doxygen: Remove HTML tags

Markdown is supported by Doxygen.
This commit is contained in:
Antonio Niño Díaz 2023-04-29 12:38:53 +01:00
parent 55feace39a
commit 245db3169d
2 changed files with 58 additions and 57 deletions

View File

@ -59,10 +59,10 @@ void NF_Error(u16 code, const char* text, u32 value);
/// the ROM if your flashcard doesn't support it.
///
/// Example:
/// <pre>
/// ```
/// // Define "mygame" folder as root for your project using FAT
/// NF_SetRootFolder("mygame");
/// </pre>
/// ```
///
/// @param folder
void NF_SetRootFolder(const char* folder);
@ -73,10 +73,10 @@ void NF_SetRootFolder(const char* folder);
/// the data is aligned for the DMA copy. If not, it uses memcpy() insead.
///
/// Example:
/// <pre>
/// ```
/// // Copy to address 0x06000000 (VRAM_A) 128 KB of memory from "buffer"
/// NF_DmaMemCopy((void*)0x06000000, buffer, 131072);
/// </pre>
/// ```
///
/// @param destination Destination pointer.
/// @param source Source pointer.

View File

@ -111,13 +111,14 @@ extern u8 NF_MAPBLOCKS[2][NF_MAX_BANKS_MAPS];
/// Initialize library to load files from the filesystem to create tiled BGs.
///
/// Use this function once before loading any BG from FAT.
/// Use this function once before loading any BG from FAT. Don't call it more
/// than once.
///
/// Example:
/// <pre>
/// ```
/// // Init buffers and variables to load tiled BGs
/// NF_InitTiledBgBuffers();
/// </pre>
/// ```
void NF_InitTiledBgBuffers(void);
/// Reset state used for tiled BGs loaded from FAT.
@ -127,10 +128,10 @@ void NF_InitTiledBgBuffers(void);
/// to clean all stuff from RAM and make free space to load the new level.
///
/// Example:
/// <pre>
/// ```
/// // Empty all buffers and reset variable values
/// NF_ResetTiledBgBuffers();
/// </pre>
/// ```
void NF_ResetTiledBgBuffers(void);
/// Initialize the tiled BG engine of the selected screen.
@ -146,17 +147,17 @@ void NF_ResetTiledBgBuffers(void);
/// - Enables extended palettes.
///
/// The memory allocated for tiles and maps is defined in:
/// <pre>
/// ```
/// #define NF_BANKS_TILES 8
/// #define NF_BANKS_MAPS 16
/// </pre>
/// ```
/// Each tile bank is as big as 8 map banks.
///
/// Example:
/// <pre>
/// ```
/// // Init tiled BG system of screen 1
/// NF_InitTiledBgSys(1);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
void NF_InitTiledBgSys(u8 screen);
@ -169,17 +170,17 @@ void NF_InitTiledBgSys(u8 screen);
/// Check the GRIT folder for more info about BG files conversion.
///
/// You can load up to 32 BGs at the same time, this is defined in:
/// <pre>
/// ```
/// #define NF_SLOTS_TBG 32
/// </pre>
/// ```
///
/// Example:
/// <pre>
/// ```
/// // Load to RAM files "mainstage.img", "mainstage.map" and "mainstage.pal"
/// // from the "stage1" subfolder and call it “mifondo”. Also store the size of
/// // the BG (2048 x 256).
/// NF_LoadTiledBg("stage1/mainstage", "mifondo", 2048, 256);
/// </pre>
/// ```
///
/// @param file File path without extension.
/// @param name Name used for the BG for other functions.
@ -194,13 +195,13 @@ void NF_LoadTiledBg(const char* file, const char* name, u16 width, u16 height);
/// is created. The background is created using NF_CreateTiledBg().
///
/// Example:
/// <pre>
/// ```
/// // Load to RAM tiles 0 to 23 (24 tiles in total) from "mainstage.img" and
/// // the palette (from "mainstage.pal") file, from "stage1" subfolder and
/// // assigns the "mifondo" name to the background. It also sets the size of
/// // background to 256x256 pixels. This creates a 32x32 tiles blank map.
