sr_ensure_singleton
_singleton_name | {String} global name to use for the singleton |
returns: | {Boolean} false if an existing instance is destroyed - be sure to check CleanUp / Destroys |
sr_ensure_singleton(_singleton_name)
called with
object to be singleton - ensure the name passed is a singleton, will call instance destroy on a different id
sr_ensure_font
font | _font_index resource index |
returns: | None |
sr_ensure_font(font)
cache the current font
sr_ensure_color
_color | {Real} color value to set |
returns: | None |
sr_ensure_color(_color)
cache the current color
sr_color_hex
color | _hex_color in $RRGGBB |
returns: | {Real} color formatted in BBGGRR for GML |
sr_color_hex(color)
sr_color_glsl
_color | {Real} color to convert |
[_out_array] | {Array} optional out array to not allocate a new array |
returns: | {Array} array of colors in float range |
sr_color_glsl(_color, [_out_array])
convert a color to an array float values [0.0 - 1.0]
sr_next_pot
_va | {Real} note: if a float is given, its rounded up to 'fit' the float into the POT |
returns: | {Real} nearest power of 2 to given integer |
sr_next_pot(_va)
return the nearest power of 2 for a given number (integer)
sr_shadow_text
_x | {Real} x position to draw text |
_y | {Real} y position to draw text |
_text | {String} text to draw |
_fg | {Real} foreground color |
_bg | {Real} background (shadow) color |
[_xoff=1] | {Real} x offset for the shadow |
[_yoff=1] | {Real} y offset for the shadow |
returns: | None |
sr_shadow_text(_x, _y, _text, _fg, _bg, [_xoff=1], [_yoff=1])
Draw text with a shadow
sr_outline_text
_x | {Real} x position for text |
_y | {Real} y position for text |
_text | {String} text to draw |
_fg | {Real} foreground color |
_bg | {Real} background color |
returns: | None |
sr_outline_text(_x, _y, _text, _fg, _bg)
draw text with an oultine
sr_error
[_system] | {String} system name for logging |
_text | {String} error message |
returns: | None |
sr_error([_system], _text)
Error wrapper (eventual logging system)
sr_log
[_system] | {String} system name for logging |
_text | {String} log message |
returns: | None |
sr_log([_system], _text)
Log wrapper (eventual logging system)
sr_execute
_script_index | {Real} script to execute |
_params | {Array} parameters to call, in an array |
[paramCount] | {Real} if you've already got the count ready, pass it, or else it's computed. |
returns: | {*} return value from script call |
sr_execute(_script_index, _params, [paramCount])
rousr_execute - call a function with variadic argument support
sr_aabb_contains_line
_line_x1 | {Real} |
_line_y1 | {Real} |
_line_x2 | {Real} |
_line_y2 | {Real} |
_rect_min_x | {Real} |
_rect_min_y | {Real} |
_rect_max_x | {Real} |
_rect_max_y | {Real} |
returns: | {Boolean} true if an aabb and line intersect |
sr_aabb_contains_line(_line_x1, _line_y1, _line_x2, _line_y2, _rect_min_x, _rect_min_y, _rect_max_x, _rect_max_y)
courtesy of https://stackoverflow.com/questions/1585525/how-to-find-the-intersection-point-between-a-line-and-a-rectangle
sr_array
_rousr_array | {Array:ERourArray} rousr_array to read / write |
_index | {Real} index to read or write to |
[_val] | {*} if passed, value to set element to, same as insert. |
returns: | None |
sr_array(_rousr_array, _index, [_val])
return an index, or set an index in a _rousr_array
sr_array_create
[_array] | {Array} array to wrap |
[_arraySize] | {Real} if _array s size is cached, pass it. |
returns: | None |
sr_array_create([_array], [_arraySize])
create a rousr style
array, with the size as the first element, and the actual array as second
sr_array_data
_rousr_array | {Array:ERousrArray} rousr_array to get the data from |
returns: | {Array} data in the rousr_array |
sr_array_data(_rousr_array)
return the data of the rousr_array
sr_array_destroy
_array | {Array:ERourArray} array to destroy |
returns: | None |
sr_array_destroy(_array)
destroy a rousr style
array - currently does nothing, but future proofing by including.
