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docs: Automatic update of API docs
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StraToN committed Oct 21, 2021
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52 changes: 52 additions & 0 deletions docs/api/ESCInventoryButton.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->

# ESCInventoryButton

**Extends:** [TextureButton](../TextureButton)

## Description

The inventory representation of an ESC item if pickable (only used by
the inventory components)

## Property Descriptions

### global\_id

```gdscript
var global_id: String = ""
```

Global ID of the ESCItem that uses this ESCInventoryItem

## Method Descriptions

### \_init

```gdscript
func _init(p_item: ESCInventoryItem) -> void
```

## Signals

- signal mouse_left_inventory_item(item_id): Signal emitted when the item was left clicked

#### Parameters

- item_id: Global ID of the clicked item
- signal mouse_right_inventory_item(item_id): Signal emitted when the item was right clicked

#### Parameters

- item_id: Global ID of the clicked item
- signal mouse_double_left_inventory_item(item_id): Signal emitted when the item was double clicked

#### Parameters

- item_id: Global ID of the clicked item
- signal inventory_item_focused(item_id): Signal emitted when the item was focused

#### Parameters

- item_id: Global ID of the clicked item
- signal inventory_item_unfocused(): Signal emitted when the item is not focused anymore
44 changes: 44 additions & 0 deletions docs/api/ESCInventoryContainer.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->

# ESCInventoryContainer

**Extends:** [Control](../Control)

## Description

Inventory container handler that acts as a base for UIs inventory containers

## Method Descriptions

### is\_empty

```gdscript
func is_empty() -> bool
```

Get wether the inventory container currently is empty
**Returns** Wether the container is empty or not

### add\_item

```gdscript
func add_item(inventory_item: ESCInventoryItem) -> ESCInventoryButton
```

Add a new item into the container and return the control generated for it
so its events can be handled by the inputs manager

#### Parameters
- inventory_item: Item to add
**Returns** The button generated for the item

### remove\_item

```gdscript
func remove_item(inventory_item: ESCInventoryItem)
```

Remove an item from the container

#### Parameters
- inventory_item: Item to remove
36 changes: 11 additions & 25 deletions docs/api/ESCInventoryItem.md
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# ESCInventoryItem

**Extends:** [TextureButton](../TextureButton)

## Description

The inventory representation of an ESC item if pickable

## Property Descriptions

### global\_id

```gdscript
var global_id
var global_id: String = ""
```

Global ID of the ESCItem that uses this ESCInventoryItem
Will be set by ESCItem automatically

## Signals

- signal mouse_left_inventory_item(item_id): Signal emitted when the item was left clicked

#### Parameters
### texture

- item_id: Global ID of the clicked item
- signal mouse_right_inventory_item(item_id): Signal emitted when the item was right clicked

#### Parameters
```gdscript
var texture: Texture
```

- item_id: Global ID of the clicked item
- signal mouse_double_left_inventory_item(item_id): Signal emitted when the item was double clicked
The texture for the item

#### Parameters
## Method Descriptions

- item_id: Global ID of the clicked item
- signal inventory_item_focused(item_id): Signal emitted when the item was focused
### \_init

#### Parameters
```gdscript
func _init(p_item: ESCItem) -> void
```

- item_id: Global ID of the clicked item
- signal inventory_item_unfocused(): Signal emitted when the item is not focused anymore
16 changes: 3 additions & 13 deletions docs/api/ESCItem.md
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Expand Up @@ -146,14 +146,13 @@ export var use_from_inventory_only = false
If true, then the object must have been picked up before using it.
A false value is useful for items in the background, such as buttons.

### inventory\_item\_scene\_file
### inventory\_texture

```gdscript
export var inventory_item_scene_file: PackedScene = "[Object:null]"
export var inventory_texture: Texture = "[Object:null]"
```

Scene based on ESCInventoryItem used in inventory for the object if it is
picked up, that displays and handles the item
The visual representation for this item when its in the inventory

### dialog\_color

Expand Down Expand Up @@ -228,15 +227,6 @@ var collision: Node

Reference to this items collision shape node

### inventory\_item

```gdscript
var inventory_item: ESCInventoryItem
```

The representation of this item in the scene. Will
be loaded, if inventory_item_scene_file is set.

## Method Descriptions

### get\_animation\_player
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8 changes: 4 additions & 4 deletions docs/api/ESCLogger.md
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Expand Up @@ -13,31 +13,31 @@ Logging framework for Escoria
### LOG\_DEBUG

```gdscript
const LOG_ERROR: int = 0
const LOG_WARNING: int = 1
```

Valid log levels

### LOG\_ERROR

```gdscript
const LOG_ERROR: int = 0
const LOG_WARNING: int = 1
```

Valid log levels

### LOG\_INFO

```gdscript
const LOG_ERROR: int = 0
const LOG_WARNING: int = 1
```

Valid log levels

### LOG\_WARNING

```gdscript
const LOG_ERROR: int = 0
const LOG_WARNING: int = 1
```

Valid log levels
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