From 567c971ceb173bf7f69ee05b27ed2b445fcc3dee Mon Sep 17 00:00:00 2001 From: gurpreetsinghmatharoo Date: Sat, 18 May 2024 21:14:20 +0530 Subject: [PATCH 01/15] docs(feature): text in rooms IDE side --- Manual/contents/IDE_Tools/The_Inspector.htm | 8 +++---- Manual/contents/Quick_Start_Guide/Rooms.htm | 6 ++--- Manual/contents/The_Asset_Editors/Fonts.htm | 7 ++++-- .../Room_Properties/Layer_Properties.htm | 21 +++++++++++++----- Manual/contents/The_Asset_Editors/Rooms.htm | 8 +++---- .../Sequence_Properties/Text_in_Sequences.htm | 3 ++- .../Room_Text/Room_text_options.png | Bin 0 -> 30378 bytes 7 files changed, 33 insertions(+), 20 deletions(-) create mode 100644 Manual/contents/assets/Images/Asset_Editors/Room_Text/Room_text_options.png diff --git a/Manual/contents/IDE_Tools/The_Inspector.htm b/Manual/contents/IDE_Tools/The_Inspector.htm index 842a5184f..a2b0f39b1 100644 --- a/Manual/contents/IDE_Tools/The_Inspector.htm +++ b/Manual/contents/IDE_Tools/The_Inspector.htm @@ -35,9 +35,9 @@

Using the Inspector

With the Inspector, you can view an object's details while remaining in fullscreen view:

This makes it possible to modify an object's properties and delete/change events while editing its code in fullscreen, and also set up Parenting, Variable Definitions, and more.

While this particular example only covers objects, the Inspector can do much more and allow you to edit many different kinds of assets (e.g. Sprites, Fonts, Animation Curves, etc.).

-

Editor Elements

-

In addition to assets, you can also inspect elements in an editor, such as layers in a room, tracks in a Sequence, etc.

-

The Inspector allows you to apply a filter or effect to a room layer, which you can't do through the Room Editor itself:

+

Editor Sections

+

In addition to assets, you can also inspect sections within an editor, such as layers in a room, elements in a layer, tracks in a Sequence, etc.

+

For example, inspecting a layer in a room allows you to apply a filter or effect to only that layer:

 When you apply a filter/effect to a non-FX layer using the Inspector, it will always be applied as a "single layer" effect, i.e. its effect will only be applied on that particular layer and not on other layers below it.

The "Open Editor" Button

@@ -97,7 +97,7 @@

Multiple Inspectors

Next: Keyboard Shortcuts
-
© Copyright YoYo Games Ltd. 2023 All Rights Reserved
+
© Copyright YoYo Games Ltd. 2024 All Rights Reserved

Layer Types And Properties

-

Everything that goes into the room you create in The Room Editor is placed on a layer. Layers can be added, removed, and sorted from the Layer Editor, and come in a variety of different types, each with their own set of options and way of working. You aren't limited to the number of each type of layer, and can have multiple tile layers, or path layers, or instance layers, etc. Each type of layer has its own properties window where you can set different things depending on the layer type. You can also toggle the layer's visibility, with invisible layers not being processed at runtime (but you can make them visible again at any time using the function layer_set_visible).

-

Room LayersThe image above shows the Layer Editor, with the current layers listed at the top, and the different buttons for creating layers at the bottom. You can rename any layer from this editor by doing a slow double click on the name (note that you cannot use anything except letters numbers and the underbar _ character for names) and you can also switch its visibility on or off by clicking the eye icon Eye Icon. If the room has inherited layers from a parent room, you can toggle the inheritance from the button at the bottom, but note that this will affect all layers (see Room Inheritance for more information on inheritance). You can also use Shift Icon or Control Icon / CMD Icon and left click LMB Icon on multiple layers to select them for duplication or deletion (these options are also available from the right mouse RMB Icon menu).

+

Everything that goes into the room you create in The Room Editor is placed on a layer. Layers can be added, removed, and sorted from the Layer Editor, and come in a variety of different types, each with their own set of options and way of working.

+

You aren't limited to the number of each type of layer, and can have multiple tile layers, or path layers, or instance layers, etc. Each type of layer has its own properties where you can set different things depending on the layer type.

+

You can also toggle the layer's visibility, with invisible layers not being processed at runtime (but you can make them visible again at any time using the function layer_set_visible).

+

Room LayersThe image above shows the Layer Editor, with the current layers listed at the top, and the different buttons for creating layers at the bottom.