sr_array_find
_rousr_array | {Array:ERourArray} rousr_array to search |
_val | {*} value to search for |
[_startIndex=0] | {Real} index to start searching from |
returns: | {Real} index or -1 if not found |
sr_array_find(_rousr_array, _val, [_startIndex=0])
returns the first occurence of _val beginning at _startIndex
sr_array_insert
_rousr_array | {Array} rousr array to insert value into |
_index | {Real} index to insert value at |
_val | {*} value to insert |
returns: | {Boolean} true on success |
sr_array_insert(_rousr_array, _index, _val)
insert a value into a rousr array
sr_array_pop_back
_rousr_array | {Array:ERourArray} rousr array to pop last value of |
returns: | {*} back, or undefined on failure |
sr_array_pop_back(_rousr_array)
pop the back of a rousr array and return it
sr_array_pop_front
_rousr_array | {Array:ERourArray} rousr array to pop last value of |
returns: | {*} front or undefined |
sr_array_pop_front(_rousr_array)
pop the front of an array and return it
sr_array_push_back
_rousr_array | {Array:ERourArray} _rousr_array to push data to |
_val | {*} value to push onto the array |
returns: | {Real} index pushed or -1 on error |
sr_array_push_back(_rousr_array, _val)
push a value on the end of a rousr_array
sr_array_push_front
_array | {Array} rousr_array to push data to |
_val | {*} value to push onto the array |
returns: | {Real} index pushed or -1 on error |
sr_array_push_front(_array, _val)
push a value on the front of a rousr array
sr_array_push_unique
_rousr_array | {Array} rousr_array to push data to |
_val | {*} value to push onto the array |
[_returnIndexOnExists=false] | {Boolean} if true returns index if it already exists, otherwise returns undefined (to signal failure) |
returns: | {Real} index pushed or -1 if it's not unique |
sr_array_push_unique(_rousr_array, _val, [_returnIndexOnExists=false])
push a value on the end of a rousr array, but only if value isn't in the array already
sr_array_remove
_rousr_array | {Array} rousr_array to remove element at _index from |
_index | {Real} index to remove from _array |
returns: | {*} element at removed index, or undefined |
sr_array_remove(_rousr_array, _index)
generate a new array with _index removed from the _rousr_array
sr_array_remove_multi
_rousr_array | {Array} rousr array to remove element at _index from |
_index_array | {Real} index to remove from _array (note: normal array) |
[_index_array_size] | {Real} size of _index_array if you've already cached it. |
returns: | {Array} removed values or undefined if error |
sr_array_remove_multi(_rousr_array, _index_array, [_index_array_size])
generate a new array with _index removed from the _rousr_array
sr_array_size
rousr_array |
_rousr_array to get the size of |
[_new_size] | {Real} if passed, sets the size of the array to this new size |
returns: | {Real} size of rousr_array (before it was set new, if _new_size is passed) |
sr_array_size(`rousr_array`, [_new_size])
return the size of the rousr_array
sr_array_clear
_rousr_array | {Real} array to clear, sets size=0 |
[_flush_mem=false] | {Boolean} if true, we will replace the data array with a new, empty array. |
returns: | {Array} _ra |
sr_array_clear(_rousr_array, [_flush_mem=false])
emtpy a rousr_array
sr_stack_array_create
returns: {Array} rousr_stack_array
sr_stack_array_create()
create a rousr_stack_array
- a stack purely made of arrays
sr_stack_array_destroy
_rousr_stack_array | {Array} rousr_stack_array to destroy |
returns: | None |
sr_stack_array_destroy(_rousr_stack_array)
destroy a rousr_stack_array
- since they're made up of arrays, this is unnecessary to call, but provided future API use or re-using stack arrays.
sr_stack_array_empty
_rousr_stack_array | {Array} rousr_stack_array to check |
returns: | {Boolean} true if _rousr_stack_array is empty |
sr_stack_array_empty(_rousr_stack_array)
check if a stack is empty
sr_stack_array_pop
_rousr_stack_array | {Array} rousr_stack_array array object to pop |
returns: | {*} the end of the stack, or undefined if empty |
sr_stack_array_pop(_rousr_stack_array)
pop the last val
from a _rousr_stack_array
sr_stack_array_push
_rousr_stack_array | {Array} rousr_stack_array to push _val on to |
_val | {*} value to push on stack |
returns: | {Real} new top index |
sr_stack_array_push(_rousr_stack_array, _val)
push a _val
onto the stack of a _rousr_stack_array
sr_stack_array_top
_rousr_stack_array | {Array} rousr_stack_array to get top index of |
returns: | {Real} index of top, or -1 if empty |
sr_stack_array_top(_rousr_stack_array)
return the top index of a rousr_stack_array
sr_buffer_read_val
_buffer | {Real} id of buffer we're reading the next value from |
returns: | {Real |
sr_buffer_read_val(_buffer)
Reads a value from a packed buffer, first reading data type to expect.
