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woollybah před 5 roky
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+ 2 - 2
blitz.mod/doc/intro.bbdoc

@@ -1,3 +1,3 @@
-The Blitz runtime module provides low level functionality required by  BlitzMax applications when they are running. This includes things like memory management, exception handling and string and array operations.<br>
-<br>
+The Blitz runtime module provides low level functionality required by  BlitzMax applications when they are running. This includes things like memory management, exception handling and string and array operations.<br/>
+<br/>
 Much of the functionality provided by this module is hidden from application programmers, but is instead used 'behind the scenes' by the compiler. However, there are some very useful commands for debugging, memory management and simple standard IO.
 Much of the functionality provided by this module is hidden from application programmers, but is instead used 'behind the scenes' by the compiler. However, there are some very useful commands for debugging, memory management and simple standard IO.

+ 10 - 10
endianstream.mod/doc/intro.bbdoc

@@ -1,13 +1,13 @@
-Endian streams allow you to swap the byte order of stream data.<br>
-<br>
-This can be useful for reading or writing binary streams which are in a fixed endian format on multiple platforms.<br>
-<br>
-Endian format refers to the order multi-byte values are stored. For example, an integer is four bytes long, but in what order should each byte be stored? Low byte first or high byte first?<br>
-<br>
-This choice is generally dictated by the CPU. For example, Intel CPU's such as the pentium store multi-byte values 'low byte first' which is known as <i>little endian</i>. On the other hand, PowerPC CPU's store multi-byte values 'high byte first' which is known as <i>big endian</i>.<br>
-<br>
-Most of the time, you don't have to worry about endian issues. As long as the same endian format is being used to read and write data, there is no problem. However, endian issues do need to be taken into account when reading or writing binary files. For example, writing a binary file on a PC  (which is little endian) and reading it back on a Mac (which is big endian) may produce odd results if the file contains multibyte values.<br>
-<br>
+Endian streams allow you to swap the byte order of stream data.<br/>
+<br/>
+This can be useful for reading or writing binary streams which are in a fixed endian format on multiple platforms.<br/>
+<br/>
+Endian format refers to the order multi-byte values are stored. For example, an integer is four bytes long, but in what order should each byte be stored? Low byte first or high byte first?<br/>
+<br/>
+This choice is generally dictated by the CPU. For example, Intel CPU's such as the pentium store multi-byte values 'low byte first' which is known as <i>little endian</i>. On the other hand, PowerPC CPU's store multi-byte values 'high byte first' which is known as <i>big endian</i>.<br/>
+<br/>
+Most of the time, you don't have to worry about endian issues. As long as the same endian format is being used to read and write data, there is no problem. However, endian issues do need to be taken into account when reading or writing binary files. For example, writing a binary file on a PC  (which is little endian) and reading it back on a Mac (which is big endian) may produce odd results if the file contains multibyte values.<br/>
+<br/>
 Endian streams help solve this problem by modifying the behaviour of stream commands that read or write multi-byte values. These commands are:
 Endian streams help solve this problem by modifying the behaviour of stream commands that read or write multi-byte values. These commands are:
 <font class=token>ReadShort</font>,
 <font class=token>ReadShort</font>,
 <font class=token>ReadInt</font>,
 <font class=token>ReadInt</font>,

