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https://github.com/RYDE-WORK/ballistica.git
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More internal android 1.5 event work
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9764e55f0a
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@ -4135,16 +4135,16 @@
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"assets/build/windows/x64/vc_redist.x64.exe": "https://files.ballistica.net/cache/ba1/ea/19/8b8787d81abcdce158ba608cd24f",
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"assets/build/windows/x64/vcruntime140_1d.dll": "https://files.ballistica.net/cache/ba1/11/d8/ff6344b429b00c24d9a1930d4338",
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"assets/build/windows/x64/vcruntime140d.dll": "https://files.ballistica.net/cache/ba1/20/33/0825e11e6518f87ece3009309933",
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"build/prefab/linux-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/89/4c/40cf1444b54cde1b8bf8596612ea",
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"build/prefab/linux-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/c8/7b/ae898aca9e1000a7ceef18e7d90a",
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"build/prefab/linux/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/50/a8/139b0aab8e196efcdcabce873fb8",
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"build/prefab/linux/release/ballisticacore": "https://files.ballistica.net/cache/ba1/59/ab/fb77b5befd76e55b0ef287f09cc9",
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"build/prefab/mac-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/ac/d9/f45a67d978cacfb1cf67d9f572b7",
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"build/prefab/mac-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/9e/dc/496e106c69b04e6e287812fd513c",
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"build/prefab/mac/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/1c/bc/b4e726affda0ccef4fbe18301f9d",
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"build/prefab/mac/release/ballisticacore": "https://files.ballistica.net/cache/ba1/ca/03/42277cc689249139bbf713f100f9",
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"build/prefab/windows-server/debug/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/68/78/189de5c70bcaa4a854b6075ec363",
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"build/prefab/windows-server/release/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/7e/8d/7967bcd04e49a1b59905f1bd2a88",
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"build/prefab/windows/debug/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/26/ff/949c3339724acb558b731eedb62d",
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"build/prefab/windows/release/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/96/cd/d251d1699675f1741570fb7d2d93"
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"build/prefab/linux-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/59/6a/634ef384e18384fa78b7a2a624f8",
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"build/prefab/linux-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/d6/1b/165df7c0c0c21761cba641640d4d",
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"build/prefab/linux/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/e3/8b/b1770e7c2ade5a6f538260acae4d",
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"build/prefab/linux/release/ballisticacore": "https://files.ballistica.net/cache/ba1/9f/c1/7ad792405a744d9f2fa4cf682d4b",
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"build/prefab/mac-server/debug/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/a5/d5/d9ed741473501d1a1541d5c100df",
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"build/prefab/mac-server/release/dist/ballisticacore_headless": "https://files.ballistica.net/cache/ba1/10/e5/70bde6663088d44e126ec91cfaae",
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"build/prefab/mac/debug/ballisticacore": "https://files.ballistica.net/cache/ba1/88/6c/b4eb60746d994cddd19813faee85",
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"build/prefab/mac/release/ballisticacore": "https://files.ballistica.net/cache/ba1/17/31/dff0defb0cc64a80d5068ed97930",
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"build/prefab/windows-server/debug/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/02/b0/83ec7dc92ec4e5b75a9d9a058cda",
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"build/prefab/windows-server/release/dist/ballisticacore_headless.exe": "https://files.ballistica.net/cache/ba1/aa/1e/bfcf2f01ae72a897333a4e4137b5",
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"build/prefab/windows/debug/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/cc/ec/50508b196f190b4a4b137d4aaf9c",
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"build/prefab/windows/release/BallisticaCore.exe": "https://files.ballistica.net/cache/ba1/94/71/340f38cdbbcad105395733b9e556"
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}
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1
.idea/dictionaries/ericf.xml
generated
1
.idea/dictionaries/ericf.xml
generated
@ -1355,6 +1355,7 @@
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<w>outext</w>
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<w>outfilename</w>
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<w>outfilepath</w>
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<w>outhashpath</w>
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<w>outname</w>
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<w>outpath</w>
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<w>ouya</w>
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@ -33,9 +33,6 @@ to make sure that it still works with all our tools
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NOTE: This file was autogenerated by gendummymodule; do not edit by hand.
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"""
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# (hash we can use to see if this file is out of date)
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# SOURCES_HASH=215440954657254583733032942455994403734
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# I'm sorry Pylint. I know this file saddens you. Be strong.
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# pylint: disable=useless-suppression
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# pylint: disable=unnecessary-pass
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@ -149,11 +146,11 @@ class Context:
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Sets to the UI context. UI functions as well as loading of media to
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be used in said functions must happen in the UI context.