sr_buffer_write_val
_buffer | {Real} buffer id to write to |
_val | {Real |
[type=ERousrData.Invalid] | {Real |
returns: | {Boolean} true on success |
sr_buffer_write_val(_buffer, _val, [type=ERousrData.Invalid])
writes a value to the buffer, but first writes the type
sr_buffer_rousr_type_to_buffer_type
_type | {Real} The ERousrData to get buffer_xx of |
returns: | {Real} buffer_xx to use for this type when writing to a buffer |
sr_buffer_rousr_type_to_buffer_type(_type)
return a buffer type from a luarousr data type
sr_pool_create_pool
_alloc_script | {Real} script to call for a new element of this rousr_pool Format: function(_rousr_pool) -> returns {*} newly created object (the way you'd create a new one without a pool) |
[_destroy_script] | {Real} script to call to destroy / free the element Format: function(_rousr_pool, _elem) -> No Return |
[_reset_script] | {Real} script to call to reset an element after its returned to the pool Format: ``function(_rousr_pool, _elem) -> No Return` |
[_constructor] | {Real} script to call on returning a new element from the pool Format: function(_rousr_pool, _elem) -> No Return |
returns: | {Array} undefined or new rousr_pool |
sr_pool_create_pool(_alloc_script, [_destroy_script], [_reset_script], [_constructor])
create a rousr_pool
, using the _alloc_script
to create them. use _destroy_script
to remove datastructures that are pooled. rousr_pools
allow you to create generic pools of similiar objects for pooling resources, rather than allocating brand new ones at run-time.
sr_pool_destroy_pool
_rousr_pool | {Array} rousr_array_pool to destroy |
returns: | None |
sr_pool_destroy_pool(_rousr_pool)
destroy a rousr_pool
and free its memory use (data structures)
sr_pool_create
_rousr_pool | {Array} the rousr_pool object to allocate new element from |
[_countructor] | {Real} called on the new object. if a constructor was defined for the pool, this OVERRIDES it. Format: function(_rousr_pool, _elem) -> No Return |
returns: | {*} a new element from the rousr_pool |
sr_pool_create(_rousr_pool, [_countructor])
get a fresh item, optionally call the passed constructor on the object.
sr_pool_release
_rousr_pool | {Array} rousr_pool to put _element in. |
_element | {*} an _element compatible with rousr_pool |
returns: | None |
sr_pool_release(_rousr_pool, _element)
returns element to the pool to be stored and reused
sr_buffer_pool
_buffer_size | {Real} size of the buffers to generate |
_buffer_type | {Real} buffer type to pass through to buffer_create i.e., buffer_u8 |
_buffer_alignment | {Real} alignment, in bytes, of buffer |
returns: | {Array} rousr_pool setup to manage bufferses |
sr_buffer_pool(_buffer_size, _buffer_type, _buffer_alignment)
helper function to create a rousr_pool
of buffers
__sr_buffer_pool_alloc
_rousr_pool | {Array} rousr_pool that owns the created buffer |
returns: | {Real} buffer id for created buffer |
__sr_buffer_pool_alloc(_rousr_pool)
create a new buffer
__sr_buffer_pool_destroy
_rousr_pool | {Array} rousr_pool that contains the buffer |
_buffer | {Real} id of a buffer |
returns: | None |
__sr_buffer_pool_destroy(_rousr_pool, _buffer)
destroy a pooled buffer
__sr_buffer_pool_reset
_rousr_pool | {Array} pool being returned to |
_buffer | {Real} buffer id of buffer being returned |
returns: | None |
__sr_buffer_pool_reset(_rousr_pool, _buffer)
reset a buffer, after being returned to the pool
sr_json_decode
_json | {String} |
returns: | None |
sr_json_decode(_json)
false
sr_json_encode
_sr_serializable | {Real} |
[_pretty_print=false] | {Boolean} |
Pretty | TODO: print |
returns: | None |
sr_json_encode(_sr_serializable, [_pretty_print=false], Pretty)
false
__sr_json_encode_type
_sr_ds | {Real} |
_type | {Real} |
[_pretty_print=false] | {Boolean} |
[_indent_length=0] | {Real} |
returns: | None |
__sr_json_encode_type(_sr_ds, _type, [_pretty_print=false], [_indent_length=0])
false
sr_sort_quick
list | false |
comparison | false |
returns: | None |
sr_sort_quick(list, comparison)
implement a quicksort you can pass a predicate to port from http://www.algolist.net/Algorithms/Sorting/Quicksort
sr_sort_insert
list | false |
predicate | false |
returns: | None |
sr_sort_insert(list, predicate)
an insertion sort with a predicateported from http://www.algolist.net/Algorithms/Sorting/Insertion_sortcause why not?
