docs update

Updated some docs stuff
This commit is contained in:
Robert Jelic
2022-10-09 12:05:30 +02:00
parent 44402b1d26
commit 1d3e2018ef
13 changed files with 228 additions and 7 deletions

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@@ -1,6 +1,6 @@
This is the base class for all visual objects. It covers positioning, sizing, showing/hiding and much more.
By default a freshly created object is visible and automatically listens to all incoming events.
By default a freshly created object is visible and doesn't listens to any incoming events.
Its default position is always 1, 1 (based on it's parent frame). The default anchor is also topLeft.
| | |
@@ -31,16 +31,40 @@ Its default position is always 1, 1 (based on it's parent frame). The default an
# Events
This is a list of all available events for all objects:
| | |
|---|---|
|[onClick](objects/Object/onClick.md)|Fires as soon as the object gets clicked
|[onClickUp](objects/Object/onClickUp.md)|Fires as soon as the mouse button gets released on the object
|[onScroll](objects/Object/onScroll.md)|Fires as soon as you scroll with the mousewheel
|[onRelease](objects/Object/onRelease.md)|Fires as soon as the mouse button gets released
|[onScroll](objects/Object/onScroll.md)|Fires as soon as you scroll with the mousewheel
|[onDrag](objects/Object/onDrag.md)|Fires as soon as the object is beeing dragged
|[onKey](objects/Object/onKey.md)|Fires when the object is focused and a keyboard key has been clicked
|[onChar](objects/Object/onChar.md)|Fires when the object is focused and a character has been clicked
|[onKeyUp](objects/Object/onKeyUp.md)|Fires when the object is focused and a keyboard key has been released
|[onChange](objects/Object/onChange.md)|Fires when the object value has been changed
|[onResize](objects/Object/onResize.md)|Fires when the object got resized
|[onReposition](objects/Object/onReposition.md)|Fires when the object has been repositioned
|[onGetFocus](objects/Object/onGetFocus.md)|Fires when the object is focused
|[onLoseFocus](objects/Object/onLoseFocus.md)|Fires when the object lost it's focus
|[onLoseFocus](objects/Object/onLoseFocus.md)|Fires when the object lost it's focus
|[onEvent](objects/Object/onEvent.md)|Fires on any other event
Sidenote: When you use return false this will skip the object's event handler. Here is a example for that.
This code would make it impossible to write a into the input:
```lua
local basalt = require("basalt")
local main = basalt.createFrame()
local input = main:addInput()
:setPosition(3,3)
function checkInput(self, event, char)
if(char=="a")then
return false
end
end
main:onChar(checkInput)
```