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-rw-r--r--doc/api.texi222
1 files changed, 111 insertions, 111 deletions
diff --git a/doc/api.texi b/doc/api.texi
index f3878f5..eaad84e 100644
--- a/doc/api.texi
+++ b/doc/api.texi
@@ -33,7 +33,7 @@ There are many hooks available, so read on to learn about all of them.
For information about using Guile's hook API, see @xref{Hooks,,,
guile, GNU Guile Reference Manual}.
-@deffn {Scheme Procedure} run-game [#:window-title "Chickadee!"] @
+@deffn {Procedure} run-game [#:window-title "Chickadee!"] @
[#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] @
[#:update-hz 60]
@@ -48,15 +48,15 @@ title, and in fullscreen mode if @var{window-fullscreen?} is
@code{#t}.
@end deffn
-@deffn {Scheme Procedure} abort-game
+@deffn {Procedure} abort-game
Stop the currently running Chickadee event loop.
@end deffn
-@deffn {Scheme Procedure} time
+@deffn {Procedure} time
Return the current game time in milliseconds.
@end deffn
-@defvr {Scheme Variable} load-hook
+@defvr {Variable} load-hook
A hook that is run once when the event loop boots, before any other
hook is run. This hook is run with zero arguments.
@@ -66,7 +66,7 @@ hook is run. This hook is run with zero arguments.
@end defvr
-@defvr {Scheme Variable} update-hook
+@defvr {Variable} update-hook
A hook that is run every time the game simulation should be advanced.
This hook is run with a single argument @var{dt}, the fixed timestep
that was configured when the event loop was started, in milliseconds.
@@ -77,7 +77,7 @@ that was configured when the event loop was started, in milliseconds.
@end defvr
-@defvr {Scheme Variable} before-draw-hook
+@defvr {Variable} before-draw-hook
A hook that is run before a frame is rendered. This hook is run with
zero arguments.
@@ -87,7 +87,7 @@ zero arguments.
@end defvr
-@defvr {Scheme Variable} after-draw-hook
+@defvr {Variable} after-draw-hook
A hook that is run after a frame is rendered. This hook is run with
zero arguments.
@@ -100,7 +100,7 @@ second calculation to monitor game performance and stability.
@end defvr
-@defvr {Scheme Variable} draw-hook
+@defvr {Variable} draw-hook
A hook that is run each time a frame should be rendered. This hook is
run with a single argument @var{alpha}, a value in the range [0, 1]
which represents how much time has past since the last game state
@@ -123,7 +123,7 @@ track of previous state.
@end defvr
-@defvr {Scheme Variable} quit-hook
+@defvr {Variable} quit-hook
A hook that is run when the user clicks the close button on the game
window. This hook is run with zero arguments.
@@ -133,7 +133,7 @@ window. This hook is run with zero arguments.
@end defvr
-@defvr {Scheme Variable} key-press-hook
+@defvr {Variable} key-press-hook
A hook that is run when a key is pressed on the keyboard. This hook
is run with four arguments:
@@ -169,7 +169,7 @@ include @code{ctrl}, @code{alt}, and @code{shift}.
@end defvr
-@defvr {Scheme Variable} key-release-hook
+@defvr {Variable} key-release-hook
A hook that is run when a key is released on the keyboard. This hook
is run with three arguments:
@@ -189,13 +189,13 @@ were being held down when the key was released.
@end defvr
-@defvr {Scheme Variable} text-input-hook
+@defvr {Variable} text-input-hook
A hook that is run when printable text is typed on the keyboard. This
hook is run with a single argument, @var{text}, a string containing
the text that was entered.
@end defvr
-@defvr {Scheme Variable} mouse-press-hook
+@defvr {Variable} mouse-press-hook
A hook that is run when a mouse button is pressed. This hook is run
with four arguments:
@@ -218,7 +218,7 @@ as @code{left}, @code{middle}, or @code{right}.
@end defvr
-@defvr {Scheme Variable} mouse-release-hook
+@defvr {Variable} mouse-release-hook
A hook that is run when a mouse button is released. This hook is run
with three arguments:
@@ -237,7 +237,7 @@ with three arguments:
@end defvr
-@defvr {Scheme Variable} mouse-move-hook
+@defvr {Variable} mouse-move-hook
A hook that is run when the mouse is moved. This hook is run with
five arguments:
@@ -265,19 +265,19 @@ mouse was moved.