sr_ds_safe_destroy
_type | {Real} type of data structure, i.e., ds_type_map , ds_type_list |
_ds_id | {Real} id for the datastructure |
returns: | {Real} undefined on success, otherwise the same id. useful for chaining calls - ds = rousr_ds_safe_destroy(type, ds); |
sr_ds_safe_destroy(_type, _ds_id)
check if _ds_id
is a valid _type
and destroy it if it is, returning the new id to use for _ds_id (undefined in most cases)
sr_ds_destroy
_sr_ds | {Real} |
returns: | None |
sr_ds_destroy(_sr_ds)
destroys a ds that has been created using a sr_*_create ds function.
sr_ds_get_type
_sr_ds | {Real} |
returns: | {Real:ERousrDS} |
sr_ds_get_type(_sr_ds)
Returns the sr_ds type
sr_ds_get_count
_sr_ds_type | {Real:ERousrDS} |
returns: | None |
sr_ds_get_count(_sr_ds_type)
returns the total count of this ds type currently in the game
sr_list_create
returns: {Real}
sr_list_create()
Creates a new sr_list
sr_array_to_list
_array | {Array} |
returns: | {Array} |
sr_array_to_list(_array)
converts an array to a sr_list
sr_list_to_array
_list | {Real} |
returns: | {Array} |
sr_list_to_array(_list)
Converts a sr_list
to an array
sr_list_mark_as
_sr_list | {Real} |
_index | {Real} |
_type | {ERousrDS} |
returns: | None |
sr_list_mark_as(_sr_list, _index, _type)
Creates a nested association at given index
sr_list_add_list
_sr_list | {Real} |
_child_list | {Real} |
returns: | None |
sr_list_add_list(_sr_list, _child_list)
Adds a new list to the list and creates an association
sr_list_add_map
_sr_list | {Real} |
_sr_map | {Real} |
returns: | None |
sr_list_add_map(_sr_list, _sr_map)
Adds a new map to the list and creates an association
sr_map_create
returns: {Real}
sr_map_create()
Creates a new sr_map
sr_map_mark_as
_sr_map | {Real} |
_key | {Real} |
_type | {ERousrDS} |
returns: | None |
sr_map_mark_as(_sr_map, _key, _type)
Creates a nested association at given key
sr_map_add_list
_sr_map | {Real} |
_key | {*} |
_sr_list | {Real} |
returns: | None |
sr_map_add_list(_sr_map, _key, _sr_list)
Sets the list to a key in the map and creates an association
sr_map_add_map
_sr_map | {Real} |
_key | {*} |
_child | {Real} |
returns: | None |
sr_map_add_map(_sr_map, _key, _child)
Sets the child map to a key in the map and creates an association
sr_grid_create
_cols | {Real} |
_rows | {Real} |
[_default_value=undefined] | {Real} |
returns: | {Real} |
sr_grid_create(_cols, _rows, [_default_value=undefined])
Creates a new sr_grid
sr_grid_mark_as
_sr_grid | {Real} |
_x | {Real} |
_y | {Real} |
_type | {Real:ERousrDS} |
returns: | None |
sr_grid_mark_as(_sr_grid, _x, _y, _type)
Creates a nested association at given x/y coord
sr_queue_create
returns: {Real}
sr_queue_create()
Creates a new sr_queue
sr_priority_create
returns: {Real}
sr_priority_create()
Creates a new sr_priority
sr_stack_create
returns: {Real}
sr_stack_create()
Creates a new sr_stack
__sr_ds_init
returns: None
__sr_ds_init()
create internal data structures
sr_generic_create
_x | {Real} |
_y | {Real} |
_depth | {Real} set a layer_id afterwards if you'd prefer layers. |
[_create=noone] | {Real} called with(new generic) Format: function(_generic_id) -> No Return |
[_generic_type=EGenericType.Normal] | {Real:EGenericType} type of generic to make |
returns: | None |
sr_generic_create(_x, _y, _depth, [_create=noone], [_generic_type=EGenericType.Normal])
create a generic object
sr_generic_draw_self
[_id] | {Real} if passed, called with(_id) |
returns: | None |
sr_generic_draw_self([_id])
function that just calls draw_self, can be used with generics
sr_generic_set_event
_id | {Real} |
_hook | {Real:EGenericHook} |
_event_callback | {Real} |
returns: | None |
sr_generic_set_event(_id, _hook, _event_callback)
sr_generic_event_set - set the callback for a generic event
sr_input_system_create
returns: None
sr_input_system_create()
input_init - initialize the input data
sr_input_bind_input
_input_type | false |
_input_button | false |
_action | false |
_event | false |
returns: | None |
sr_input_bind_input(_input_type, _input_button, _action, _event)
bind an input to an action
sr_input_register_action
_action | {Real} an real or string that represents the action. this key is bound to. |
_action_function | {Real} a script to callback _action_function(_action, _type) _type = pressed, released, down, down and pressed come in the same frame. |
returns: | None |
sr_input_register_action(_action, _action_function)
