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List of contents for types doc.
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mihahauke authored Oct 1, 2016
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# Types

* [Label](#label)
* [GameState](#gamestate)
* [Enums](#enums)
* [Mode](#mode)
* [ScreenFormat](#screenformat)
* [ScreenResolution](#screenresolution)
* [AutomapMode](#automapmode)
* [GameVariable](#gamevariable)
* [Button](#button)
* [binary buttons](#binarybuttons)
* [delta buttons](#deltabuttons)


## C++ only

- `Buffer (std::vector<uint8_t>)`
Expand All @@ -10,7 +23,7 @@
## Structures

---
### `Label`
### <a name="label"></a> `Label`
(`C++ type / Lua type / Java type / Python type` **name**)

- `unsigned int / number / unsigned int / int` **objectId / object_id**
Expand All @@ -19,7 +32,7 @@


---
### `GameState`
### <a name="gamestate"></a> `GameState`
(`C++ type / Lua type / Java type / Python type` **name**)

- `unsigned int / number / unsigned int / int` **number**
Expand All @@ -31,10 +44,10 @@
- `std::vector<Label> / table / Label[] / list` **labels**


## Enums
## <a name="enums"></a> Enums

---
### `Mode`
### <a name="mode"></a> `Mode`

- **PLAYER** - synchronous player mode
- **SPECTATOR** - synchronous spectator mode
Expand All @@ -43,7 +56,7 @@


---
### `ScreenFormat`
### <a name="screenformat"></a>`ScreenFormat`

- **CRCGCB** - 3 channels of 8-bit values in RGB order
- **RGB24** - channel of RGB values stored in 24 bits, where R value is stored in the oldest 8 bits
Expand All @@ -58,7 +71,7 @@


---
### `ScreenResolution`
### <a name="screenresolution"></a>screenresolution `ScreenResolution`

- **RES_160X120** (4:3)
- **RES_200X125** (16:10)
Expand Down Expand Up @@ -99,15 +112,15 @@


---
### `AutomapMode`
### <a name="automapmode"></a> `AutomapMode`
- **NORMAL** - Only level architecture the player has seen is shown.
- **WHOLE** - All architecture is shown, regardless of whether or not the player has seen it.
- **OBJECTS** - In addition to the previous, shows all things in the map as arrows pointing in the direction they are facing.
- **OBJECTS_WITH_SIZE** - In addition to the previous, all things are wrapped in a box showing their size.


---
### `GameVariable`
### <a name="gamevariable"></a> `GameVariable`

#### Defined variables
- **KILLCOUNT**
Expand Down Expand Up @@ -137,13 +150,13 @@ global int 0 is reserved for reward and is always threaded as Doom's fixed point
Other from 1 to 60 (global int 1-60) can be access as USER1 - USER60 GameVariables.

See also:
- ZDoom Wiki: http://zdoom.org/wiki/ACS
- Types: `doomFixedToDouble`
- [ZDoom Wiki](http://zdoom.org/wiki/ACS)
- see: `doomFixedToDouble`

---
### `Button`
### <a name="button"></a> `Button`

#### Binary buttons
#### <a name="binarybuttons"></a> Binary buttons

Binary buttons have only 2 states "not pressed" if value 0 and "pressed" if value greater then 0.

Expand Down Expand Up @@ -186,7 +199,7 @@ Binary buttons have only 2 states "not pressed" if value 0 and "pressed" if valu
- **SELECT_PREV_ITEM**
- **DROP_SELECTED_ITEM**

#### Delta buttons
#### <a name="deltabuttons"></a> Delta buttons

Buttons whose value defines the speed of movement.
A positive value indicates movement in the first specified direction and a negative value in the second direction.
Expand All @@ -196,4 +209,4 @@ For example: value 10 for MOVE_LEFT_RIGHT_DELTA means slow movement to the right
- **TURN_LEFT_RIGHT_DELTA**
- **MOVE_FORWARD_BACKWARD_DELTA**
- **MOVE_LEFT_RIGHT_DELTA**
- **MOVE_UP_DOWN_DELTA**
- **MOVE_UP_DOWN_DELTA**

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