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Added basic documentation for DSGM_text
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<!DOCTYPE html>
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<html>
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<head>
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<title>dsgmLib - DSGM_Text</title>
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</head>
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<body>
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<h1>DSGM_Text</h1>
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<div class="function">
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<h2>void DSGM_InitText(DSGM_Layer *layer)</h2>
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<div class="description">
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Initiates text-drawing capabilities on the specified layer.
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</div>
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<ul class="parameters">
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<li>layerNumber - The id of the layer to initialize text on</li>
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</ul>
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</div>
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<div class="function">
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<h2>void DSGM_ClearText(u8 screen)</h2>
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<div class="description">
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Clears all text on the specified screen.
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</div>
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<ul class="parameters">
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<li>screen - The id of the screen of which to clear the text</li>
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</ul>
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</div>
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<div class="function">
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<h2>void DSGM_DrawText(u8 screen, int x, int y, const char *format, ...)</h2>
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<div class="description">
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Draws text to the specified screen at the specified position.
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</div>
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<ul class="parameters">
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<li>screen - The screen to draw text on</li>
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<li>x - The X position to draw text at</li>
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<li>y - The Y position to draw text at</li>
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<li>format - The text to draw to the screen</li>
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</ul>
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</div>
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<div class="function">
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<h2>void DSGM_BoxText(u8 screen, u8 x, u8 y, u8 width, u8 height, u8 delay, const char *format, ...)</h2>
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<div class="description">
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"Types" text onto the screen character by character for an RPG-type effect.
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</div>
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<ul class="parameters">
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<li>screen - The screen to draw text on</li>
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<li>x - The X position to draw text at</li>
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<li>y - The Y position to draw text at</li>
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<li>width - The number of characters in each line of text. Characters that don't fit will be "wrapped" to the next line</li>
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<li>height - The height of each line of text (Unused at the moment from what I'm aware of.)</li>
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<li>delay - How long to wait before drawing the next character of text</li>
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<li>format - The text to draw to the screen</li>
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</ul>
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</div>
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</body>
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</html>
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