register an action type with the input system
sr_input_step
returns: None
sr_input_step()
step event function
sr_input_clean_up
returns: None
sr_input_clean_up()
rousr input clean up event
sr_input_action_active
_action | {Real} index of action |
returns: | None |
sr_input_action_active(_action)
return if an action is active
sr_input_action_was_active
_action | {Real} index of action |
returns: | None |
sr_input_action_was_active(_action)
return if an action is active
sr_input_check_event
_events | {Array |
_event_type | {Real} ERousrInputEvent to find |
returns: | {Boolean} true if _events is or contains _event_type |
sr_input_check_event(_events, _event_type)
returns true if _events
is or cotnains _event_type
sr_game_quit
returns: None
sr_game_quit()
generic callback to use for quits (button callbacks mainly)
sr_anchor_system_init
[_ERousrAnchorSize] | {Real} Type to keep anchor position matching to application surface by default |
[_width] | {Real} ignored unless type is Manual, width to use |
[_height] | {Real} ignored unless type is Manual, height to use |
returns: | None |
sr_anchor_system_init([_ERousrAnchorSize], [_width], [_height])
initialize the RousrAnchor system
sr_anchor_display_height
returns: {Real} display height
sr_anchor_display_height()
return the anchor instance system's display height
sr_anchor_display_width
returns: {Real} display width
sr_anchor_display_width()
return the anchor instance system's display width
sr_anchor_get_width
_instance | {Real} |
returns: | {Real} anchored instance's width |
sr_anchor_get_width(_instance)
helper fucntion to best guess width
sr_anchor_get_height
_instance | {Real} |
returns: | {Real} height of the instance |
sr_anchor_get_height(_instance)
helper fucntion to best guess height
sr_anchor_top_right
[_pad_right=0] | {Real} pixels to pad on right |
[_pad_top=0] | {Real} pixels to pad on top |
[_add_list=true] | {Boolean} add it to the list to update on resize |
returns: | None |
sr_anchor_top_right([_pad_right=0], [_pad_top=0], [_add_list=true])
snap an instance to the bottom left of the screen. Called with(instance)
sr_anchor_bottom_left
[_pad_left=0] | {Real} pixels to pad on left |
**[_pad_bottom=0] ** | {Real} pixels to pad on bottom |
[_add_list=true] | {Boolean} add it to the list to update on resize |
returns: | None |
sr_anchor_bottom_left([_pad_left=0], [_pad_bottom=0] , [_add_list=true])
snap an instance to the bottom left of the screen Called with(instance)
sr_anchor_stretch_top
[_pad_left_or_sides=0] | {Real} pixels to pad on left siide, or both sides if _padRight is undefined |
[_pad_top=0] | {Real} pixels to pad on top |
[_pad_right=0] | {Real} pixels to pad on the right |
[_add_list=true] | {Boolean} add it to the list to update on reisze |
returns: | None |
sr_anchor_stretch_top([_pad_left_or_sides=0], [_pad_top=0], [_pad_right=0], [_add_list=true])
stretch this object acrosst the top. Called with(instance)
sr_anchor_stretch_bottom
[_pad_left_or_sides=0] | {Real} pixels to pad on left siide, or both sides if _padRight is undefined |
[_pad_bottom=0] | {Real} pixels to pad on top |
[_pad_right=0] | {Real} pixels to pad on the right |
[_add_list=true] | {Boolean} add it to the list to update on reisze |
returns: | None |
sr_anchor_stretch_bottom([_pad_left_or_sides=0], [_pad_bottom=0], [_pad_right=0], [_add_list=true])
stretch this object acrosst the bottom. Called with(instance)
sr_title_create
_title | {String} title string to show |
[_bg_color=0x5b6ee1] | {Real} color for title text shadow |
[_close_action=sr_game_quit] | {Real} action to call on close button, or undefined for no close button. |
[_esc_closes=true] | {Boolean} escape key also calls close action |
returns: | None |
sr_title_create(_title, [_bg_color=0x5b6ee1], [_close_action=sr_game_quit], [_esc_closes=true])
create a new rousr title
sr_title_init
_title | {String} title on titlebar |
**[_fg_color=0x639bff] ** | {Real} title foreground color |
**[_bg_color=0x5b6ee1] ** | {Real} title shadow color |
[_title_font=fnt_game_3x] font | {Real} to use for title |
[_icon=sTitleBar_Icon] | {Real} icon to show in the corner |
[_bg_sprite=sTitleBar_BgStrip] | {Real} sprite to use for background (must be a 1px strip) |
[_close_action=sr_game_quit], close | {Real} action, if undefined , then no close button |
[_esc_closes=true], does | {Real} escape also do the close action? |
[_draw_gui=true], draw | {Boolean} on the gui layer |