/// NF_LoadTilesForBg("stage1/mainstage", "mifondo", 256, 256, 0, 23);
/// </pre>
/// ```
///
/// @param file File name, without extension.
/// @param name Name of the BG.
@ -217,11 +218,11 @@ void NF_LoadTilesForBg(const char* file, const char* name, u16 width, u16 height
/// it in RAM until you don't need it anymore.
///
/// Example:
/// <pre>
/// ```
/// // Delete from RAM the BG with name "mifondo" and mark as free the slot it
/// // uses.
/// NF_UnloadTiledBg("mifondo");
/// </pre>
/// ```
///
/// @param name Name used for the BG.
void NF_UnloadTiledBg(const char* name);
@ -233,10 +234,10 @@ void NF_UnloadTiledBg(const char* name);
/// specified screen and layer.
///
/// Example:
/// <pre>
/// ```
/// // Create a tiled BG on layer 3 of screen 0, using the BG called "mifondo"
/// NF_CreateTiledBg(0, 3, "mifondo");
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -248,10 +249,10 @@ void NF_CreateTiledBg(u8 screen, u8 layer, const char* name);
/// This also deletes from VRAM the data used by this BG.
///
/// Example:
/// <pre>
/// ```
/// // Deletes the tiled BG from layer 3 of screen 0
/// NF_DeleteTiledBg(0, 3);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -271,11 +272,11 @@ u32 NF_GetTileMapAddress(u8 screen, u8 layer, u16 tile_x, u16 tile_y);
/// Gets the value of the tile at the specified position.
///
/// Example:
/// <pre>
/// ```
/// // Gets the value of the tile at (20, 10) of the map loaded on screen 0,
/// // layer 2.
/// u16 mytile = NF_GetTileOfMap(0, 2, 10, 20);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -287,10 +288,10 @@ u16 NF_GetTileOfMap(u8 screen, u8 layer, u16 tile_x, u16 tile_y);
/// Sets the value of the tile at the specified position.
///
/// Example:
/// <pre>
/// ```
/// // Sets to 5 the tile at (20, 10) of the map loaded on screen 0, layer 2.
/// NF_SetTileOfMap(0, 2, 10, 20, 5);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -305,10 +306,10 @@ void NF_SetTileOfMap(u8 screen, u8 layer, u16 tile_x, u16 tile_y, u16 tile);
/// this fuction to apply changes made with NF_SetTileOfMap().
///
/// Example:
/// <pre>
/// ```
/// // Update the map in VRAM with the modified copy in RAM of screen 0, layer 2
/// NF_UpdateVramMap(0, 2);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -320,12 +321,12 @@ void NF_UpdateVramMap(u8 screen, u8 layer);
/// in RAM. It's also a very slow function, use it twice or 3 times per frame.
///
/// Example:
/// <pre>
/// ```
/// // Change the value of color 1 of the palette of layer 3 on top screen to
/// // red. If this layer is a text layer with the default font, the text
/// // becomes red.
/// NF_BgSetPalColor(0, 3, 1, 31, 0, 0);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -343,10 +344,10 @@ void NF_BgSetPalColor(u8 screen, u8 layer, u8 number, u8 r, u8 g, u8 b);
/// Use this function to make cool effect on your tiled backgrounds.
///
/// Example:
/// <pre>
/// ```
/// // Set color 1 of the palette of layer 3 on top screen to red
/// NF_BgSetPalColor(0, 3, 1, 31, 0, 0);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -359,10 +360,10 @@ void NF_BgEditPalColor(u8 screen, u8 layer, u8 number, u8 r, u8 g, u8 b);
/// Updates the palette of a background from RAM to VRAM.
///
/// Example:
/// <pre>
/// ```
/// // Updates the palette of layer 2 of the bottom screen
/// NF_BgUpdatePalette(1, 2);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -372,14 +373,14 @@ void NF_BgUpdatePalette(u8 screen, u8 layer);
/// which is loaded in RAM.
///
/// Example:
/// <pre>
/// ```