+ 32 - 32
max2d.mod/doc/intro.bbdoc

@@ -1,15 +1,15 @@
 
 
-The Max2D module provides a set of commands for drawing 2D graphics.<br>
-<br>
+The Max2D module provides a set of commands for drawing 2D graphics.<br/>
+<br/>
 Before using any of the Max2D commands, you must first create a Max2D graphics
 Before using any of the Max2D commands, you must first create a Max2D graphics
-object. The easiest way to do this is using the #Graphics command.<br>
-<br>
+object. The easiest way to do this is using the #Graphics command.<br/>
+<br/>
 By default, Max2D is double buffered which means you will have to use 
 By default, Max2D is double buffered which means you will have to use 
-#Flip once you have finished drawing each frame of graphics.<br>
-<br>
+#Flip once you have finished drawing each frame of graphics.<br/>
+<br/>
 <h2>Drawing</h2>
 <h2>Drawing</h2>
-Max2D provides support for the following drawing commands:<br>
-<br>
+Max2D provides support for the following drawing commands:<br/>
+<br/>
 <table>
 <table>
 <tr><th>Drawing command</th><th>Action</th></tr>
 <tr><th>Drawing command</th><th>Action</th></tr>
 <tr><td><a href=#Cls class=token>Cls</a></td><td>Clears the viewport</td></tr>
 <tr><td><a href=#Cls class=token>Cls</a></td><td>Clears the viewport</td></tr>
@@ -22,21 +22,21 @@ Max2D provides support for the following drawing commands:<br>
 <tr><td><a href=#DrawImage class=token>DrawImage</a></td><td>Draws an image</td></tr>
 <tr><td><a href=#DrawImage class=token>DrawImage</a></td><td>Draws an image</td></tr>
 <tr><td><a href=#DrawPixmap class=token>DrawPixmap</a></td><td>Draws a pixmap</td></tr>
 <tr><td><a href=#DrawPixmap class=token>DrawPixmap</a></td><td>Draws a pixmap</td></tr>
 </table>
 </table>
-<br>
+<br/>
 <h2>Viewport, origin and handle</h2>
 <h2>Viewport, origin and handle</h2>
-Drawing commands are clipped to a rectangular area known as the <i>viewport</i>. Only the area within the viewport is ever modified, and attempting to draw outside the viewport will result in the drawing command being clipped or <i>chopped</i> to the viewport. To set the viewport, use the <a href=#SetViewport class=token>SetViewport</a> command.<br>
-<br>
-Drawing commands are also offset by the current <i>origin</i> and <i>handle</i>. To set these properties, use the <a href=#SetOrigin class=token>SetOrigin</a> and <a href=#SetHandle class=token>SetHandle</a> commands.<br>
-<br>
-The current handle is an x,y coordinate subtracted from all drawing x,y coordinates <i>before</i> any rotation or scaling occurs. This allows you to provide a local 'center' for drawing. On the other hand, the current origin is an x,y coordinate added to all drawing x,y coordinates <i>after</i> any rotation or scaling.<br>
-<br>
+Drawing commands are clipped to a rectangular area known as the <i>viewport</i>. Only the area within the viewport is ever modified, and attempting to draw outside the viewport will result in the drawing command being clipped or <i>chopped</i> to the viewport. To set the viewport, use the <a href=#SetViewport class=token>SetViewport</a> command.<br/>
+<br/>
+Drawing commands are also offset by the current <i>origin</i> and <i>handle</i>. To set these properties, use the <a href=#SetOrigin class=token>SetOrigin</a> and <a href=#SetHandle class=token>SetHandle</a> commands.<br/>
+<br/>
+The current handle is an x,y coordinate subtracted from all drawing x,y coordinates <i>before</i> any rotation or scaling occurs. This allows you to provide a local 'center' for drawing. On the other hand, the current origin is an x,y coordinate added to all drawing x,y coordinates <i>after</i> any rotation or scaling.<br/>
+<br/>
 <h2>Color, alpha and blend mode</h2>
 <h2>Color, alpha and blend mode</h2>
-Drawing commands are affected by the current color, alpha and blend mode. You can set these properties by using the <a href=#SetColor class=token>SetColor</a>, <a href=#SetAlpha class=token>SetAlpha</a> and <a href=#SetBlend class=token>SetBlend</a> commands.<br>
-<br>
-The current alpha value controls the transparency level when using the ALPHABLEND blend mode.<br>
-<br>
-The current blend mode controls how pixels are combined with existing pixels in the back buffer and can be one of the following:<br>
-<br>
+Drawing commands are affected by the current color, alpha and blend mode. You can set these properties by using the <a href=#SetColor class=token>SetColor</a>, <a href=#SetAlpha class=token>SetAlpha</a> and <a href=#SetBlend class=token>SetBlend</a> commands.<br/>
+<br/>
+The current alpha value controls the transparency level when using the ALPHABLEND blend mode.<br/>
+<br/>
+The current blend mode controls how pixels are combined with existing pixels in the back buffer and can be one of the following:<br/>
+<br/>
 <table>
 <table>
 <tr><th>Blend mode</th><th>Effect</th></tr>
 <tr><th>Blend mode</th><th>Effect</th></tr>
 <tr><td>SOLIDBLEND</td><td>Pixels overwrite existing backbuffer pixels</td></tr>
 <tr><td>SOLIDBLEND</td><td>Pixels overwrite existing backbuffer pixels</td></tr>
@@ -45,17 +45,17 @@ The current blend mode controls how pixels are combined with existing pixels in
 <tr><td>LIGHTBLEND</td><td>Pixel colors are added to backbuffer pixel colors, giving a 'lighting' effect</td></tr>
 <tr><td>LIGHTBLEND</td><td>Pixel colors are added to backbuffer pixel colors, giving a 'lighting' effect</td></tr>
 <tr><td>SHADEBLEND</td><td>Pixel colors are multiplied with backbuffer pixel colors, giving a 'shading' effect</td></tr>
 <tr><td>SHADEBLEND</td><td>Pixel colors are multiplied with backbuffer pixel colors, giving a 'shading' effect</td></tr>
 </table>
 </table>
-<br>
+<br/>
 <h2>Rotation and scale</h2>
 <h2>Rotation and scale</h2>
-Drawing commands can be scaled and rotated using the <a href=#SetScale class=token>SetScale</a> and <a href=#SetRotation class=token>SetRotation</a> commands. Rotation and scaling occur relative to the current handle.<br>
-<br>
+Drawing commands can be scaled and rotated using the <a href=#SetScale class=token>SetScale</a> and <a href=#SetRotation class=token>SetRotation</a> commands. Rotation and scaling occur relative to the current handle.<br/>
+<br/>
 <h2>Images</h2>
 <h2>Images</h2>
-Images are pre-rendered chunks of graphics that can be efficiently drawn using a single <a href=#DrawImage class=token>DrawImage</a> command. Images are typically stored in png, bmp or jpg format, and can be loaded using the <a href=#LoadImage class=token>LoadImage</a> command.<br>
-<br>
-Image drawing is also affected by color, alpha, blend, rotation and scale. The current color is multiplied with each pixel color before the image is drawn to the backbuffer, allowing you to <i>tint</i> images. To disable this effect, you should set the current color to white.<br>
-<br>
-Images can also have a mask color. This is the color that represents transparency when an image is drawn using the MASKBLEND blend mode. To set the mask color, use the <a href=#SetMaskColor class=token>SetMaskColor</a> command.<br>
-<br>
+Images are pre-rendered chunks of graphics that can be efficiently drawn using a single <a href=#DrawImage class=token>DrawImage</a> command. Images are typically stored in png, bmp or jpg format, and can be loaded using the <a href=#LoadImage class=token>LoadImage</a> command.<br/>
+<br/>
+Image drawing is also affected by color, alpha, blend, rotation and scale. The current color is multiplied with each pixel color before the image is drawn to the backbuffer, allowing you to <i>tint</i> images. To disable this effect, you should set the current color to white.<br/>
+<br/>
+Images can also have a mask color. This is the color that represents transparency when an image is drawn using the MASKBLEND blend mode. To set the mask color, use the <a href=#SetMaskColor class=token>SetMaskColor</a> command.<br/>
+<br/>
 Images can be created by snapshotting regions of the back buffer using the <a href=#GrabImage class=token>GrabImage</a> command.
 Images can be created by snapshotting regions of the back buffer using the <a href=#GrabImage class=token>GrabImage</a> command.
 <h2>Pixmaps</h2>
 <h2>Pixmaps</h2>
 Pixmaps are used to manipulate images at a pixel level, see the #pixmaps module for details.<p>
 Pixmaps are used to manipulate images at a pixel level, see the #pixmaps module for details.<p>
@@ -74,6 +74,6 @@ The current Scale, Rotation, Origin and Handle settings are taken into account
 so coordinates for the collision commands acurately match their drawing counterparts 
 so coordinates for the collision commands acurately match their drawing counterparts 
 <a href=#DrawRect class=token>DrawRect</a> and <a href=#DrawImage class=token>DrawImage</a>.<p>
 <a href=#DrawRect class=token>DrawRect</a> and <a href=#DrawImage class=token>DrawImage</a>.<p>
 <a href=#ResetCollisions class=token>ResetCollisions</a> is used
 <a href=#ResetCollisions class=token>ResetCollisions</a> is used
-to clear any or all of the 32 collision layers provided.<br>
-<br>
+to clear any or all of the 32 collision layers provided.<br/>
+<br/>
 