[_scale=3] scale | {Real} the title bar this much (and close button) |
returns: | None |
sr_title_init(_title, [_fg_color=0x639bff] , [_bg_color=0x5b6ee1] , [_title_font=fnt_game_3x] font, [_icon=sTitleBar_Icon], [_bg_sprite=sTitleBar_BgStrip], [_close_action=sr_game_quit], close, [_esc_closes=true], does, [_draw_gui=true], draw, [_scale=3] scale)
called after a title bar is created (Instance Create, for instance) Called with(instance)
sr_dragger_init
(opt=noone)onDragComplete(bool) | false |
(opt=noone)onDragCheck | false |
(opt=noone)onDragBegin | false |
(opt=Default)draggerSlack | false |
returns: | None |
sr_dragger_init((opt=noone)onDragComplete(bool), (opt=noone)onDragCheck, (opt=noone)onDragBegin, (opt=Default)draggerSlack)
call with an object you'd like to make draggable
sr_dragger_step
returns: None
sr_dragger_step()
call each step on a dragger
sr_dragger_set_on_complete
_id | {Real} dragger id |
_on_complete | {Real} Format: function({Boolean}_button_released)->No Return |
returns: | None |
sr_dragger_set_on_complete(_id, _on_complete)
set the on complete callback after the fact
sr_dragger_set_on_check
_id | {Real} dragger id |
_on_check | {Real} Format: function()->No Return |
returns: | None |
sr_dragger_set_on_check(_id, _on_check)
set the on check callback after the fact
sr_dragger_state
_id | {Real} instance id for dragger |
returns: | {Boolean} drag state for _id |
sr_dragger_state(_id)
Conveinence function for state
sr_dragger_is_dragging
_id | {Real} _id of dragable |
returns: | {Boolean} true if we're dragging |
sr_dragger_is_dragging(_id)
check if a draggable is dragging
sr_dragger_sensitivity
[_dragger] | {Real} dragger instance id |
[_new_sensitivity=RousrDraggerDefaultSlack] | {Real} |
returns: | None |
sr_dragger_sensitivity([_dragger], [_new_sensitivity=RousrDraggerDefaultSlack])
Make it a sensitive dragger
sr_9slice_init
new | [_sprite_index=sprite_index] sprite_index |
use | [_use_surface=true] surface to draw |
width | [_width=image_xscale] of the entire frame |
height | [_height=image_yscale] of the entire frame |
returns: | None |
sr_9slice_init(new, use, width, height)
initialize an instance with the appropriate fields
sr_9slice_resize
_id | {Real} |
_width | {Real} |
_height | {Real} |
returns: | None |
sr_9slice_resize(_id, _width, _height)
helper functino to resize a frame
sr_9slice_mark_dirty
[_id] | {Real} optional, id of 9slice (or this) |
returns: | None |
sr_9slice_mark_dirty([_id])
just a helper function so we dont need to know internals
sr_button_create
_label | {String} label to use with button |
_click_action | {Real} script to call when clicked Format: function(_button_instance, id, user_data) -> No Return |
[_can_click=noone] | {Real} script to check if this button can be clicked, besides normal button rules. Format: function(_button, _user_data) -> {Boolean} _can_click |
[_depth=depth] | {Real} depth to create at (just set layer afterwards if layer desired) |
[_user_data] | {*} passed along to click fucnction (use an id to use one button callback for multiple buttons, etc) |
[_object_index=RousrButton] | {Real} button object |
returns: | {Real} id of button or noone if not created |
sr_button_create(_label, _click_action, [_can_click=noone], [_depth=depth], [_user_data], [_object_index=RousrButton])
create a new button
sr_button_init
_click_action | {Real} script to call when clicked Format: function(_button, _user_data) -> No Return |
_can_click | {Real} script to check if a button can be clicked Format: function(_button, _user_data) -> {Boolean} _can_click |
[_user_data] | {*} passed along on click |
returns: | None |
sr_button_init(_click_action, _can_click, [_user_data])
helper function for children to init common button stuff (all optional) Called with(instance)
sr_button_depress
returns: None
sr_button_depress()
Put a button back into the default state
sr_button_can_click
returns: None
sr_button_can_click()
used by Button, returns whether button click is legal for buttonintended to be called with Button instance
sr_button_wide_create
_label | {String} label to use with button |
_click_action | {Real} script to call when clicked Format: function(_button_instance, id, user_data) -> No Return |
_center_sprite | {Real} index of center sprite, or left+right if those aren't included |
[_left_sprite=_center_sprite] | {Real} index of left sprite, or left+right if those aren't included |