+

You can rename any layer from this editor by doing a slow double click on the name (note that you cannot use anything except letters numbers and the underbar _ character for names) and you can also switch its visibility on or off by clicking the eye icon Eye Icon. If the room has inherited layers from a parent room, you can toggle the inheritance from the button at the bottom, but note that this will affect all layers (see Room Inheritance for more information on inheritance). You can also use Shift Icon or Control Icon / CMD Icon and left click LMB Icon on multiple layers to select them for duplication or deletion (these options are also available from the right mouse RMB Icon menu).

To help with ordering your layers and keeping them tidy, you can create groups of layers in a layer folder by clicking the folder icon Folder Icon. You can also delete one or more selected layers by clicking the delete button Delete Layer Icon. All layers will have a depth value, which defines where in the draw order that layer will be placed when its contents are rendered in the room. Layers are drawn from the highest depth to the lowest, so a layer at a depth of -100 will be drawn over a layer with a depth of 200.

If you right-click RMB Icon on any layer you get the layer menu:

Room Layer MenuHere you can open the layer properties window for the selected layer, delete the layer, rename the layer, or add a sub layer. If you choose to add a sub layer, the new layer will be created under it, tabbed to the right. You can then choose to have the sub layer inherit its properties from the parent layer, and also set whether it should inherit the visibility from the parent layer.

Note that you can drag layers up or down in the window to re-order them, and you can select and move multiple layers too using either Shift Icon + LMB Icon to select from one layer to another (including all those in between) or Control Icon / CMD Icon + LMB Icon to select layers one at a time. If you place the layers on top of a layer folder, they will be moved and set as sub-layers of the folder you dropped them on to. You can also lock layers so that they cannot be edited by mistake using the lock button Padlock Icon.

-

 In the actual editor window where you place the different assets on their layers, you can hold down "P" + click anywhere to instantly select an asset and skip to the layer that it has been placed on.

+

 In the room canvas where you place the different assets on their layers, you can hold down "P" + click anywhere to instantly select an asset and skip to the layer that it has been placed on.

Below you can find an overview of each of the available layer types as well as the editable properties for that layer:

Background Layer IconBackgrounds

@@ -124,10 +127,16 @@

Layer Types And PropertiesAsset Layer IconAssets

You can add a new asset layer by clicking on the Asset Layer Icon button. This will add the new layer, and then open up the asset layer properties window:

-

Room Layer Asset propertiesAn asset layer contains graphical assets (sprites, sequences and particle systems) that are placed into the room independently of instances, and you can place them by either dragging them in from The Asset Browser or by selecting the one you want in the Asset Browser and then using Alt Icon + LMB Icon to "paint" them. Sprite assets are similar to tiles, only they can be fully animated - if the sprite used has sub-images they will be shown - without the restrictions that are in place for tiles, ie: they aren't forced to a grid and animations can be any length and speed. Sequences are "collections" of sprites, sounds and instances that will play when the room is entered. Particle systems contain emitters that "emit" particles according to predefined formulas which results in an animation.

+

Room Layer Asset propertiesAn asset layer contains graphical assets (sprites, sequences, text and particle systems) that are placed into the room independently of instances, and you can place them by either dragging them in from The Asset Browser or by selecting the one you want in the Asset Browser and then using Alt Icon + LMB Icon to "paint" them.

+

Sprite assets are similar to tiles, only they can be fully animated - if the sprite used has sub-images they will be shown - without the restrictions that are in place for tiles, ie: they aren't forced to a grid and animations can be any length and speed.

+

You can drag Sequences into an asset layer, which are animated "collections" of sprites, sounds and instances that will play when the room is entered. You can also drag Particle Systems, which contain emitters that "emit" particles according to predefined formulas which results in an animation. You can place text by dragging a Font asset into the room, or pressing the  icon in the Layer Toolbox at the top and then clicking in the room where you want to place the text.

While placing assets on the asset layer they will snap to the grid snap values set at the top of the Room Editor for the grid, but if you want to place them freehand, simply switch off the grid or use the keys Control Icon / CMD Icon and the left mouse button LMB Icon. While those keys are held down, you will be free to place the asset anywhere, without it snapping to the grid resolution.

