More internal android 1.5 event work

This commit is contained in:
Eric Froemling 2020-06-16 02:43:52 -07:00
parent 9764e55f0a
commit 414afe598d
5 changed files with 29 additions and 30 deletions

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@ -4135,16 +4135,16 @@
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@ -1355,6 +1355,7 @@
<w>outext</w>
<w>outfilename</w>
<w>outfilepath</w>
<w>outhashpath</w>
<w>outname</w>
<w>outpath</w>
<w>ouya</w>

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@ -33,9 +33,6 @@ to make sure that it still works with all our tools
NOTE: This file was autogenerated by gendummymodule; do not edit by hand.
"""
# (hash we can use to see if this file is out of date)
# SOURCES_HASH=215440954657254583733032942455994403734
# I'm sorry Pylint. I know this file saddens you. Be strong.
# pylint: disable=useless-suppression
# pylint: disable=unnecessary-pass
@ -149,11 +146,11 @@ class Context:
Sets to the UI context. UI functions as well as loading of media to
be used in said functions must happen in the UI context.
a ba.Activity instance:
A ba.Activity instance:
Gives the context for the provided ba.Activity.
Most all code run during a game happens in an Activity's Context.
a ba.Session instance:
A ba.Session instance:
Gives the context for the provided ba.Session.
Generally a user should not need to run anything here.
@ -210,13 +207,13 @@ class ContextCall:
shutdown, whereas ba.WeakCall simply looks at whether the target
object still exists.
# example A: code like this can inadvertently prevent our activity
# Example A: code like this can inadvertently prevent our activity
# (self) from ending until the operation completes, since the bound
# method we're passing (self.dosomething) contains a strong-reference
# to self).
start_some_long_action(callback_when_done=self.dosomething)
# example B: in this case our activity (self) can still die
# Example B: in this case our activity (self) can still die
# properly; the callback will clear itself when the activity starts
# shutting down, becoming a harmless no-op and releasing the reference
# to our activity.
@ -566,11 +563,12 @@ class Node:
Node reference (sometimes used as attr values/etc).
"""
# Adding attrs as needed.
# FIXME: These should be instance attrs.
# NOTE: Am just adding all possible node attrs here.
# It would be nicer to make a distinct class for each
# node type at some point so we get better type checks.
# Note attributes:
# NOTE: I'm just adding *all* possible node attrs here
# now now since we have a single ba.Node type; in the
# future I hope to create proper individual classes
# corresponding to different node types with correct
# attributes per node-type.
color: Sequence[float] = (0.0, 0.0, 0.0)
size: Sequence[float] = (0.0, 0.0, 0.0)
position: Sequence[float] = (0.0, 0.0, 0.0)

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@ -735,7 +735,7 @@ class ThePad(ba.Map):
class DoomShroom(ba.Map):
"""A giant mushroom. Of doom."""
"""A giant mushroom. Of doom!"""
from bastd.mapdata import doom_shroom as defs

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@ -1,5 +1,5 @@
<!-- THIS FILE IS AUTO GENERATED; DO NOT EDIT BY HAND -->
<h4><em>last updated on 2020-06-15 for Ballistica version 1.5.5 build 20069</em></h4>
<h4><em>last updated on 2020-06-16 for Ballistica version 1.5.5 build 20070</em></h4>
<p>This page documents the Python classes and functions in the 'ba' module,
which are the ones most relevant to modding in Ballistica. If you come across something you feel should be included here or could be better explained, please <a href="mailto:support@froemling.net">let me know</a>. Happy modding!</p>
<hr>
@ -1514,11 +1514,11 @@ is passed, which can be one of the following strings/objects:</p>
Sets to the UI context. UI functions as well as loading of media to
be used in said functions must happen in the UI context.</p>
<p>a <a href="#class_ba_Activity">ba.Activity</a> instance:
<p>A <a href="#class_ba_Activity">ba.Activity</a> instance:
Gives the context for the provided <a href="#class_ba_Activity">ba.Activity</a>.
Most all code run during a game happens in an Activity's Context.</p>
<p>a <a href="#class_ba_Session">ba.Session</a> instance:
<p>A <a href="#class_ba_Session">ba.Session</a> instance:
Gives the context for the provided <a href="#class_ba_Session">ba.Session</a>.
Generally a user should not need to run anything here.</p>
@ -1565,13 +1565,13 @@ ContextCall has the added bonus that it will not run during context
shutdown, whereas <a href="#class_ba_WeakCall">ba.WeakCall</a> simply looks at whether the target
object still exists.</p>
<pre><span><em><small># example A: code like this can inadvertently prevent our activity</small></em></span>
<pre><span><em><small># Example A: code like this can inadvertently prevent our activity</small></em></span>
<span><em><small># (self) from ending until the operation completes, since the bound</small></em></span>
<span><em><small># method we're passing (self.dosomething) contains a strong-reference</small></em></span>
<span><em><small># to self).</small></em></span>
start_some_long_action(callback_when_done=self.dosomething)</pre>
<pre><span><em><small># example B: in this case our activity (self) can still die</small></em></span>
<pre><span><em><small># Example B: in this case our activity (self) can still die</small></em></span>
<span><em><small># properly; the callback will clear itself when the activity starts</small></em></span>
<span><em><small># shutting down, becoming a harmless no-op and releasing the reference</small></em></span>
<span><em><small># to our activity.</small></em></span>