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Expand Up @@ -30,7 +30,7 @@ <h3>Accessing Variables</h3>
<h3>Functions Taking Only Objects or Instances</h3>
<p>There are built-in GML functions that operate on either an <strong>object handle</strong> or an <strong>instance handle</strong>, depending on the function.</p>
<p style="text-align: left; ">Functions that only take an object handle usually return information on all of its instances, such as <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_number.htm">instance_number</a></span>, on the object itself, such as <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Objects/object_get_name.htm">object_get_name</a></span>, and on one particular instance of the object, such as <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_nearest.htm">instance_nearest</a></span> and <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_create_layer.htm">instance_create_layer</a></span> (in this case, creating a new one). Another example is the function <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_change.htm">instance_change</a></span> which operates on the current instance and changes it to use a different object (and hence use its events).</p>
<p>Functions that only operate on instances mostly do so without arguments, as they operate on the instance executing the code. For example, <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_change.htm">instance_change</a></span> as previously mentioned, <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_copy.htm">instance_copy</a></span><span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Movement_And_Collisions/Movement/motion_add.htm">motion_add</a></span> and various other functions will operate on the current instance. There are functions that operate on instances via arguments, but they also accept object handles and are covered below under <strong>Mixed Functions</strong>.</p>
<p>Functions that only operate on instances mostly do so without arguments, as they operate on the instance executing the code. For example, <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_change.htm">instance_change</a></span> as previously mentioned, <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/instance_copy.htm">instance_copy</a></span><span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Movement_And_Collisions/Movement/motion_add.htm">motion_add</a></span> and various other functions will operate on the current instance. There are functions that operate on instances via arguments, but they also accept object handles and are covered in the next section.</p>
<h3>Functions Taking Both Objects and Instances</h3>
<p>There are built-in GML functions that take both an <strong>instance handle</strong> and an <strong>object handle</strong>.</p>
<p>The difference in most use cases is simple: passing an instance handle only modifies that <strong>one instance</strong>, and passing an object handle modifies <strong>all instances</strong> of the given object.</p>
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<meta name="rh-authors" content="Mark Alexander" />
<meta name="topic-comment" content="Reference section for Collision functions and variables" />
<meta name="rh-index-keywords" content="" />
<meta name="search-keywords" content="collisions,collision functions" />
<meta name="search-keywords" content="collision,collisions,collision functions" />
</head>
<body>
<!--<div class="body-scroll" style="top: 150px;">-->
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2 changes: 1 addition & 1 deletion Manual/contents/IDE_Tools/Project_Tool.htm
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Expand Up @@ -45,7 +45,7 @@ <h2 id="h"><span data-field="title" data-format="default">Project Tool</span> O
<div class="buttons">
<div class="clear">
<div>Back: <a data-xref="{title}" href="Additional_IDE_Tools.htm">Additional IDE Tools</a></div>
<div>Next: <a data-xref="{title}" href="The_Debugger.htm">The Debugger</a></div>
<div>Next: <a data-condition="Export:StableOnly" data-xref="{title}" href="The_Debugger.htm">The Debugger</a> <a data-condition="Export:Beta" data-xref="{title}" href="Package_Manager.htm">Package Manager</a></div>
</div>
</div>
<h5><span data-conref="../assets/snippets/Copyright_Notice_AutoUpdate.hts"> </span></h5>
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4 changes: 2 additions & 2 deletions Manual/contents/The_Asset_Editors/Particle_Systems.htm
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Expand Up @@ -99,8 +99,8 @@ <h3>Toolbox</h3>
<p><img class="center" src="../assets/Images/Asset_Editors/Editor_ParticleSystems_Toolbox.png" /></p>