@end defvr
-@defvr {Scheme Variable} controller-add-hook
+@defvr {Variable} controller-add-hook
A hook that is run when a game controller is connected. This hook is
run with a single argument, @var{controller}, the controller that was
connected.
@end defvr
-@defvr {Scheme Variable} controller-remove-hook
+@defvr {Variable} controller-remove-hook
A hook that is run when a game controller is disconnected. This hook
is run with a single argument, @var{controller}, the controller that
was disconnected.
@end defvr
-@defvr {Scheme Variable} controller-press-hook
+@defvr {Variable} controller-press-hook
A hook that is run when a button on a game controller is pressed.
This hook is run with two arguments:
@@ -328,7 +328,7 @@ Possible buttons are:
@end defvr
-@defvr {Scheme Variable} controller-release-hook
+@defvr {Variable} controller-release-hook
A hook that is run when a button on a game controller is released.
This hook is run with two arguments:
@@ -345,7 +345,7 @@ This hook is run with two arguments:
@end defvr
-@defvr {Scheme Variable} controller-move-hook
+@defvr {Variable} controller-move-hook
A hook that is run when an analog stick or trigger on a game
controller is moved. This hook is run with three arguments
@@ -390,11 +390,11 @@ controllers.
@node Keyboard
@subsection Keyboard
-@deffn {Scheme Procedure} key-pressed? @var{key}
+@deffn {Procedure} key-pressed? @var{key}
Return @code{#t} if @var{key} is currently being pressed.
@end deffn
-@deffn {Scheme Procedure} key-released? @var{key}
+@deffn {Procedure} key-released? @var{key}
Return @code{#t} if @var{key} is not currently being pressed.
@end deffn
@@ -417,14 +417,14 @@ detection.
@node Basics
@subsection Basics
-@defvar {Scheme Variable} pi
+@defvar pi
An essential constant for all trigonometry. @code{@U{03C0}} is the ratio
of a circle's circumferences to its diameter. Since @code{@U{03C0}} is an
irrational number, the @var{pi} in Chickadee is a mere floating point
approximation that is ``good enough.''
@end defvar
-@defvar {Scheme Variable} pi/2
+@defvar pi/2
Half of @var{pi}.
@end defvar
@@ -440,55 +440,55 @@ Half of @var{pi}.
@node Easings
@subsection Easings
-@deffn {Scheme Procedure} linear @var{t}
+@deffn {Procedure} linear @var{t}
@end deffn
-@deffn {Scheme Procedure} smoothstep @var{t}
+@deffn {Procedure} smoothstep @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-quad @var{t}
+@deffn {Procedure} ease-in-quad @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-out-quad @var{t}
+@deffn {Procedure} ease-out-quad @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-out-quad @var{t}
+@deffn {Procedure} ease-in-out-quad @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-cubic @var{t}
+@deffn {Procedure} ease-in-cubic @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-out-cubic @var{t}
+@deffn {Procedure} ease-out-cubic @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-out-cubic @var{t}
+@deffn {Procedure} ease-in-out-cubic @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-quart @var{t}
+@deffn {Procedure} ease-in-quart @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-out-quart @var{t}
+@deffn {Procedure} ease-out-quart @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-out-quart @var{t}
+@deffn {Procedure} ease-in-out-quart @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-quint @var{t}
+@deffn {Procedure} ease-in-quint @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-out-quint @var{t}
+@deffn {Procedure} ease-out-quint @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-out-quint @var{t}
+@deffn {Procedure} ease-in-out-quint @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-sine @var{t}
+@deffn {Procedure} ease-in-sine @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-out-sine @var{t}
+@deffn {Procedure} ease-out-sine @var{t}
@end deffn
-@deffn {Scheme Procedure} ease-in-out-sine @var{t}
+@deffn {Procedure} ease-in-out-sine @var{t}
@end deffn
@node Graphics
@@ -536,9 +536,9 @@ would be tedious to have to have to specify them each time
The following procedures and syntax can be found in the
@code{(chickadee render)} module.
