docs: add docs/
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docs/apt.md
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docs/apt.md
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# apt.h
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"Applet service." To use everything the 3DS can do.
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## `bool aptMainLoop(void);`
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Handle sleep mode and HOME/power buttons, call it at the beginning of
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each frame.
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If it returns false, that means the program should return.
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docs/console.md
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docs/console.md
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# console.h
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## `void consoleInit(gfxScreen_t screen, NULL);`
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Show the (default) console on the specified screen.
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Apparently no need for any gfx function.
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## `void consoleClear(void);`
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Clear the console.
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## CONSOLE_*
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CONSOLE_ESC(x): use ASCII escape code. ("\e[" + x)
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CONSOLE_RESET: reset font style.
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CONSOLE_{BLACK|RED|GREEN|YELLOW|BLUE|MAGENTA|CYAN|WHITE}: use a specific color.
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docs/gfx.md
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docs/gfx.md
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# gfx.h
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Screen buffers for graphice.
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## `void gfxInitDefault(void);`
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Initialize LCD framebuffers with default parameters:
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gfxInit(GSP_BGR8_OES,GSP_BGR8_OES,false);
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Internally calls `gspInit()`.
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## `void gfxExit(void);`
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Destroy everything gfx-related.
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## `void gfxFlushBuffers(void);`
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Draw the buffer.
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## `void gfxSwapBuffers(void);`
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??? idk call it after gfxFlushBuffer().
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## `enum gfxScreen_t;`
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Represents each screen.
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- GFX_TOP: Top screen.
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- GFX_BOTTOM: Bottom screen.
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## `enum gfx3dSide_t;`
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Represent each image for the 3D screen.
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GFX_LEFT: Left eye.
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GFX_RIGHT: Right eye.
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docs/gspgpu.md
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docs/gspgpu.md
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# gspgpu.h
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Graphical things.
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## `void gspWaitForVBlank(void);`
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Wait for the vertical sync to be done??? idk just call it before drawing
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anything (TODO visual)
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## Resolutions
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GSP_SCREEN_WIDTH: Width of both screens (240).
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GSP_SCREEN_HEIGHT_TOP: Height of the top screen (400).
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GSP_SCREEN_HEIGHT_TOP_2X: Height of the top screen times 2 (800).
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GSP_SCREEN_HEIGHT_TOPBOTTOM: Height of the bottom screen (320).
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docs/hid.md
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docs/hid.md
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# hid.h
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Self-explanatory lol
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## BASE
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### `Result hidInit(void);`
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Inilialize HID.
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### `void hidExit(void);`
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Exit HID.
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### `void hidScanInput(void);`
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Check the status of each button. Must be called before hidKeys*().
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## BUTTONS
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### `u32 hidKeys*(void);`
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Test a certain condition and return a u32 containing the boolean state for each
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button. (TODO visual)
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Use `hidKey*() & KEY_*` to have the boolean value for a specific button.
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- `u32 hidKeysHeld();`
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True if the key is currently pressed.
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- `u32 hidKeysDown();`
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True if the key has just been pressed. (TODO not only once?)
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- `u32 hidKeysDownRepeat();`
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TODO
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- `u32 hidKeysUp();`
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True if the key has just been released.
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### KEY_*
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Simple buttons:
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- KEY_{A|B|X|Y}: A/B/X/Y buttons.
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- KEY_{SELECT|START}: Select/Start buttons.
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- KEY_{L|R}: L/R buttons.
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Directions:
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- KEY_D{RIGHT|LEFT|UP|DOWN}: D-Pad directions.
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- KEY_CPAD_{RIGHT|LEFT|UP|DOWN}: Circle Pad directions.
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- KEY_{UP|DOWN|LEFT|RIGHT}: Catch Circle Pad and D-Pad at the same time.
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New 3DS only:
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- KEY_{ZL|ZR}: ZL/ZR buttons (New 3DS only)
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- KEY_CSTICK{RIGHT|LEFT|UP|DOWN}: C-Stick directions (New 3DS only)
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Uh?
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- KEY_TOUCH: (Not implemented? TODO)
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## TOUCH SCREEN
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### `void hidTouchRead(touchPosition *dest);`
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Read the current touch position.
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### `typedef touchPosition;`
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```c++
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typedef struct {
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u16 px;
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u16 py;
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} touchPosition;
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```
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## TOUCH SCREEN
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### `void hidCircleRead(circlePosition *dest);`
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Read the current circle pad position.
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### `typedef circlePosition;`
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```c++
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typedef struct {
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u16 dx;
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u16 dy;
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} circlePosition;
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```
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