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Section tweaks.

woollybah il y a 6 ans
Parent
commit
d5b7510239

+ 3 - 1
docs/api/sdl/sdl.sdlhaptic/tsdlhapticcondition.md

@@ -7,7 +7,7 @@ sidebar_label: TSDLHapticCondition
 A template for a condition effect.
 A template for a condition effect.
 
 
 
 
-## Methods
+## Constructors
 
 
 ### `Method New(effectType:Int)`
 ### `Method New(effectType:Int)`
 
 
@@ -18,6 +18,8 @@ Creates a new instance of the effect.
 
 
 <br/>
 <br/>
 
 
+## Methods
+
 ### `Method GetLength:UInt()`
 ### `Method GetLength:UInt()`
 
 
 Returns the duration of effect (ms).
 Returns the duration of effect (ms).

+ 3 - 1
docs/api/sdl/sdl.sdlhaptic/tsdlhapticconstant.md

@@ -7,7 +7,7 @@ sidebar_label: TSDLHapticConstant
 A constant effect applies a constant force to the joystick in the specified direction.
 A constant effect applies a constant force to the joystick in the specified direction.
 
 
 
 
-## Methods
+## Constructors
 
 
 ### `Method New()`
 ### `Method New()`
 
 
@@ -15,6 +15,8 @@ Creates a new instance of the effect.
 
 
 <br/>
 <br/>
 
 
+## Methods
+
 ### `Method GetLength:UInt()`
 ### `Method GetLength:UInt()`
 
 
 Returns the duration of effect (ms).
 Returns the duration of effect (ms).

+ 3 - 1
docs/api/sdl/sdl.sdlhaptic/tsdlhapticcustom.md

@@ -12,7 +12,7 @@ You will have to allocate the data yourself. data should consist of channels * s
 If channels is 1, the effect is rotated using the defined direction. Otherwise it uses the samples in data for the different axes.
 If channels is 1, the effect is rotated using the defined direction. Otherwise it uses the samples in data for the different axes.
 
 
 
 
-## Methods
+## Constructors
 
 
 ### `Method New()`
 ### `Method New()`
 
 
@@ -20,6 +20,8 @@ Creates a new instance of the effect.
 
 
 <br/>
 <br/>
 
 
+## Methods
+
 ### `Method GetLength:UInt()`
 ### `Method GetLength:UInt()`
 
 
 Returns the duration of effect (ms).
 Returns the duration of effect (ms).

+ 3 - 1
docs/api/sdl/sdl.sdlhaptic/tsdlhapticleftright.md

@@ -10,7 +10,7 @@ Controls the large and small motors, commonly found in modern game controllers.
 One motor is high frequency, the other is low frequency.
 One motor is high frequency, the other is low frequency.
 
 
 
 
-## Methods
+## Constructors
 
 
 ### `Method New()`
 ### `Method New()`
 
 
@@ -18,6 +18,8 @@ Creates a new instance of the effect.
 
 
 <br/>
 <br/>
 
 
+## Methods
+
 ### `Method SetLength(value:UInt)`
 ### `Method SetLength(value:UInt)`
 
 
 Sets the duration of the effect.
 Sets the duration of the effect.

+ 3 - 1
docs/api/sdl/sdl.sdlhaptic/tsdlhapticperiodic.md

@@ -10,7 +10,7 @@ A wave-shaped effect that repeats itself over time.
 The type determines the shape of the wave and the other parameters determine the dimensions of the wave.
 The type determines the shape of the wave and the other parameters determine the dimensions of the wave.
 
 
 
 
-## Methods
+## Constructors
 
 
 ### `Method New(waveType:Int)`
 ### `Method New(waveType:Int)`
 
 
@@ -21,6 +21,8 @@ Creates a new instance of the effect.
 
 
 <br/>
 <br/>
 
 
+## Methods
+
 ### `Method GetLength:UInt()`
 ### `Method GetLength:UInt()`
 
 
 Returns the duration of effect (ms).
 Returns the duration of effect (ms).

+ 3 - 1
docs/api/sdl/sdl.sdlhaptic/tsdlhapticramp.md

@@ -12,7 +12,7 @@ It augments in linear fashion. If you use attack and fade with a ramp the effect
 making the effect become quadratic instead of linear.
 making the effect become quadratic instead of linear.
 
 
 
 
-## Methods
+## Constructors
 
 
 ### `Method New()`
 ### `Method New()`
 
 
@@ -20,6 +20,8 @@ Creates a new instance of the effect.
 
 
 <br/>
 <br/>
 
 
+## Methods
+
 ### `Method GetLength:UInt()`
 ### `Method GetLength:UInt()`
 
 
 Returns the duration of effect (ms).
 Returns the duration of effect (ms).