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input: improve value source
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commit
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14 changed files with 129 additions and 55 deletions
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@ -278,11 +278,11 @@ end
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</tr>
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<tr>
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<td class="name" nowrap><a href="#mouse.x">mouse.x</a></td>
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<td class="summary">Mouse input: X position of the mouse cursor.</td>
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<td class="summary">Mouse input: X position of the mouse cursor in the game window.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#mouse.y">mouse.y</a></td>
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<td class="summary">Mouse input: Y position of the mouse cursor.</td>
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<td class="summary">Mouse input: Y position of the mouse cursor in the game window.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#mouse.dx">mouse.dx</a></td>
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@ -316,6 +316,10 @@ end
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<td class="name" nowrap><a href="#child.X">child.X</a></td>
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<td class="summary">Children inputs: current value of a child input of the current input.</td>
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</tr>
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<tr>
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<td class="name" nowrap><a href="#value">value</a></td>
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<td class="summary">Current input: current value of the current input.</td>
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</tr>
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</table>
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<br/>
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@ -418,7 +422,14 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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</span> <span class="string">"key.right - key.left, key.down - key.up"</span>,
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dimension = <span class="number">2</span>
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}
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special = {
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mouse = {
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<span class="comment">-- Example input that returns the position of the mouse cursor, that can be controlled both using an actual mouse or
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</span> <span class="comment">-- through a joystick.
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</span> dimension = <span class="number">2</span>,
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<span class="string">"mouse.x, mouse.y"</span>,
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{ <span class="string">"value[1] + axis.leftx * speed * dt, value[2] + axis.lefty * speed * dt"</span>, speed = <span class="number">300</span> } <span class="comment">-- contains dt, so updated only once per frame. Thus speed here is the speed in pixel/second, as expected.
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</span> }
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mouse = {
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<span class="comment">-- A special case: if the <a href="../modules/input.html#dt">dt</a> source is present in an expression, it will make every other input source passive by default in the expression.
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</span> <span class="comment">-- This is the case since <a href="../modules/input.html#dt">dt</a> will trigger an update every frame, and is therefore mostly relevant for input that is used once per frame only
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</span> <span class="comment">-- (while other input sources might cause the input to update several times per frame).
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@ -798,7 +809,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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This table does not contain any userdata and should be easily serializable (e.g. to save custom input binding config).
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This doesn’t include input state, grab state, the event registry and the selected joystick since they may change often during runtime.</p>
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<p> Can be changed anytime, but you may need to call <a href="../modules/input.html#Input:reload">reload</a> to apply changes.</p>
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<p> Can be changed anytime, but you will need to call <a href="../modules/input.html#Input:reload">reload</a> to apply changes.</p>
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<p> See <a href="#Input_expressions">expressions</a> for an explanation on how to write input expressions.
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@ -1294,7 +1305,8 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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<h2 class="section-header has-description"><a name="Input_sources"></a>Input sources </h2>
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<div class="section-description">
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Input sources are the initial source of input data. They are identified by a Lua identifier name.
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Input sources are the initial source of input data; each input source can return a single number value.
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They are identified by a Lua identifier name.
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See <a href="#Input_expressions">expressions</a> on how to use them in expressions.</p>
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<p> Input sources are provided for common input methods (keyboard, mouse, gamepad) by default; see below for a list of built-in input sources.</p>
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@ -1385,7 +1397,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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<strong>mouse.x</strong>
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</dt>
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<dd>
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Mouse input: X position of the mouse cursor.
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Mouse input: X position of the mouse cursor in the game window.
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</ul>
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</ul>
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@ -1403,7 +1415,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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<strong>mouse.y</strong>
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</dt>
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<dd>
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Mouse input: Y position of the mouse cursor.
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Mouse input: Y position of the mouse cursor in the game window.
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</ul>
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</ul>
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@ -1567,7 +1579,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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</dt>
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<dd>
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Children inputs: current value of a child input of the current input.
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For child input of dimension 1.
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For child inputs of dimension 1.
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Replace X with the name of the child input.</p>
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<p> If the child input is of dimension at least 2, instead use <code>child.X[N]</code>, which gives the
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@ -1584,6 +1596,38 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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</dd>
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<dt>
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<a name = "value"></a>
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<strong>value</strong>
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</dt>
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<dd>
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Current input: current value of the current input.
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For inputs of dimension 1.</p>
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<p> If the input is of dimension at least 2, instead use <code>value[N]</code>, which gives the
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current value of the Nth dimension of the current input.
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Replace N with the index of the dimension you want.</p>
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<p> Note that is input is passive by default.
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Think twice before marking it active as this may create a feedback loop (the input being updated will trigger it to be updated again, and so on).
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</ul>
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</ul>
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</ul>
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</ul>
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<ul>
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<li><span class="parameter">value</span>
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</li>
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</ul>
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</dd>
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</dl>
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@ -1592,7 +1636,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
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</div> <!-- id="main" -->
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<div id="about">
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<i style="float:right;">Last updated 2022-09-20 01:08:14 </i>
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<i style="float:right;">Last updated 2022-09-20 13:52:55 </i>
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</div> <!-- id="about" -->
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</div> <!-- id="container" -->
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</body>
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