From 6c0b852ae12c5898a0b35031d56eb5de5376c26c Mon Sep 17 00:00:00 2001 From: "github-actions[bot]" <41898282+github-actions[bot]@users.noreply.github.com> Date: Sun, 5 Nov 2023 13:56:48 +0000 Subject: [PATCH] update slate[no ci] --- docs/index.html | 166 ++++++++++++++++++++++++++++++++++++++++++++---- docs/light.html | 166 ++++++++++++++++++++++++++++++++++++++++++++---- 2 files changed, 308 insertions(+), 24 deletions(-) diff --git a/docs/index.html b/docs/index.html index 441a04129..bb89de138 100644 --- a/docs/index.html +++ b/docs/index.html @@ -961,6 +961,9 @@
  • get_io
  • +
  • + get_raw_input +
  • mouse_position
  • @@ -1750,6 +1753,9 @@
  • Color
  • +
  • + ControllerButton +
  • CutsceneBehavior
  • @@ -1771,6 +1777,9 @@
  • ItemOwnerDetails
  • +
  • + KeyboardKey +
  • Letter
  • @@ -1821,18 +1830,27 @@
  • Input types
  • @@ -3565,6 +3583,12 @@
  • ON.POST_LAYER_DESTRUCTION
  • +
  • + ON.PRE_PROCESS_INPUT +
  • +
  • + ON.POST_PROCESS_INPUT +
  • @@ -5452,6 +5476,12 @@

    ImGuiIO get_io()

  • Note: Overlunky/etc will eat all keys it is currently configured to use, your script will only get leftovers.
  • Note: Gamepad is basically XINPUT_GAMEPAD but variables are renamed and values are normalized to -1.0..1.0 range.
  • +

    get_raw_input

    +
    +

    Search script examples for get_raw_input

    +
    +

    RawInput get_raw_input()

    +

    Returns RawInput, a game structure for raw keyboard and controller state

    mouse_position

    Search script examples for mouse_position

    @@ -9199,6 +9229,25 @@

    Color

    Color to this one
     
     
    +

    ControllerButton

    + + + + + + + + + + + + + + + + + +
    TypeNameDescription
    booldownButton is being held
    boolpressedButton was just pressed down this frame

    CutsceneBehavior

    @@ -9421,6 +9470,20 @@

    ItemOwnerDetails

    +

    KeyboardKey

    + + + + + + + + + + + + +
    TypeNameDescription
    booldownKey is being held

    Letter

    @@ -10190,7 +10253,21 @@

    Vec2

    -

    Input types

    Gamepad

    +

    Input types

    ControllerInput

    + + + + + + + + + + + + +
    TypeNameDescription
    array<ControllerButton, 16>buttons
    +

    Gamepad

    Used in ImGuiIO

    @@ -10352,6 +10429,25 @@

    ImGuiIO

    +

    InputDevice

    + + + + + + + + + + + + + + + + + +
    TypeNameDescription
    intinput_index
    intbuttons

    InputMapping

    Used in PlayerSlot

    @@ -10484,6 +10580,25 @@

    PlayerInputs

    +

    RawInput

    + + + + + + + + + + + + + + + + + +
    TypeNameDescription
    array<KeyboardKey, 112>keyboardState of all keyboard buttons in a random game order as usual
    array<ControllerInput, 12>controllerState of controller buttons per controller. Zero-based indexing, i.e. use game_props.input_index directly to index this.

