
@ -109,15 +109,23 @@ impl Color {
u16_int_field!(10 - 14, blue, with_blue);
}
/// The video mode controls how each background layer will operate.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(u16)]
pub enum VideoMode {
/// All four background layers use text mode.
#[default]
_0 = 0,
/// BG0 and BG1 are text mode, while BG2 is affine. BG3 is unavailable.
_1 = 1,
/// BG2 and BG3 are affine. BG0 and BG1 are unavailable.
_2 = 2,
/// BG2 is a single full color bitmap.
_3 = 3,
/// BG2 holds two 8bpp indexmaps, and you can flip between.
_4 = 4,
/// BG2 holds two full color bitmaps of reduced size (only 160x128), and you
/// can flip between.
_5 = 5,
}