Ver código fonte

Remove line dividers

Jean-David Moisan 4 anos atrás
pai
commit
0d6b812eb2
2 arquivos alterados com 0 adições e 54 exclusões
  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).
 Read the [source code](https://github.com/Apostolique/Apos.Input/blob/master/Source/ICondition.cs).
 
 
----
-
 ## Pressed
 ## Pressed
 
 
 ```csharp
 ```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`.
 Previous state is `off`, current state is `on`. Triggers only on the first frame that the current state becomes `on`.
 
 
----
-
 ## Held
 ## Held
 
 
 ```csharp
 ```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`.
 Previous state ignored, current state is `on`. Triggers every frame for as long as the current state stays `on`.
 
 
----
-
 ## HeldOnly
 ## HeldOnly
 
 
 ```csharp
 ```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.
 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
 ## Released
 
 
 ```csharp
 ```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`.
 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
 ## Consume
 
 
 ```csharp
 ```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).
 Read the [source code](https://github.com/Apostolique/Apos.Input/blob/master/Source/InputHelper.cs).
 
 
----
-
 ## Game
 ## Game
 
 
 ```csharp
 ```csharp
@@ -19,8 +17,6 @@ public static Game Game {
 
 
 Your game class is available here. This gets initialized by the `Setup` function.
 Your game class is available here. This gets initialized by the `Setup` function.
 
 
----
-
 ## IsActive
 ## IsActive
 
 
 ```csharp
 ```csharp
@@ -29,8 +25,6 @@ public static bool IsActive => Game.IsActive;
 
 
 This is useful to disable inputs when the game is not active.
 This is useful to disable inputs when the game is not active.
 
 
----
-
 ## Window
 ## Window
 
 
 ```csharp
 ```csharp
@@ -39,8 +33,6 @@ public static GameWindow Window => Game.Window;
 
 
 This comes from `Game.Window`.
 This comes from `Game.Window`.
 
 
----
-
 ## WindowWidth
 ## WindowWidth
 
 
 ```csharp
 ```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.
 This comes from `Window.ClientBounds.Width`. Used so that `Pressed` mouse inputs are limited to the inside of the window.
 
 
----
-
 ## WindowHeight
 ## WindowHeight
 
 
 ```csharp
 ```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.
 This comes from `Window.ClientBounds.Height`. Used so that `Pressed` mouse inputs are limited to the inside of the window.
 
 
----
-
 ## OldMouse
 ## OldMouse
 
 
 ```csharp
 ```csharp
@@ -69,8 +57,6 @@ public static MouseState OldMouse => _oldMouse;
 
 
 This is set during `UpdateSetup()`. Used by MouseCondition in `Pressed`, `HeldOnly`, `Released`.
 This is set during `UpdateSetup()`. Used by MouseCondition in `Pressed`, `HeldOnly`, `Released`.
 
 
----
-
 ## NewMouse
 ## NewMouse
 
 
 ```csharp
 ```csharp
@@ -79,8 +65,6 @@ public static MouseState NewMouse => _newMouse;
 
 
 This is set during `UpdateSetup()`. Used by the MouseCondition `Pressed`, `Held`, `HeldOnly`, `Released`.
 This is set during `UpdateSetup()`. Used by the MouseCondition `Pressed`, `Held`, `HeldOnly`, `Released`.
 
 
----
-
 ## OldKeyboard
 ## OldKeyboard
 
 
 ```csharp
 ```csharp
@@ -89,8 +73,6 @@ public static KeyboardState OldKeyboard => _oldKeyboard;
 
 
 This is set during `UpdateSetup()`. Used by KeyboardCondition in `Pressed`, `HeldOnly`, `Released`.
 This is set during `UpdateSetup()`. Used by KeyboardCondition in `Pressed`, `HeldOnly`, `Released`.
 
 
----
-
 ## NewKeyboard
 ## NewKeyboard
 ```csharp
 ```csharp
 public static KeyboardState NewKeyboard => _newKeyboard;
 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`.
 This is set during `UpdateSetup()`. Used by the KeyboardCondition `Pressed`, `Held`, `HeldOnly`, `Released`.
 
 
----
-
 ## OldGamePad
 ## OldGamePad
 
 
 ```csharp
 ```csharp
@@ -110,8 +90,6 @@ This is set during `UpdateSetup()`. Used by GamePadCondition and AnyGamePadCondi
 
 
 Contains all the previous gamepad states.
 Contains all the previous gamepad states.
 
 
----
-
 ## NewGamePad
 ## NewGamePad
 
 
 ```csharp
 ```csharp
@@ -122,8 +100,6 @@ This is set during `UpdateSetup()`. Used by GamePadCondition and AnyGamePadCondi
 
 
 Contains all the current gamepad states.
 Contains all the current gamepad states.
 
 
----
-
 ## GamePadCapabilities
 ## GamePadCapabilities
 
 
 ```csharp
 ```csharp
@@ -132,8 +108,6 @@ public static GamePadCapabilities[] GamePadCapabilities => _gamePadCapabilities;
 
 
 An array with all the info about each connected gamepad.
 An array with all the info about each connected gamepad.
 
 
----
-
 ## GamePadDeadZone
 ## GamePadDeadZone
 
 
 ```csharp
 ```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.
 Initialized to `GamePadDeadZone.None` for each gamepad. You can use this to set the dead zone for any gamepads.
 
 
----
-
 ## NewTouchCollection
 ## NewTouchCollection
 
 
 ```csharp
 ```csharp
@@ -152,8 +124,6 @@ public static TouchCollection NewTouchCollection => _newTouchCollection;
 
 
 A touch collection that holds the previous and current touch locations.
 A touch collection that holds the previous and current touch locations.
 
 
----
-
 ## TouchPanelCapabilities
 ## TouchPanelCapabilities
 
 
 ```csharp
 ```csharp
@@ -162,8 +132,6 @@ public static TouchPanelCapabilities TouchPanelCapabilities => _touchPanelCapabi
 
 
 Gives info about a touch panel.
 Gives info about a touch panel.
 
 
----
-
 ## TextEvents
 ## TextEvents
 
 
 ```csharp
 ```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.
 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
 ## MouseButtons
 
 
 ```csharp
 ```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.
 Maps a MouseButton to a function that can extract a specific ButtonState from a MouseState.
 
 
----
-
 ## GamePadButtons
 ## GamePadButtons
 
 
 ```csharp
 ```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.
 Maps a GamePadButton to a function that can extract a specific ButtonState from a GamePadState.
 
 
----
-
 ## CurrentFrame
 ## CurrentFrame
 
 
 ```csharp
 ```csharp
@@ -202,8 +164,6 @@ public static uint CurrentFrame => _currentFrame;
 
 
 Used by conditions to know if they've been consumed this frame.
 Used by conditions to know if they've been consumed this frame.
 
 
----
-
 ## Setup
 ## Setup
 
 
 ```csharp
 ```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.
 Call this in the game's LoadContent. This initializes everything this library needs to function correctly.
 
 
----
-
 ## UpdateSetup
 ## UpdateSetup
 
 
 ```csharp
 ```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.
 Call this at the beginning of your update loop. This sets up everything needed to use inputs for this frame.
 
 
----
-
 ## UpdateCleanup
 ## UpdateCleanup
 
 
 ```csharp
 ```csharp