    Journal types

    JournalPage

    Used in set_callback with ON.RENDER_POST_JOURNAL_PAGE

    @@ -16140,24 +16255,24 @@

    GameProps

    -int -buttons -Might be used for some menu inputs not found in buttons_menu +array<int, MAX_PLAYERS> +input +Used for player input and might be used for some menu inputs not found in buttons_menu. You can probably capture and edit this in ON.POST_PROCESS_INPUT. These are raw inputs, without things like autorun applied. -int -buttons_extra -Might be used for some menu inputs not found in buttons_menu +array<int, MAX_PLAYERS> +input_previous + MENU_INPUT -buttons_menu_previous -Previous state of buttons_menu +input_menu +Inputs used to control all the menus, separate from player inputs. You can probably capture and edit this in ON.POST_PROCESS_INPUT MENU_INPUT -buttons_menu -Inputs used to control all the menus, separate from player inputs. You can probably capture and edit this in ON.PRE_UPDATE. +input_menu_previous +Previous state of buttons_menu bool @@ -16166,9 +16281,14 @@

    GameProps

    int -modal_open +menu_open + +array<int, 5> +input_index +Input index for players 1-4 and maybe for the menu controls. -1: disabled, 0..3: keyboards, 4..7: Xinput, 8..11: other controllers +

    Items

    Used in StateMemory

    @@ -28953,6 +29073,18 @@

    ON.POST_LAYER_DESTRUCTION

    Params: LAYER layer
    Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.

    +

    ON.PRE_PROCESS_INPUT

    +
    +

    Search script examples for ON.PRE_PROCESS_INPUT

    +
    + +

    Runs right before the game gets input from various devices and writes to a bunch of buttons-variables. Return true to disable all game input completely.

    +

    ON.POST_PROCESS_INPUT

    +
    +

    Search script examples for ON.POST_PROCESS_INPUT

    +
    + +

    Runs right after the game gets input from various devices and writes to a bunch of buttons-variables. Probably the first chance you have to capture or edit buttons_gameplay or buttons_menu sort of things.

    Enums

    Enums are like numbers but in text that's easier to remember.

    set_callback(function()
    @@ -31896,6 +32028,16 @@ 

    ON

    ON::POST_LAYER_DESTRUCTION Params: LAYER layer
    Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.
    + +PRE_PROCESS_INPUT +ON::PRE_PROCESS_INPUT +Runs right before the game gets input from various devices and writes to a bunch of buttons-variables. Return true to disable all game input completely.
    + + +POST_PROCESS_INPUT +ON::POST_PROCESS_INPUT +Runs right after the game gets input from various devices and writes to a bunch of buttons-variables. Probably the first chance you have to capture or edit buttons_gameplay or buttons_menu sort of things.
    +

    PARTICLEEMITTER

    diff --git a/docs/light.html b/docs/light.html index 6ff8b8757..9364417e1 100644 --- a/docs/light.html +++ b/docs/light.html @@ -961,6 +961,9 @@
  • get_io
  • +
  • + get_raw_input +
  • mouse_position
  • @@ -1750,6 +1753,9 @@
  • Color
  • +
  • + ControllerButton +
  • CutsceneBehavior
  • @@ -1771,6 +1777,9 @@
  • ItemOwnerDetails
  • +
  • + KeyboardKey +
  • Letter
  • @@ -1821,18 +1830,27 @@
  • Input types
  • @@ -3565,6 +3583,12 @@
  • ON.POST_LAYER_DESTRUCTION
  • +
  • + ON.PRE_PROCESS_INPUT +
  • +
  • + ON.POST_PROCESS_INPUT +
  • @@ -5452,6 +5476,12 @@

    ImGuiIO get_io()

  • Note: Overlunky/etc will eat all keys it is currently configured to use, your script will only get leftovers.
  • Note: Gamepad is basically XINPUT_GAMEPAD but variables are renamed and values are normalized to -1.0..1.0 range.
  • +

    get_raw_input

    +
    +

    Search script examples for get_raw_input

    +
    +

    RawInput get_raw_input()

    +

    Returns RawInput, a game structure for raw keyboard and controller state

    mouse_position

    Search script examples for mouse_position

    @@ -9199,6 +9229,25 @@

    Color

    Color to this one
     
     
    +

    ControllerButton

    + + + + + + + + + + + + + + + + + +
    TypeNameDescription
    booldownButton is being held
    boolpressedButton was just pressed down this frame