 

+ 2 - 2
standardio.mod/doc/intro.bbdoc

@@ -1,3 +1,3 @@
-The BlitzMax StandardIO module contains commands for reading and writing text to the standard IO (Input/Output) stream.<br>
-<br>
+The BlitzMax StandardIO module contains commands for reading and writing text to the standard IO (Input/Output) stream.<br/>
+<br/>
 The standard IO stream is generally connected to a 'console', allowing you to interact with an application in a very simple way.
 The standard IO stream is generally connected to a 'console', allowing you to interact with an application in a very simple way.

+ 1 - 1
volumes.mod/doc/intro.bbdoc

@@ -4,7 +4,7 @@
 <h2>Volume Information</h2>
 <h2>Volume Information</h2>
 <p>Enables access to all volumes on the system, as well as drive-details such as free and total space for the volume.</p>
 <p>Enables access to all volumes on the system, as well as drive-details such as free and total space for the volume.</p>
 <p>To get a list of volumes on the current system, simply call <a href="#ListVolumes">ListVolumes</a> which returns
 <p>To get a list of volumes on the current system, simply call <a href="#ListVolumes">ListVolumes</a> which returns
-a list of <a href="#TVolume">TVolume</a> objects, from which you have access to the extra information.<br>
+a list of <a href="#TVolume">TVolume</a> objects, from which you have access to the extra information.<br/>
 You can also retrieve size information directly using <a href="#GetVolumeSize">GetVolumeSize</a> and <a href="#GetVolumeFreeSpace">GetVolumeFreeSpace</a>.
 You can also retrieve size information directly using <a href="#GetVolumeSize">GetVolumeSize</a> and <a href="#GetVolumeFreeSpace">GetVolumeFreeSpace</a>.
 </p>
 </p>
 <h2>User Directories</h2>
 <h2>User Directories</h2>