-@deffn {Scheme Syntax} gpu-apply @var{shader} @var{vertex-array} @
+@deffn {Syntax} gpu-apply @var{shader} @var{vertex-array} @
[#:uniform-key @var{uniform-value} ...]
-@deffnx {Scheme Syntax} gpu-apply* @var{shader} @var{vertex-array} @
+@deffnx {Syntax} gpu-apply* @var{shader} @var{vertex-array} @
@var{count} [#:uniform-key @var{uniform-value} ...]
Render @var{vertex-array} using @var{shader} with the uniform values
@@ -549,61 +549,61 @@ While @code{gpu-apply} will draw every vertex in @var{vertex-array},
@end deffn
-@deffn {Scheme Procedure} current-viewport
+@deffn {Procedure} current-viewport
Return the currently bound viewport. @xref{Viewports} for more
details about using viewports.
@end deffn
-@deffn {Scheme Procedure} current-framebuffer
+@deffn {Procedure} current-framebuffer
Return the currently bound framebuffer. @xref{Framebuffers} for more
details about using framebuffers.
@end deffn
-@deffn {Scheme Procedure} current-blend-mode
+@deffn {Procedure} current-blend-mode
Return the currently bound blend mode. @xref{Blending and Depth
Testing} for more details about using blend modes.
@end deffn
-@deffn {Scheme Procedure} current-depth-test
+@deffn {Procedure} current-depth-test
Return @code{#t} if depth testing is currently enabled.
@xref{Blending and Depth Testing} for more details about using the
depth test.
@end deffn
-@deffn {Scheme Procedure} current-texture
+@deffn {Procedure} current-texture
Return the currently bound texture. @xref{Textures} for more details
about using textures.
@end deffn
-@deffn {Scheme Procedure} current-projection
+@deffn {Procedure} current-projection
Return the currently bound projection matrix. @xref{Matrices} for
more details about matrices.
@end deffn
-@deffn {Scheme Syntax} with-viewport @var{viewport} @var{body} ...
+@deffn {Syntax} with-viewport @var{viewport} @var{body} ...
Evaluate @var{body} with the current viewport bound to @var{viewport}.
@end deffn
-@deffn {Scheme Syntax} with-framebuffer @var{framebuffer} @var{body} ...
+@deffn {Syntax} with-framebuffer @var{framebuffer} @var{body} ...
Evaluate @var{body} with the current framebuffer bound to
@var{framebuffer}.
@end deffn
-@deffn {Scheme Syntax} with-blend-mode @var{blend-mode} @var{body} ...
+@deffn {Syntax} with-blend-mode @var{blend-mode} @var{body} ...
Evaluate @var{body} with the current blend mode bound to
@var{blend-mode}.
@end deffn
-@deffn {Scheme Syntax} with-depth-test @var{depth-test?} @var{body} ...
+@deffn {Syntax} with-depth-test @var{depth-test?} @var{body} ...
Evaluate @var{body} with the depth-test disabled if @var{depth-test?}
is @code{#f}, or enabled otherwise.
@end deffn
-@deffn {Scheme Syntax} with-texture @var{texture} @var{body} ...
+@deffn {Syntax} with-texture @var{texture} @var{body} ...
Evaluate @var{body} with the current texture bound to @var{texture}.
@end deffn
-@deffn {Scheme Syntax} with-projection @var{projection} @var{body} ...
+@deffn {Syntax} with-projection @var{projection} @var{body} ...
Evaluate @var{body} with the current projection matrix bound to
@var{projection}.
@end deffn
@@ -611,7 +611,7 @@ Evaluate @var{body} with the current projection matrix bound to
@node Textures
@subsection Textures
-@deffn {Scheme Procedure} load-image @var{file} [#:min-filter nearest] @
+@deffn {Procedure} load-image @var{file} [#:min-filter nearest] @
[#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat]
Load the image data from @var{file} and return a new texture object.
@@ -637,7 +637,7 @@ players, NPCs, items, particles, text, etc. In Chickadee, bitmaps are
stored in textures (@pxref{Textures}) and can be used to draw sprites
via the @code{draw-sprite} procedure.