Once you place an asset in the room, you have a certain amount of control over how it looks by double clicking LMB Icon on it to open the asset properties window:

-

Room Asset propertiesFrom here you can give the asset a unique name, set whether it is to inherit from the parent room, or change the sprite, sequence or particle system that you want it to display. For sequences, you can set the animation speed and the initial playhead frame, as well as the colour to blend with it (white by default) and the position in the room. You can change the characteristics of sprite assets too, setting a colour to blend it with (white by default), or rotating and flipping it. You can also scale sprites along either or both the axis, and set their position within the room. If the sprite has sub-images, you can choose the animation speed as well as set the initial frame to be shown. Finally, for particle systems, you can also set the blend colour and the rotation of the entire particle system.

+

Room Asset propertiesThese properties will also appear in The Inspector window, placed on the left by default.

+

From here you can give the placed asset ("element") a unique name, set whether it is to inherit from the parent room, or change the sprite, sequence or particle system that you want it to display.

+

For sequences, you can set the animation speed and the initial playhead frame, as well as the colour to blend with it (white by default) and the position in the room. You can change the characteristics of sprite assets too, setting a colour to blend it with (white by default), or rotating and flipping it. You can also scale sprites along either or both the axis, and set their position within the room. If the sprite has sub-images, you can choose the animation speed as well as set the initial frame to be shown.

+

For text, you can change the multi-line string that appears, its colour, rotation, scale, and position, same as a sequence or sprite graphic. Text-specific options can also be edited, such as the origin (which acts as an offset), frame size (only used when wrapping is enabled), wrapping, alignment, character spacing and line spacing. This text functionality is similar to Text in Sequences, refer to that page for more information on each parameter.

+

Finally, for particle systems, you can also set the blend colour and the rotation of the entire particle system.

It is worth noting that each asset on the layer is automatically flagged for exporting when the game is made. However, especially when working with inheritance, it may be that you don't want specific assets to be added to the room in the final game. If that is the case, then simply un-checking the "Export" checkbox to the left of the asset in the layer properties list will prevent it from being exported as part of the executable. It is important to note, however, that if you have any code that references that asset, then the game will not run correctly, so use this feature with care.

Filter/Effect

@@ -152,7 +161,7 @@

Filter/Effects

Next: Room Properties

-
© Copyright YoYo Games Ltd. 2023 All Rights Reserved
+
© Copyright YoYo Games Ltd. 2024 All Rights Reserved

The Room Editor

-

The Room Editor is where you create your game rooms. Every game requires at least one room to run, and in the room you can place instances, sprites, tiles, paths, backgrounds, sequences and particle systems. Each of these different assets can be placed on their own unique layer which can then be ordered however you wish in the Layer Editor. Due to the complexity of the Room Editor, we'll give you first a brief overview of the most important features, and then you can find more in-depth details from the section links listed below.

+

The Room Editor is where you create your game rooms. Every game requires at least one room to run, and in the room you can place instances, sprites, tiles, paths, backgrounds, sequences, text and particle systems. Each of these different assets can be placed on their own unique layer which can then be ordered however you wish in the Layer Editor. Due to the complexity of the Room Editor, we'll give you first a brief overview of the most important features, and then you can find more in-depth details from the section links listed below.

When you create a room asset, you can right click RMB Icon on it in The Asset Browser to open the context menu, which will permit you to create child rooms (see the page on Room Inheritance for more information), open up the room for editing, add a new asset group to better organise the rooms, rename the room or delete it. Note that to change the room order and/or inheritance you need to use The Room Manager, which you can open using the menu in the top right of the Asset Browser.

The Room Editor is itself a workspace and as such you can click LMB Icon on the tab and drag it off of the main window into a new window of its own - perhaps in another display, for example. You can also place it back into the main window by dragging the tab to the top of the IDE and releasing the mouse button.

The user interface for the Room Editor is simple to navigate and split in various discrete sections. Those parts of the editor that are docked - The Inspector that shows the room or layer properties and the Layer Editor - can also be removed from the dock by simply dragging them out into the workspace, and they can be added back into the docks again by dragging them to the sides or the bottom of the workspace.

@@ -52,7 +52,7 @@

The Room Editor

Asset Layer Icon Assets - This layer is for visual assets to be added to the room, like spritessequences and particles. + This layer is for visual assets to be added to the room, like spritessequences, text and particles. @@ -84,7 +84,7 @@

The Room Editor

Layer Toolbox

-

Certain layer types will have additional tools added to the top of the IDE in the Layer Toolbox (for example, tile layers or path layers). The exact tools will change based on the layer type currently being edited, and so are explained on the Layer Types And Properties page.

+

Certain layer types will have additional tools added to the top of the IDE in the Layer Toolbox (for example, tile layers, asset layers or path layers). The exact tools will change based on the layer type currently being edited, and so are explained on the Layer Types And Properties page.

