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Merge remote-tracking branch 'upstream/develop' into develop
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Manual/contents/GameMaker_Language/GML_Reference/Game_Input/Keyboard_Input/Keyboard_Input.htm

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@@ -206,6 +206,7 @@ <h1>Teclado de entrada</h1>
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if ord(_key) == ord(&quot;ç&quot;)<br />
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{<br />
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    show_debug_message(&quot;ç key pressed&quot;);<br />
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    keyboard_lastchar = &quot;&quot;;<br />
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}</p>
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<p>As seguintes funções estão disponíveis para uso quando se trabalha com um teclado:</p>
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<p class="note"><b>OBSERVAÇÃO</b>: Estas funções <i>não</i> funcionarão ao utilizar um <a href="../Virtual_Keys_And_Keyboards/Virtual_Keys_And_Keyboards.htm">Teclado Virtual</a> na tela.</p>

Manual/contents/GameMaker_Language/GML_Reference/Game_Input/Keyboard_Input/keyboard_lastchar.htm

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@@ -27,7 +27,7 @@ <h4><b>Exemplo:</b></h4>
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<p class="code">if keyboard_lastkey != -1<br />
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{<br />
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    str += <span data-field="title" data-format="default">keyboard_lastchar</span>;<br />
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    keyboard_lastkey = -1;<br />
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    keyboard_lastkey = vk_nokey;<br />
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}</p>
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<p>O código acima verifica se a última variável-chave é maior que -1, e se é ela adiciona qualquer que seja a última-chave como um <span class="notranslate">string</span> à variável &quot;str&quot;.</p>
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<p> </p>

Manual/contents/IDE_Tools/Prefab_Library.htm

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@@ -58,13 +58,15 @@ <h3>Referencing Code Symbols</h3>
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<p class="code">#export symbol1,symbol2,symbol3,...</p>
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<p>Any project that has a reference to such a Collection can use the exported symbols in code, e.g. to make use of an Enum/Macro or call a Script Function.</p>
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<h2>Prefab Overrides</h2>
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<p>Selecting a Prefab asset will display it in <a data-xref="{title}" href="The_Inspector.htm">The Inspector</a>, where you can apply a tag with the <img src="../assets/Images/Icons/Icon_Tag.png" /> button (these tags are shared with <a data-xref="{title}" href="../Introduction/The_Asset_Browser.htm">The Asset Browser</a>).</p>
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<p>Selecting a Prefab asset will display it in <a data-xref="{title}" href="The_Inspector.htm">The Inspector</a>, where you can apply a tag to it with the <img src="../assets/Images/Icons/Icon_Tag.png" /> button (these tags are shared with <a data-xref="{title}" href="../Introduction/The_Asset_Browser.htm">The Asset Browser</a>). This acts as an override on the asset.</p>
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<p>You can also override the following properties in the Inspector for the selected Prefab asset (which applies only to your current project):<em></em></p>
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<ul class="colour">
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<li>The Texture Group setting in Sprite, Tile Set and Font assets</li>
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<li>The Audio Group setting and attributes in Sound assets</li>
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<li><a data-xref="{text}" href="../The_Asset_Editors/Extensions.htm#extension_options">Extension Options</a> in Extension assets</li>
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</ul>
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<p>On overridden Prefab asset that is used in the opened project will appear with an icon over it:</p>
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<p><img class="center" src="../assets/Images/IDE Tools/Prefabs/prefab_override.png" style="cursor: nwse-resize;" /></p>
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<h2>Prefab Library Features</h2>
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<p>The Prefab Library window is divided into the following sections:</p>
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<p><img class="center" src="../assets/Images/IDE Tools/Prefabs/prefab_sections.png" style="cursor: nesw-resize;" />The left section displays the Folder List that contains a tree view of your Prefab Collections. The right section displays the contents of the currently open folder (or your Prefab Collections if no folder is selected). The divider between these two sections can be dragged to resize the sections.</p>
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