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 @@
++Search script examples for get_raw_input
+
Returns RawInput, a game structure for raw keyboard and controller state
Search script examples for mouse_position
@@ -9199,6 +9229,25 @@Color
Color to this one +ControllerButton
++
+ + +Type +Name +Description ++ +bool +down +Button is being held ++ +bool +pressed +Button was just pressed down this frame +CutsceneBehavior
+
@@ -9421,6 +9470,20 @@ ItemOwnerDetails
KeyboardKey
++
+ + +Type +Name +Description ++ +bool +down +Key is being held +Letter
-
@@ -10190,7 +10253,21 @@ Vec2
Input types
Gamepad
+Input types
ControllerInput
++
++ + +Type +Name +Description ++ +array<ControllerButton, 16> +buttons ++ Gamepad
Used in ImGuiIO
@@ -10352,6 +10429,25 @@
+ImGuiIO
InputDevice
++
+ + +Type +Name +Description ++ +int +input_index ++ + +int +buttons ++ InputMapping
Used in PlayerSlot
@@ -10484,6 +10580,25 @@PlayerInputs
+ RawInput
++
+ + +Type +Name +Description ++ +array<KeyboardKey, 112> +keyboard +State of all keyboard buttons in a random game order as usual ++ +array<ControllerInput, 12> +controller +State 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 +
- + ControllerInput +
- Gamepad
- ImGuiIO
+- + InputDevice +
- InputMapping
- PlayerInputs
+- + RawInput +
@@ -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
++
+ + +Type +Name +Description ++ +bool +down +Button is being held ++ +bool +pressed +Button was just pressed down this frame +CutsceneBehavior
+
@@ -9421,6 +9470,20 @@ ItemOwnerDetails
KeyboardKey
++
+ + +Type +Name +Description ++ +bool +down +Key is being held +Letter
-
@@ -10190,7 +10253,21 @@ Vec2
Input types
Gamepad
+Input types
ControllerInput
++
++ + +Type +Name +Description ++ +array<ControllerButton, 16> +buttons ++ Gamepad
Used in ImGuiIO
@@ -10352,6 +10429,25 @@
+ImGuiIO
InputDevice
++
+ + +Type +Name +Description ++ +int +input_index ++ + +int +buttons ++ InputMapping
Used in PlayerSlot
@@ -10484,6 +10580,25 @@PlayerInputs
+ RawInput
++
+ + +Type +Name +Description ++ +array<KeyboardKey, 112> +keyboard +State of all keyboard buttons in a random game order as usual ++ +array<ControllerInput, 12> +controller +State 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