/// // Gets the RGB value of color number 200 of layer 3 of the bottom screen,
/// // stores it in the "red", "green" and "blue" variables.
/// u8 red;
/// u8 green;
/// u8 blue;
/// NF_BgGetPalColor(1, 3, 200, &red, &green, &blue);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -394,11 +395,11 @@ void NF_BgGetPalColor(u8 screen, u8 layer, u8 number, u8* r, u8* g, u8* b);
/// By default, all tiles use extended palette 0.
///
/// Example:
/// <pre>
/// ```
/// // Returns the extended palette used by tile in position (20, 10) of layer 3
/// // of the top screen
/// palette = NF_GetTilePal(0, 3, 20, 10);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -414,11 +415,11 @@ u8 NF_GetTilePal(u8 screen, u8 layer, u16 tile_x, u16 tile_y);
/// the map in RAM.
///
/// Example:
/// <pre>
/// ```
/// // Sets tile on position (20, 10) of layer 3 on top screen to use the
/// // extended palette 2
/// NF_SetTilePal(0, 3, 20, 10, 2);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -431,10 +432,10 @@ void NF_SetTilePal(u8 screen, u8 layer, u16 tile_x, u16 tile_y, u8 pal);
/// palette.
///
/// Example:
/// <pre>
/// ```
/// // Loads the "bg/sunset.pal" file from the filesystem to RAM slot 3.
/// NF_LoadExBgPal("bg/sunset", 3);
/// </pre>
/// ```
///
/// @param file File (.pal extension).
/// @param slot RAM slot (0 - 127)
@ -443,11 +444,11 @@ void NF_LoadExBgPal(const char* file, u8 slot);
/// Deletes a loaded palette from RAM.
///
/// Example:
/// <pre>
/// ```
/// // Erase from RAM the palette loaded in slot 5. If the palette is already
/// // transfered to VRAM, you can still use it until you update the palettes.
/// NF_UnloadExBgPal(5);
/// </pre>
/// ```
///
/// @param slot RAM slot (0 - 127)
void NF_UnloadExBgPal(u8 slot);
@ -455,11 +456,11 @@ void NF_UnloadExBgPal(u8 slot);
/// Transfers a palette from RAM to VRAM to be used as extended palette.
///
/// Example:
/// <pre>
/// ```
/// // Transfers the palette from RAM slot 100 to VRAM of layer 3 of the top
/// // screen, to be used as extended palette 10.
/// NF_VramExBgPal(0, 3, 100, 10);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -470,10 +471,10 @@ void NF_VramExBgPal(u8 screen, u8 layer, u8 id, u8 slot);
/// Sets the extended palette to be used in the specified background.
///
/// Example:
/// <pre>
/// ```
/// // The backgroun on layer 3 of top screen, uses the extended palette 5
/// NF_SetExBgPal(0, 3, 5);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -486,11 +487,11 @@ void NF_SetExBgPal(u8 screen, u8 layer, u8 pal);
/// visible until you update the copy in VRAM with NF_UpdateVramMap().
///
/// Example:
/// <pre>
/// ```
/// // Flips horizontaly the tile in the position (10, 20) of layer 1 of the top
/// // screen
/// NF_SetTileHflip(0, 1, 10, 20);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -504,11 +505,11 @@ void NF_SetTileHflip(u8 screen, u8 layer, u16 tile_x, u16 tile_y);
/// visible until you update the copy in VRAM with NF_UpdateVramMap().
///
/// Example:
/// <pre>
/// ```
/// // Flips vertically the tile in the position (10, 20) of layer 1 of the top
/// // screen
/// NF_SetTileVflip(0, 1, 10, 20);
/// </pre>
/// ```
///
/// @param screen Screen (0 - 1).
/// @param layer Layer (0 - 3).
@ -526,10 +527,10 @@ void NF_SetTileVflip(u8 screen, u8 layer, u16 tile_x, u16 tile_y);
/// 3 - 180 degrees
///
/// Example:
/// <pre>
/// ```
/// // Rotates 90 degrees counter-clockwise tile 76 of the buffer in slot 3
/// NF_RotateTileGfx(3, 76, 2);
/// </pre>
/// ```
///
/// @param slot RAM slot (0 - 127).
/// @param tile Tile index.