<p>It contains the following: </p>
<ul class="Colour">
<li><strong>Toggle Grid</strong> <img class="icon" src="../assets/Images/Icons/Icon_CanvasGrid.png" />: This toggles the grid on the canvas. The caret contains more options, such as the grid size, enable/disable snap to grid and the grid colour.</li>
<li><strong>Zoom Controls</strong> <img class="icon" height="24" id="" src="../assets/Images/Icons/Icon_CanvasZoom.png" width="120" />: Zoom in, reset zoom, zoom out, centre fit.</li>
<li><span data-conref="../assets/snippets/Toolbox_grid.hts"> </span></li>
<li><span data-conref="../assets/snippets/Toolbox_zoom.hts"> </span></li>
<li><strong>Canvas Settings</strong> <img class="icon" src="../assets/Images/Icons/Icon_ToggleCanvas.png" /><img class="icon" src="../assets/Images/Icons/Icon_CanvasOptions.png" />: Enable or disable the canvas frame here and set its origin and dimensions (default is 1366x768). You can also set a background image here to use as a reference.</li>
</ul>
<h2>Emitters</h2>
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1 change: 0 additions & 1 deletion Manual/contents/assets/scripts/gml.js
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Expand Up @@ -3225,7 +3225,6 @@ export default function(hljs) {
variants: [
{ begin: "spr_" },
{ begin: "obj_" },
{ begin: "shader_" },
]
};

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16 changes: 16 additions & 0 deletions Manual/contents/assets/snippets/Toolbox_grid.hts
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<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<meta name="topic-comment" content="" />
<title>Toolbox_grid</title>
<link rel="stylesheet" type="text/css" href="../css/default.css" />
</head>
<body>
<p><strong>Toggle Canvas Grid</strong> <img alt="Toggle Canvas Grid Icon" class="icon" src="../Images/Icons/Icon_CanvasGrid.png" />: This will toggle on/off the canvas grid. This is a grid that <span data-keyref="GameMaker Name">GameMaker</span> draws over the preview canvas to divide it into sections, and by default is set to 32x32px in size. If you click the Grid Menu icon <img alt="Icon Grid Menu" class="icon" height="24" src="../Images/Icons/Icon_CanvasOptions.png" width="10" /> you will see the grid options:<br />
<img class="center" src="../Images/Asset_Editors/Editor_Sequences_GridControls.png" />These options permit you to set the grid colour and alpha, as well as the cell values for the grid along the X and Y axis. You also have an option to enable or disable grid snapping here (disabled by default). You can use the keyboard shortcuts &quot;G&quot; and <img alt="Shift Icon" class="icon" height="20" src="../Images/Icons/Icon_Shift.png" width="55" /> + &quot;G&quot; to toggle the grid visibility and grid snapping respectively.
</p>
</body>
</html>
14 changes: 14 additions & 0 deletions Manual/contents/assets/snippets/Toolbox_zoom.hts
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<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<meta name="topic-comment" content="" />
<title>Toolbox_zoom</title>
<link rel="stylesheet" type="text/css" href="../css/default.css" />
</head>
<body>
<p><strong>Canvas Zoom Controls</strong> <img alt="Canvas Zoom Controls Icons" class="icon" height="24" src="../Images/Icons/Icon_CanvasZoom.png" width="120" />: These buttons control the current canvas zoom level. You can zoom in or out and clicking the <img alt="Zoom Reset Icon" class="icon" src="../Images/Icons/Icon_ZoomReset.png" /> button will reset the canvas to be 1:1 with the contents being edited. You can also click the Window Fit button <img alt="Canvas Fit Icon" class="icon" src="../Images/Icons/Icon_CanvasFit.png" /> to make the entire canvas fit within the current editor workspace (this will zoom in/out as appropriate to make it fit). Note that you can also zoom in and out using the <img alt="Control Icon" class="icon" height="20" src="../Images/Icons/Icon_Ctrl.png" width="55" /> / <img alt="CMD Icon" class="icon" height="20" src="../Images/Icons/Icon_Cmd.png" width="55" /> and the Mouse Wheel <img alt="MMB Icon" class="icon" src="../Images/Icons/Icon_MMB.png" />, and pressing <img alt="Control Icon" class="icon" height="20" src="../Images/Icons/Icon_Ctrl.png" width="55" /> / <img alt="CMD Icon" class="icon" height="20" src="../Images/Icons/Icon_Cmd.png" width="55" /> + <img alt="Enter Icon" class="icon" height="20" src="../Images/Icons/Icon_Enter.png" width="55" /> will set the canvas to be 1:1 with the display.</p>
</body>
</html>

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