-@deffn {Scheme Procedure} draw-sprite @var{texture} @var{region} @
+@deffn {Procedure} draw-sprite @var{texture} @var{region} @
[#:scale] [#:rotation] [#:blend-mode alpha] [#:texture-region] @
[#:shader]
@@ -664,7 +664,7 @@ Taking advantage of sprite batching in Chickadee is easy, just wrap
the code that is calling @code{draw-sprite} a lot in the
@code{with-batched-sprites} form.
-@deffn {Scheme Syntax} with-batched-sprites @var{body} @dots{}
+@deffn {Syntax} with-batched-sprites @var{body} @dots{}
Use batched rendering for all @code{draw-sprite} calls within
@var{body}.
@end deffn
@@ -696,7 +696,7 @@ interface widgets like buttons and dialog boxes. By using a nine
patch, they can be rendered at any size without unappealing scaling
artifacts.
-@deffn {Scheme Procedure} draw-nine-patch @var{texture} @var{region} @
+@deffn {Procedure} draw-nine-patch @var{texture} @var{region} @
[#:margin 0] [#:top-margin margin] [#:bottom-margin margin] @
[#:left-margin margin] [#:right-margin margin] @
[#:texture-region] [#:scale] [#:rotation] [#:blend-mode alpha] @
@@ -720,7 +720,7 @@ Sprites are fun, but sometimes simple, untextured lines and polygons
are desired. That's where the @code{(chickadee render shapes)} module
comes in!
-@deffn {Scheme Procedure} draw-line @var{start} @var{end} @
+@deffn {Procedure} draw-line @var{start} @var{end} @
[#:thickness 0.5] [#:feather 1.0] [#:cap round] [#:color] @
[#:shader]
@@ -777,36 +777,36 @@ in the meantime.
The following procedures can be found in the @code{(chickadee render
font)} module.
-@deffn {Scheme Procedure} load-font @var{file}
+@deffn {Procedure} load-font @var{file}
Load the Angel Code formatted XML document in @var{file} and return a
new font object.
@end deffn
-@deffn {Scheme Procedure} font? @var{obj}
+@deffn {Procedure} font? @var{obj}
Return @code{#t} if @var{obj} is a font object.
@end deffn
-@deffn {Scheme Procedure} font-face @var{font}
+@deffn {Procedure} font-face @var{font}
Return the name of @var{font}.
@end deffn
-@deffn {Scheme Procedure} font-line-height @var{font}
+@deffn {Procedure} font-line-height @var{font}
Return the line height of @var{font}.
@end deffn
-@deffn {Scheme Procedure} font-line-height @var{font}
+@deffn {Procedure} font-line-height @var{font}
Return the line height of @var{font}.
@end deffn
-@deffn {Scheme Procedure} font-bold? @var{font}
+@deffn {Procedure} font-bold? @var{font}
Return @code{#t} if @var{font} is a bold font.
@end deffn
-@deffn {Scheme Procedure} font-italic? @var{font}
+@deffn {Procedure} font-italic? @var{font}
Return @code{#t} if @var{font} is an italicized font.
@end deffn
-@deffn {Scheme Procedure} draw-text @var{font} @var{text} @var{position}
+@deffn {Procedure} draw-text @var{font} @var{text} @var{position}
[#:scale] [#:rotation] [#:blend-mode]
Draw the string @var{text} with the first character starting at
@@ -850,58 +850,58 @@ uh@dots{}, music.
Supported file formats include WAV and OGG.
-@deffn {Scheme Procedure} load-sample @var{file}
+@deffn {Procedure} load-sample @var{file}
Load audio sample from @var{file}.
@end deffn
-@deffn {Scheme Procedure} set-sample-volume! @var{volume}
+@deffn {Procedure} set-sample-volume! @var{volume}
Set the volume that all samples are played at to @var{volume}, an
integer value between 0 and 128.
@end deffn
-@deffn {Scheme Procedure} play-sample @var{sample}
+@deffn {Procedure} play-sample @var{sample}
Play @var{sample}. Pretty straightforward!
@end deffn
-@deffn {Scheme Procedure} load-music @var{file}
+@deffn {Procedure} load-music @var{file}
Load music from @var{file}.
@end deffn
-@deffn {Scheme Procedure} music-volume
+@deffn {Procedure} music-volume
Return the volume level for music, an integer value between 0 and 128.