[_right_sprite=_center_sprite] | {Real} index of right sprite, or left+right if those aren't included |
[_can_click=noone] | {Real} script to check if this button can be clicked, besides normal button rules. Format: function(_button, _user_data) -> {Boolean} _can_click |
[_depth=depth] | {Real} depth to create at (just set layer afterwards if layer desired) |
[_user_data] | {*} passed along to click fucnction (use an id to use one button callback for multiple buttons, etc) |
returns: | {Real} id of button or noone if not created |
sr_button_wide_create(_label, _click_action, _center_sprite, [_left_sprite=_center_sprite], [_right_sprite=_center_sprite], [_can_click=noone], [_depth=depth], [_user_data])
create a new button
sr_button_wide_create_ex
_label | {String} label to use with button |
_click_action | {Real} script to call when clicked Format: function(_button_instance, id, user_data) -> No Return |
_center_sprite | {Real} index of center sprite, or left+right if those aren't included |
[_left_sprite=_center_sprite] | {Real} index of left sprite, or left+right if those aren't included |
[_right_sprite=_center_sprite] | {Real} index of right sprite, or left+right if those aren't included |
[_center_frame=0] | {Real} image_index to use for center of button (expects the 'down' version to be the next image_index ) |
**[_left_frame=0] ** | {Real} image_index to use for left of button (expects the 'down' version to be the next image_index ) |
**[_right_frame=0] ** | {Real} image_index to use for right of button (expects the 'down' version to be the next image_index ) |
[_can_click=noone] | {Real} script to check if this button can be clicked, besides normal button rules. Format: function(_button, _user_data) -> {Boolean} _can_click |
[_depth=depth] | {Real} depth to create at (just set layer afterwards if layer desired) |
[_user_data] | {*} passed along to click fucnction (use an id to use one button callback for multiple buttons, etc) |
returns: | {Real} id of button or noone if not created |
sr_button_wide_create_ex(_label, _click_action, _center_sprite, [_left_sprite=_center_sprite], [_right_sprite=_center_sprite], [_center_frame=0], [_left_frame=0] , [_right_frame=0] , [_can_click=noone], [_depth=depth], [_user_data])
create a new button
sr_button_wide_set_sprites
_button_wide | {Real} instance id of button wide |
_center | {Real} sprite_index to use for center of button |
[_left=_center] | {Real} sprite_index to use for left side of button |
[_right=_center] sprite_index |
{Real} to use for right side of button |
[_center_frame=0] | {Real} image_index to use for center of button (expects the 'down' version to be the next image_index ) |
[_left_frame=0] image_index |
{Real} to use for left of button (expects the 'down' version to be the next image_index ) |
[_right_frame=0] image_index |
{Real} to use for right of button (expects the 'down' version to be the next image_index ) |
returns: | {Real} _button_wide |
sr_button_wide_set_sprites(_button_wide, _center, [_left=_center], [_right=_center] `sprite_index`, [_center_frame=0], [_left_frame=0] `image_index`, [_right_frame=0] `image_index`)
set the sprites and frame indices for a wide button
sr_textfield_create
[_text=""] | {String} text for textfield to default to |
[_depth=depth | {Real} depth to create at, or the calling object's depth |
[_obj=RousrTextfield] | {Real} not really for you, man. |
returns: | {Real} _textfield_d |
sr_textfield_create([_text=""], [_depth=depth, [_obj=RousrTextfield])
create a new textfield object
sr_textfield_toggle_edit
_submit_if_done | {Boolean} call on_submit if we're disabled edit |
returns: | None |
sr_textfield_toggle_edit(_submit_if_done)
toggle edit on a textfield (memberfunction)
sr_textfield_active
[_new_active] | {Real} if passed, sets the new textfield |
returns: | {Real} current active textfield |
sr_textfield_active([_new_active])
Return the active textfield or set a new one
sr_date_picker_show
x | false |
y | false |
returns: | None |
sr_date_picker_show(x, y)
show the date picker at the given position position adjusts to screen edges
sr_date_picker_hide
returns: None
sr_date_picker_hide()
Hide datePicker and its fields
sr_drawlist_push_line
_x1 | {Real} |
_y1 | {Real} |
_x2 | {Real} |
_y2 | {Real} |
[_color=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_line(_x1, _y1, _x2, _y2, [_color=c_white], [_alpha=1])
Pushes a line to the drawlist
