Selaa lähdekoodia

Remove line dividers

Jean-David Moisan 4 vuotta sitten
vanhempi
commit
0d6b812eb2
2 muutettua tiedostoa jossa 0 lisäystä ja 54 poistoa
  1. 0 10
      docs/api/ICondition.md
  2. 0 44
      docs/api/InputHelper.md

+ 0 - 10
docs/api/ICondition.md

@@ -8,8 +8,6 @@ In the following functions, when `canConsume` is `true`, it means that the `Cons
 
 Read the [source code](https://github.com/Apostolique/Apos.Input/blob/master/Source/ICondition.cs).
 
----
-
 ## Pressed
 
 ```csharp
@@ -17,8 +15,6 @@ bool Pressed(bool canConsume = true);
 ```
 Previous state is `off`, current state is `on`. Triggers only on the first frame that the current state becomes `on`.
 
----
-
 ## Held
 
 ```csharp
@@ -26,8 +22,6 @@ bool Held(bool canConsume = true);
 ```
 Previous state ignored, current state is `on`. Triggers every frame for as long as the current state stays `on`.
 
----
-
 ## HeldOnly
 
 ```csharp
@@ -35,8 +29,6 @@ bool HeldOnly(bool canConsume = true);
 ```
 Previous state is `on`, current state is `on`. Since `HeldOnly` doesn't get triggered on the same frame as `Pressed` it's useful as a way to break an action into multiple steps.
 
----
-
 ## Released
 
 ```csharp
@@ -44,8 +36,6 @@ bool Released(bool canConsume = true);
 ```
 Previous state is `on`, current state is `off`. Triggers only on the first frame that the current state becomes `off` after it was `on`.
 
----
-
 ## Consume
 
 ```csharp

+ 0 - 44
docs/api/InputHelper.md

@@ -6,8 +6,6 @@ This static class holds all the data required to handle inputs. It takes care of
 
 Read the [source code](https://github.com/Apostolique/Apos.Input/blob/master/Source/InputHelper.cs).
 
----
-
 ## Game
 
 ```csharp
@@ -19,8 +17,6 @@ public static Game Game {
 
 Your game class is available here. This gets initialized by the `Setup` function.
 
----
-
 ## IsActive
 
 ```csharp
@@ -29,8 +25,6 @@ public static bool IsActive => Game.IsActive;
 
 This is useful to disable inputs when the game is not active.
 
----
-
 ## Window
 
 ```csharp
@@ -39,8 +33,6 @@ public static GameWindow Window => Game.Window;
 
 This comes from `Game.Window`.
 
----
-
 ## WindowWidth
 
 ```csharp
@@ -49,8 +41,6 @@ public static int WindowWidth => Window.ClientBounds.Width;
 
 This comes from `Window.ClientBounds.Width`. Used so that `Pressed` mouse inputs are limited to the inside of the window.
 
----
-
 ## WindowHeight
 
 ```csharp
@@ -59,8 +49,6 @@ public static int WindowHeight => Window.ClientBounds.Height;
 
 This comes from `Window.ClientBounds.Height`. Used so that `Pressed` mouse inputs are limited to the inside of the window.
 
----
-
 ## OldMouse
 
 ```csharp
@@ -69,8 +57,6 @@ public static MouseState OldMouse => _oldMouse;
 
 This is set during `UpdateSetup()`. Used by MouseCondition in `Pressed`, `HeldOnly`, `Released`.
 
----
-
 ## NewMouse
 
 ```csharp
@@ -79,8 +65,6 @@ public static MouseState NewMouse => _newMouse;
 
 This is set during `UpdateSetup()`. Used by the MouseCondition `Pressed`, `Held`, `HeldOnly`, `Released`.
 
----
-
 ## OldKeyboard
 
 ```csharp
@@ -89,8 +73,6 @@ public static KeyboardState OldKeyboard => _oldKeyboard;
 
 This is set during `UpdateSetup()`. Used by KeyboardCondition in `Pressed`, `HeldOnly`, `Released`.
 
----
-
 ## NewKeyboard
 ```csharp
 public static KeyboardState NewKeyboard => _newKeyboard;
@@ -98,8 +80,6 @@ public static KeyboardState NewKeyboard => _newKeyboard;
 
 This is set during `UpdateSetup()`. Used by the KeyboardCondition `Pressed`, `Held`, `HeldOnly`, `Released`.
 
----
-
 ## OldGamePad
 
 ```csharp
@@ -110,8 +90,6 @@ This is set during `UpdateSetup()`. Used by GamePadCondition and AnyGamePadCondi
 
 Contains all the previous gamepad states.
 
----
-
 ## NewGamePad
 
 ```csharp
@@ -122,8 +100,6 @@ This is set during `UpdateSetup()`. Used by GamePadCondition and AnyGamePadCondi
 
 Contains all the current gamepad states.
 
----
-
 ## GamePadCapabilities
 
 ```csharp
@@ -132,8 +108,6 @@ public static GamePadCapabilities[] GamePadCapabilities => _gamePadCapabilities;
 
 An array with all the info about each connected gamepad.
 
----
-
 ## GamePadDeadZone
 
 ```csharp
@@ -142,8 +116,6 @@ public static GamePadDeadZone[] GamePadDeadZone => _gamePadDeadZone;
 
 Initialized to `GamePadDeadZone.None` for each gamepad. You can use this to set the dead zone for any gamepads.
 
----
-
 ## NewTouchCollection
 
 ```csharp
@@ -152,8 +124,6 @@ public static TouchCollection NewTouchCollection => _newTouchCollection;
 
 A touch collection that holds the previous and current touch locations.
 
----
-
 ## TouchPanelCapabilities
 
 ```csharp
@@ -162,8 +132,6 @@ public static TouchPanelCapabilities TouchPanelCapabilities => _touchPanelCapabi
 
 Gives info about a touch panel.
 
----
-
 ## TextEvents
 
 ```csharp
@@ -172,8 +140,6 @@ public static List<TextInputEventArgs> TextEvents => _textEvents;
 
 Used to handle text input from any keyboard layouts. This is useful when coding textboxes. This plugs into the MonoGame `Window.TextInput`. It gets cleared every frame during `UpdateCleanup()`. The way to use this is to iterate over the list every frame. Each element will contain a char to write.
 
----
-
 ## MouseButtons
 
 ```csharp
@@ -182,8 +148,6 @@ public static Dictionary<MouseButton, Func<MouseState, ButtonState>> MouseButton
 
 Maps a MouseButton to a function that can extract a specific ButtonState from a MouseState.
 
----
-
 ## GamePadButtons
 
 ```csharp
@@ -192,8 +156,6 @@ public static Dictionary<GamePadButton, Func<GamePadState[], int, ButtonState>>
 
 Maps a GamePadButton to a function that can extract a specific ButtonState from a GamePadState.
 
----
-
 ## CurrentFrame
 
 ```csharp
@@ -202,8 +164,6 @@ public static uint CurrentFrame => _currentFrame;
 
 Used by conditions to know if they've been consumed this frame.
 
----
-
 ## Setup
 
 ```csharp
@@ -212,8 +172,6 @@ public static void Setup(Game game);
 
 Call this in the game's LoadContent. This initializes everything this library needs to function correctly.
 
----
-
 ## UpdateSetup
 
 ```csharp
@@ -222,8 +180,6 @@ public static void UpdateSetup();
 
 Call this at the beginning of your update loop. This sets up everything needed to use inputs for this frame.
 
----
-
 ## UpdateCleanup
 
 ```csharp