@end deffn
-@deffn {Scheme Procedure} set-music-volume! @var{volume}
+@deffn {Procedure} set-music-volume! @var{volume}
Set the volume that music is played at to @var{volume}, an integer
value between 0 and 128.
@end deffn
-@deffn {Scheme Procedure} play-music @var{music} [@var{loop?}]
+@deffn {Procedure} play-music @var{music} [@var{loop?}]
Play @var{music}. If @var{loop?}, play it over and over and over and
over and@dots{}
@end deffn
-@deffn {Scheme Procedure} pause-music
+@deffn {Procedure} pause-music
Pause the current music track.
@end deffn
-@deffn {Scheme Procedure} resume-music
+@deffn {Procedure} resume-music
Resume the current music track.
@end deffn
-@deffn {Scheme Procedure} rewind-music
+@deffn {Procedure} rewind-music
estart the current music track from the beginning.
@end deffn
-@deffn {Scheme Procedure} stop-music
+@deffn {Procedure} stop-music
Stop playing the current music track.
@end deffn
-@deffn {Scheme Procedure} music-playing?
+@deffn {Procedure} music-playing?
Return @code{#t} if music is currently playing.
@end deffn
-@deffn {Scheme Procedure} music-paused?
+@deffn {Procedure} music-paused?
Return @code{#t} if music is currently paused.
@end deffn
@@ -1152,58 +1152,58 @@ scoped and can be changed using the @code{with-agenda} special form:
(at 240 (spawn-goblin-king)))
@end example
-@deffn {Scheme Procedure} make-agenda
+@deffn {Procedure} make-agenda
Return a new task scheduler.
@end deffn
-@deffn {Scheme Procedure} agenda? @var{obj}
+@deffn {Procedure} agenda? @var{obj}
Return @code{#t} if @var{obj} is an agenda.
@end deffn
-@deffn {Scheme Procedure} current-agenda
-@deffnx {Scheme Procedure} current-agenda @var{agenda}
+@deffn {Procedure} current-agenda
+@deffnx {Procedure} current-agenda @var{agenda}
When called with no arguments, return the current agenda. When called
with one argument, set the current agenda to @var{agenda}.
@end deffn
-@deffn {Scheme Syntax} with-agenda @var{agenda} @var{body} @dots{}
+@deffn {Syntax} with-agenda @var{agenda} @var{body} @dots{}
Evaluate @var{body} with the current agenda set to @var{agenda}.
@end deffn
-@deffn {Scheme Procedure} agenda-time
+@deffn {Procedure} agenda-time
Return the current agenda time.
@end deffn
-@deffn {Scheme Procedure} update-agenda @var{dt}
+@deffn {Procedure} update-agenda @var{dt}
Advance the current agenda by @var{dt}.
@end deffn
-@deffn {Scheme Procedure} schedule-at @var{time} @var{thunk}
+@deffn {Procedure} schedule-at @var{time} @var{thunk}
Schedule @var{thunk}, a procedure of zero arguments, to be run at
@var{time}.
@end deffn
-@deffn {Scheme Procedure} schedule-after @var{delay} @var{thunk}
+@deffn {Procedure} schedule-after @var{delay} @var{thunk}
Schedule @var{thunk}, a procedure of zero arguments, to be run after
@var{delay}.
@end deffn
-@deffn {Scheme Procedure} schedule-every @var{interval} @var{thunk} [@var{n}]
+@deffn {Procedure} schedule-every @var{interval} @var{thunk} [@var{n}]
Schedule @var{thunk}, a procedure of zero arguments, to be run every
@var{interval} amount of time. Repeat this @var{n} times, or
indefinitely if not specified.
@end deffn
-@deffn {Scheme Syntax} at @var{time} @var{body} @dots{}
+@deffn {Syntax} at @var{time} @var{body} @dots{}
Schedule @var{body} to be evaluated at @var{time}.
@end deffn
-@deffn {Scheme Syntax} after @var{delay} @var{body} @dots{}
+@deffn {Syntax} after @var{delay} @var{body} @dots{}
Schedule @var{body} to be evaluated after @var{delay}.