sr_drawlist_push_rectangle
_x1 | {Real} |
_y1 | {Real} |
_x2 | {Real} |
_y2 | {Real} |
[_bordered=true] | {Real} |
[_color=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_rectangle(_x1, _y1, _x2, _y2, [_bordered=true], [_color=c_white], [_alpha=1])
Pushes a line to the drawlist
sr_drawlist_push_circle
_x | {Real} |
_y | {Real} |
_radius | {Real} |
[_bordered=false] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_circle(_x, _y, _radius, [_bordered=false], [_colour=c_white], [_alpha=1])
Pushes a circle to the drawlist
sr_drawlist_push_text
_x | {Real} |
_y | {Real} |
_text | {String} |
[_font=undefined] | {Real} |
[_halign=undefined] | {Real} |
[_valign=undefined] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_text(_x, _y, _text, [_font=undefined], [_halign=undefined], [_valign=undefined], [_colour=c_white], [_alpha=1])
Pushes text to the drawlist
sr_drawlist_push_sprite
_x | {Real} |
_y | {Real} |
_sprite_index | {Real} |
_image_index | {Real} |
[_rotation=0] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_sprite(_x, _y, _sprite_index, _image_index, [_rotation=0], [_colour=c_white], [_alpha=1])
Pushes a sprite to the drawlist
sr_drawlist_push_sprite_scaled
_x | {Real} |
_y | {Real} |
_sprite_index | {Real} |
_image_index | {Real} |
_image_xscale | {Real} |
_image_yscale | {Real} |
[_rotation=0] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_sprite_scaled(_x, _y, _sprite_index, _image_index, _image_xscale, _image_yscale, [_rotation=0], [_colour=c_white], [_alpha=1])
Pushes a sprite to the drawlist
sr_drawlist_push_sprite_stretched
_x | {Real} |
_y | {Real} |
_sprite_index | {Real} |
_image_index | {Real} |
_width | {Real} |
_height | {Real} |
[_rotation=0] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_sprite_stretched(_x, _y, _sprite_index, _image_index, _width, _height, [_rotation=0], [_colour=c_white], [_alpha=1])
Pushes a sprite to the drawlist
sr_drawlist_push_sprite_part
_x | {Real} |
_y | {Real} |
_sprite_index | {Real} |
_image_index | {Real} |
_source_left | {Real} |
_source_top | {Real} |
_source_width | {Real} |
_source_height | {Real} |
[_rotation=0] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_sprite_part(_x, _y, _sprite_index, _image_index, _source_left, _source_top, _source_width, _source_height, [_rotation=0], [_colour=c_white], [_alpha=1])
Pushes a sprite to the drawlist
sr_drawlist_push_sprite_part_scaled
_x | {Real} |
_y | {Real} |
_sprite_index | {Real} |
_image_index | {Real} |
_source_left | {Real} |
_source_top | {Real} |
_source_width | {Real} |
_source_height | {Real} |
_image_xscale | {Real} |
_image_yscale | {Real} |
[_rotation=0] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_sprite_part_scaled(_x, _y, _sprite_index, _image_index, _source_left, _source_top, _source_width, _source_height, _image_xscale, _image_yscale, [_rotation=0], [_colour=c_white], [_alpha=1])
Pushes a sprite to the drawlist
sr_drawlist_push_sprite_part_stretched
_x | {Real} |
_y | {Real} |
_sprite_index | {Real} |
_image_index | {Real} |
_source_left | {Real} |
_source_top | {Real} |
_source_width | {Real} |
_source_height | {Real} |
_width | {Real} |
_height | {Real} |
[_rotation=0] | {Real} |
[_colour=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_sprite_part_stretched(_x, _y, _sprite_index, _image_index, _source_left, _source_top, _source_width, _source_height, _width, _height, [_rotation=0], [_colour=c_white], [_alpha=1])
Pushes a sprite to the drawlist
sr_drawlist_push_grid
_x1 | {Real} |
_y1 | {Real} |
_x2 | {Real} |
_y2 | {Real} |
_cell_size_x | {Real} |
_cell_size_y | {Real} |
[_color=c_white] | {Real} |
[_alpha=1] | {Real} |
returns: | None |
sr_drawlist_push_grid(_x1, _y1, _x2, _y2, _cell_size_x, _cell_size_y, [_color=c_white], [_alpha=1])
Pushes a grid to the drawlist
sr_drawlist_pop
returns: None
sr_drawlist_pop()
Pops the last item from the drawlist
sr_drawlist_set_depth
_depth | {Real} |
returns: | None |
sr_drawlist_set_depth(_depth)
Sets the depth of the drawlist
sr_drawlist_draw_enable
enable | {Boolean} |
returns: | None |
sr_drawlist_draw_enable(enable)
Enables or disables drawing of the drawlist. Disable drawing and call sr_drawlist_draw to manually draw the drawlist
sr_drawlist_draw
returns: None
sr_drawlist_draw()
Draws the drawlist. This is handled automatically at the drawlists depth unless you disabled default drawin with sr_drawlist_draw_enable