    CutsceneBehavior

    @@ -9421,6 +9470,20 @@

    ItemOwnerDetails

    +

    KeyboardKey

    + + + + + + + + + + + + +
    TypeNameDescription
    booldownKey is being held

    Letter

    @@ -10190,7 +10253,21 @@

    Vec2

    -

    Input types

    Gamepad

    +

    Input types

    ControllerInput

    + + + + + + + + + + + + +
    TypeNameDescription
    array<ControllerButton, 16>buttons
    +

    Gamepad

    Used in ImGuiIO

    @@ -10352,6 +10429,25 @@

    ImGuiIO

    +

    InputDevice

    + + + + + + + + + + + + + + + + + +
    TypeNameDescription
    intinput_index
    intbuttons

    InputMapping

    Used in PlayerSlot

    @@ -10484,6 +10580,25 @@

    PlayerInputs

    +

    RawInput

    + + + + + + + + + + + + + + + + + +
    TypeNameDescription
    array<KeyboardKey, 112>keyboardState of all keyboard buttons in a random game order as usual
    array<ControllerInput, 12>controllerState of controller buttons per controller. Zero-based indexing, i.e. use game_props.input_index directly to index this.

    Journal types

    JournalPage

    Used in set_callback with ON.RENDER_POST_JOURNAL_PAGE

    @@ -16140,24 +16255,24 @@

    GameProps

    -int -buttons -Might be used for some menu inputs not found in buttons_menu +array<int, MAX_PLAYERS> +input +Used for player input and might be used for some menu inputs not found in buttons_menu. You can probably capture and edit this in ON.POST_PROCESS_INPUT. These are raw inputs, without things like autorun applied. -int -buttons_extra -Might be used for some menu inputs not found in buttons_menu +array<int, MAX_PLAYERS> +input_previous + MENU_INPUT -buttons_menu_previous -Previous state of buttons_menu +input_menu +Inputs used to control all the menus, separate from player inputs. You can probably capture and edit this in ON.POST_PROCESS_INPUT MENU_INPUT -buttons_menu -Inputs used to control all the menus, separate from player inputs. You can probably capture and edit this in ON.PRE_UPDATE. +input_menu_previous +Previous state of buttons_menu bool @@ -16166,9 +16281,14 @@

    GameProps

    int -modal_open +menu_open + +array<int, 5> +input_index +Input index for players 1-4 and maybe for the menu controls. -1: disabled, 0..3: keyboards, 4..7: Xinput, 8..11: other controllers +

    Items

    Used in StateMemory

    @@ -28953,6 +29073,18 @@

    ON.POST_LAYER_DESTRUCTION

    Params: LAYER layer
    Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.

    +

    ON.PRE_PROCESS_INPUT

    +
    +

    Search script examples for ON.PRE_PROCESS_INPUT

    +
    + +

    Runs right before the game gets input from various devices and writes to a bunch of buttons-variables. Return true to disable all game input completely.

    +

    ON.POST_PROCESS_INPUT

    +
    +

    Search script examples for ON.POST_PROCESS_INPUT

    +
    + +

    Runs right after the game gets input from various devices and writes to a bunch of buttons-variables. Probably the first chance you have to capture or edit buttons_gameplay or buttons_menu sort of things.

    Enums

    Enums are like numbers but in text that's easier to remember.

    set_callback(function()
    @@ -31896,6 +32028,16 @@ 

    ON

    ON::POST_LAYER_DESTRUCTION Params: LAYER layer
    Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.
    + +PRE_PROCESS_INPUT +ON::PRE_PROCESS_INPUT +Runs right before the game gets input from various devices and writes to a bunch of buttons-variables. Return true to disable all game input completely.
    + + +POST_PROCESS_INPUT +ON::POST_PROCESS_INPUT +Runs right after the game gets input from various devices and writes to a bunch of buttons-variables. Probably the first chance you have to capture or edit buttons_gameplay or buttons_menu sort of things.
    +

    PARTICLEEMITTER