@end deffn
-@deffn {Scheme Syntax} every @var{interval} @var{body} @dots{}
-@deffnx {Scheme Syntax} every (@var{interval} @var{n}) @var{body} @dots{}
+@deffn {Syntax} every @var{interval} @var{body} @dots{}
+@deffnx {Syntax} every (@var{interval} @var{n}) @var{body} @dots{}
Schedule @var{body} to be evaluated every @var{interval} amount of
time. Repeat this @var{n} times, or indefinitely if not specified.
@end deffn
@@ -1256,49 +1256,49 @@ desired.
(cancel-coroutine co)
@end example
-@deffn {Scheme Procedure} spawn-coroutine @var{thunk}
+@deffn {Procedure} spawn-coroutine @var{thunk}
Apply @var{thunk} as a coroutine and return a handle to it.
@end deffn
-@deffn {Scheme Syntax} coroutine @var{body} @dots{}
+@deffn {Syntax} coroutine @var{body} @dots{}
Evaluate @var{body} as a coroutine and return a handle to it.
@end deffn
-@deffn {Scheme Procedure} coroutine? @var{obj}
+@deffn {Procedure} coroutine? @var{obj}
Return @code{#t} if @var{obj} is a coroutine handle.
@end deffn
-@deffn {Scheme Procedure} coroutine-cancelled? @var{obj}
+@deffn {Procedure} coroutine-cancelled? @var{obj}
Return @code{#t} if @var{obj} has been cancelled.
@end deffn
-@deffn {Scheme Procedure} coroutine-running? @var{obj}
+@deffn {Procedure} coroutine-running? @var{obj}
Return @code{#t} if @var{obj} has not yet terminated or been
cancelled.
@end deffn
-@deffn {Scheme Procedure} coroutine-complete? @var{obj}
+@deffn {Procedure} coroutine-complete? @var{obj}
Return @code{#t} if @var{obj} has terminated.
@end deffn
-@deffn {Scheme Procedure} cancel-coroutine @var{co}
+@deffn {Procedure} cancel-coroutine @var{co}
Prevent further execution of the coroutine @var{co}.
@end deffn
-@deffn {Scheme Procedure} yield @var{handler}
+@deffn {Procedure} yield @var{handler}
Suspend the current coroutine and pass its continuation to the
procedure @var{handler}.
@end deffn
-@deffn {Scheme Procedure} wait @var{duration}
+@deffn {Procedure} wait @var{duration}
Wait @var{duration} before resuming the current coroutine.
@end deffn
-@deffn {Scheme Procedure} channel-get @var{channel}
+@deffn {Procedure} channel-get @var{channel}
Wait for a message from @var{channel}.
@end deffn
-@deffn {Scheme Syntax} forever @var{body} @dots{}
+@deffn {Syntax} forever @var{body} @dots{}
Evaluate @var{body} in an endless loop.
@end deffn
@@ -1317,7 +1317,7 @@ procedure can be used within any coroutine like so:
(tween 60 0 100 (lambda (y) (set! x y))))
@end example
-@deffn {Scheme Procedure} tween @var{duration} @var{start} @var{end} @var{proc} [#:step 1 #:ease @code{smoothstep} #:interpolate @code{lerp}]
+@deffn {Procedure} tween @var{duration} @var{start} @var{end} @var{proc} [#:step 1 #:ease @code{smoothstep} #:interpolate @code{lerp}]
Transition a value from @var{start} to @var{end} over @var{duration},
sending each succesive value to @var{proc}. @var{step} controls the
amount of time between each update of the animation.
@@ -1358,20 +1358,20 @@ Here's a simplistic example:
(channel-put c 'potion))
@end example
-@deffn {Scheme Procedure} make-channel
+@deffn {Procedure} make-channel
Return a new channel
@end deffn
-@deffn {Scheme Procedure} channel? @var{obj}
+@deffn {Procedure} channel? @var{obj}
Return @code{#t} if @var{obj} is a channel.
@end deffn
-@deffn {Scheme Procedure} channel-get @var{channel}
+@deffn {Procedure} channel-get @var{channel}
Retrieve a value from @var{channel}. The current coroutine suspends
until a value is available.
@end deffn
-@deffn {Scheme Procedure} channel-put @var{channel} @var{data}
+@deffn {Procedure} channel-put @var{channel} @var{data}
Send @var{data} to @var{channel}. The current coroutine suspends
until another coroutine is available to retrieve the value.
@end deffn