 

Room Toolbox

@@ -154,7 +154,7 @@

Room Menu

Next: The Script Editor
-
© Copyright YoYo Games Ltd. 2023 All Rights Reserved
+
© Copyright YoYo Games Ltd. 2024 All Rights Reserved
+

Text Elements

+

This page lists functions provided for creating and modifying text elements in room layers. In The Room Editor, these are placed in an Asset Layer.

+

Text Element Functions

+ +

 

+

Text Element Property Setters

+

 

+

 

+

Text Element Property Getters

+

 

+

 

+

 

+

 

+ + + + + \ No newline at end of file diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_create.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_create.htm new file mode 100644 index 000000000..7ea37c42b --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_create.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_create + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_destroy.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_destroy.htm new file mode 100644 index 000000000..6257bed82 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_destroy.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_destroy + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_exists.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_exists.htm new file mode 100644 index 000000000..b1ff1e854 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_exists.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_exists + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_id.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_id.htm new file mode 100644 index 000000000..af9fbf2e8 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_id.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_get_id + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/assets/scripts/gml.js b/Manual/contents/assets/scripts/gml.js index 403e5dbb1..894bc593c 100644 --- a/Manual/contents/assets/scripts/gml.js +++ b/Manual/contents/assets/scripts/gml.js @@ -202,6 +202,10 @@ export default function(hljs) { "dbg_section_exists", "gamepad_enumerate", "physics_raycast", + "layer_text_get_id", + "layer_text_create", + "layer_text_destroy", + "layer_text_exists", "abs", "achievement_available", "achievement_event", From 6d2aa18d57714538d2062ae631081589317873bc Mon Sep 17 00:00:00 2001 From: gurpreetsinghmatharoo Date: Sat, 18 May 2024 21:27:24 +0530 Subject: [PATCH 03/15] docs(feature): Created placeholder pages for text element setters --- .../Rooms/Text_Functions/Text_Elements.htm | 25 ++++++- .../Rooms/Text_Functions/layer_text_alpha.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_angle.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_blend.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_charspacing.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_font.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_frameh.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_framew.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_halign.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_linespacing.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_text.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_valign.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_wrap.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_x.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_xorigin.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_xscale.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_y.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_yorigin.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_yscale.htm | 69 +++++++++++++++++++ Manual/contents/assets/scripts/gml.js | 18 +++++ 20 files changed, 1283 insertions(+), 2 deletions(-) create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_alpha.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_angle.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_blend.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_charspacing.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_font.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_frameh.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_framew.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_halign.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_linespacing.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_text.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_valign.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_wrap.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_x.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xorigin.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xscale.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_y.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yorigin.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yscale.htm diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm index 0800652c1..46ea84022 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm @@ -25,10 +25,31 @@

Text Element Functions

 

Text Element Property Setters

-

 

+

 

Text Element Property Getters

-

 

+

 

 

 

diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_alpha.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_alpha.htm new file mode 100644 index 000000000..06162aaec --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_alpha.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_alpha + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_angle.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_angle.htm new file mode 100644 index 000000000..59426e5b8 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_angle.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_angle + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_blend.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_blend.htm new file mode 100644 index 000000000..d5a31b380 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_blend.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_blend + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_charspacing.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_charspacing.htm new file mode 100644 index 000000000..e259cbbb8 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_charspacing.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_charspacing + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_font.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_font.htm new file mode 100644 index 000000000..50779d359 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_font.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_font + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_frameh.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_frameh.htm new file mode 100644 index 000000000..ce975a6a7 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_frameh.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_frameh + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_framew.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_framew.htm new file mode 100644 index 000000000..88f29fe0f --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_framew.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_framew + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_halign.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_halign.htm new file mode 100644 index 000000000..0d1c4ba63 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_halign.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_halign + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_linespacing.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_linespacing.htm new file mode 100644 index 000000000..02ddbfdd6 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_linespacing.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_linespacing + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_text.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_text.htm new file mode 100644 index 000000000..31bf3011e --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_text.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_text + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_valign.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_valign.htm new file mode 100644 index 000000000..f57bddf76 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_valign.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_valign + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_wrap.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_wrap.htm new file mode 100644 index 000000000..89a776ca4 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_wrap.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_wrap + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_x.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_x.htm new file mode 100644 index 000000000..ced130260 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_x.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_x + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xorigin.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xorigin.htm new file mode 100644 index 000000000..8ded0d961 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xorigin.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_xorigin + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xscale.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xscale.htm new file mode 100644 index 000000000..2724160dd --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_xscale.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_xscale + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_y.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_y.htm new file mode 100644 index 000000000..1df610954 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_y.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_y + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yorigin.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yorigin.htm new file mode 100644 index 000000000..602dfb9c2 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yorigin.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_yorigin + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yscale.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yscale.htm new file mode 100644 index 000000000..1dfc20a45 --- /dev/null +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_yscale.htm @@ -0,0 +1,69 @@ + + + + + + layer_text_yscale + + + + + + + + + + +

INSERT_TITLE

+

Keyword Description Goes Here.