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a ba.Activity instance:
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A ba.Activity instance:
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Gives the context for the provided ba.Activity.
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Most all code run during a game happens in an Activity's Context.
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a ba.Session instance:
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A ba.Session instance:
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Gives the context for the provided ba.Session.
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Generally a user should not need to run anything here.
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@ -210,13 +207,13 @@ class ContextCall:
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shutdown, whereas ba.WeakCall simply looks at whether the target
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object still exists.
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# example A: code like this can inadvertently prevent our activity
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# Example A: code like this can inadvertently prevent our activity
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# (self) from ending until the operation completes, since the bound
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# method we're passing (self.dosomething) contains a strong-reference
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# to self).
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start_some_long_action(callback_when_done=self.dosomething)
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# example B: in this case our activity (self) can still die
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# Example B: in this case our activity (self) can still die
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# properly; the callback will clear itself when the activity starts
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# shutting down, becoming a harmless no-op and releasing the reference
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# to our activity.
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@ -566,11 +563,12 @@ class Node:
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Node reference (sometimes used as attr values/etc).
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"""
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# Adding attrs as needed.
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# FIXME: These should be instance attrs.
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# NOTE: Am just adding all possible node attrs here.
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# It would be nicer to make a distinct class for each
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# node type at some point so we get better type checks.
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# Note attributes:
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# NOTE: I'm just adding *all* possible node attrs here
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# now now since we have a single ba.Node type; in the
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# future I hope to create proper individual classes
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# corresponding to different node types with correct
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# attributes per node-type.
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color: Sequence[float] = (0.0, 0.0, 0.0)
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size: Sequence[float] = (0.0, 0.0, 0.0)
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position: Sequence[float] = (0.0, 0.0, 0.0)
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@ -735,7 +735,7 @@ class ThePad(ba.Map):
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class DoomShroom(ba.Map):
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"""A giant mushroom. Of doom."""
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"""A giant mushroom. Of doom!"""
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from bastd.mapdata import doom_shroom as defs
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@ -1,5 +1,5 @@
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<!-- THIS FILE IS AUTO GENERATED; DO NOT EDIT BY HAND -->
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<h4><em>last updated on 2020-06-15 for Ballistica version 1.5.5 build 20069</em></h4>
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<h4><em>last updated on 2020-06-16 for Ballistica version 1.5.5 build 20070</em></h4>
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<p>This page documents the Python classes and functions in the 'ba' module,
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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>
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<hr>
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@ -1514,11 +1514,11 @@ is passed, which can be one of the following strings/objects:</p>
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Sets to the UI context. UI functions as well as loading of media to
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be used in said functions must happen in the UI context.</p>
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<p>a <a href="#class_ba_Activity">ba.Activity</a> instance:
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<p>A <a href="#class_ba_Activity">ba.Activity</a> instance:
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Gives the context for the provided <a href="#class_ba_Activity">ba.Activity</a>.
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Most all code run during a game happens in an Activity's Context.</p>
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<p>a <a href="#class_ba_Session">ba.Session</a> instance:
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<p>A <a href="#class_ba_Session">ba.Session</a> instance:
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Gives the context for the provided <a href="#class_ba_Session">ba.Session</a>.
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Generally a user should not need to run anything here.</p>
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@ -1565,13 +1565,13 @@ ContextCall has the added bonus that it will not run during context
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shutdown, whereas <a href="#class_ba_WeakCall">ba.WeakCall</a> simply looks at whether the target
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object still exists.</p>
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<pre><span><em><small># example A: code like this can inadvertently prevent our activity</small></em></span>
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<pre><span><em><small># Example A: code like this can inadvertently prevent our activity</small></em></span>
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<span><em><small># (self) from ending until the operation completes, since the bound</small></em></span>
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<span><em><small># method we're passing (self.dosomething) contains a strong-reference</small></em></span>
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<span><em><small># to self).</small></em></span>
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start_some_long_action(callback_when_done=self.dosomething)</pre>
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<pre><span><em><small># example B: in this case our activity (self) can still die</small></em></span>
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<pre><span><em><small># Example B: in this case our activity (self) can still die</small></em></span>
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<span><em><small># properly; the callback will clear itself when the activity starts</small></em></span>
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<span><em><small># shutting down, becoming a harmless no-op and releasing the reference</small></em></span>
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<span><em><small># to our activity.</small></em></span>
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