+

Additional Information Goes Here.

+

 

+

Syntax:

+

keyword_name(arguments);

+ + + + + + + + + + + + + + + + + + +
ArgumentTypeDescription
argument_name<Type_ Variable>Argument Description Goes Here
+

 

+

Returns:

+

<Type_ Variable> (Optional explanation)

+

 

+

Example:

+

code_example () {
+     
+ }

+

Explain The Code Example Here

+

 

+

 

+ + + + + diff --git a/Manual/contents/assets/scripts/gml.js b/Manual/contents/assets/scripts/gml.js index 894bc593c..5426d1253 100644 --- a/Manual/contents/assets/scripts/gml.js +++ b/Manual/contents/assets/scripts/gml.js @@ -206,6 +206,24 @@ export default function(hljs) { "layer_text_create", "layer_text_destroy", "layer_text_exists", + "layer_text_x", + "layer_text_y", + "layer_text_angle", + "layer_text_xscale", + "layer_text_yscale", + "layer_text_blend", + "layer_text_alpha", + "layer_text_font", + "layer_text_xorigin", + "layer_text_yorigin", + "layer_text_text", + "layer_text_halign", + "layer_text_valign", + "layer_text_charspacing", + "layer_text_linespacing", + "layer_text_framew", + "layer_text_frameh", + "layer_text_wrap", "abs", "achievement_available", "achievement_event", From 90eac7b03c8e8f3c989414da22b840a3ed376256 Mon Sep 17 00:00:00 2001 From: gurpreetsinghmatharoo Date: Sat, 18 May 2024 21:44:29 +0530 Subject: [PATCH 04/15] docs(feature): Created placeholder pages for text element getter functions --- .../Rooms/Text_Functions/Text_Elements.htm | 20 +++++- .../Text_Functions/layer_text_get_alpha.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_angle.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_blend.htm | 69 +++++++++++++++++++ .../layer_text_get_charspacing.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_font.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_frameh.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_framew.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_halign.htm | 69 +++++++++++++++++++ .../layer_text_get_linespacing.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_text.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_valign.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_wrap.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_get_x.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_xorigin.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_xscale.htm | 69 +++++++++++++++++++ .../Rooms/Text_Functions/layer_text_get_y.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_yorigin.htm | 69 +++++++++++++++++++ .../Text_Functions/layer_text_get_yscale.htm | 69 +++++++++++++++++++ Manual/contents/assets/scripts/gml.js | 18 +++++ 20 files changed, 1278 insertions(+), 2 deletions(-) create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_alpha.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_angle.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_blend.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_charspacing.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_font.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_frameh.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_framew.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_halign.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_linespacing.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_text.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_valign.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_wrap.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_x.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_xorigin.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_xscale.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_y.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_yorigin.htm create mode 100644 Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/layer_text_get_yscale.htm diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm index 46ea84022..4b46acc8f 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Text_Functions/Text_Elements.htm @@ -48,11 +48,27 @@

Text Element Property Setters

 

Text Element Property Getters

 

 

-

 

-

Sequence Layers

+

Sequence Elements

In this section we have the functions that are used for adding, removing and editing how Sequences behave in a game room in relation to the layer they are on. It should be noted that sequences are similar to objects, in that when one is created on a layer in a room, it is considered an instance of the main sequence object from the Asset Browser. So, when you add a sequence to a layer in a room, you are creating an instance of the base sequence object, and this sequence instance is added as an element within a room layer. The sequence instance is what controls things like playback speed and direction, and will itself contain another sequence data struct which is what contains the actual sequence track data. This is important, as the functions listed below will reference the sequence element ID (the ID of the sequence on the layer) as well as the sequence instance ID (the actual ID of the sequence that is being referenced by the element) and the sequence data struct (which contains all the sequence data).

Below is a list of all the functions that can be used for creating new sequence instances or editing existing ones: