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Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Objects/object_get_persistent.htm

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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>object_get_persistent</title>
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<meta name="generator" content="Adobe RoboHelp 2020" />
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" href="../../../../assets/css/default.css" type="text/css" />
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<script src="../../../../assets/scripts/main_script.js"></script>
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<meta name="rh-authors" content="Mark Alexander" />

Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Objects/object_get_visible.htm

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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>object_get_visible</title>
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<meta name="generator" content="Adobe RoboHelp 2020" />
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" href="../../../../assets/css/default.css" type="text/css" />
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<script src="../../../../assets/scripts/main_script.js"></script>
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<meta name="rh-authors" content="Mark Alexander" />

Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Sprites/Sprite_Instance_Variables/image_index.htm

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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>image_index</title>
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<meta name="generator" content="Adobe RoboHelp 2020" />
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" href="../../../../../assets/css/default.css" type="text/css" />
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<script src="../../../../../assets/scripts/main_script.js"></script>
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<meta name="rh-authors" content="Mark Alexander" />
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<h4>Exemplo:</h4>
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<p class="code">if (image_speed &gt; 0)<br />
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{<br />
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    if (image_index &gt;= image_number - 1) instance_destroy();<br />
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    if (image_index &gt;= image_number - 1)<br />
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    {<br />
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        instance_destroy();<br />
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    }<br />
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}</p>
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<p>O código acima verifica se o <span class="notranslate">sprite</span> está animando, e se está então verifica se a imagem_index atual está no último frame e, nesse caso, destrói a instância.</p>
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<p> </p>
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>buffer_get_used_size</title>
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" type="text/css" href="../../../assets/css/default.css" />
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<script src="../../../assets/scripts/main_script.js" type="module"></script>
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<meta name="rh-authors" content="" />
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<meta name="topic-comment" content="" />
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<meta name="rh-index-keywords" content="buffer_get_used_size" />
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<meta name="search-keywords" content="buffer_get_used_size" />
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<meta name="template" content="assets/masterpages/Manual_Keyword_Page.htt" />
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</head>
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<body>
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<h1><span data-field="title" data-format="default">buffer_get_used_size</span></h1>
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<p>This function returns the used size of the given buffer.</p>
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<p>The used size is the number of bytes that have been written to the buffer. It starts out at 0 for a new buffer created with <span class="inline3_func"><a data-xref="{title}" href="buffer_create.htm">buffer_create</a></span> and increases when you write to it. It can be set manually using <span class="inline3_func"><a data-xref="{title}" href="buffer_set_used_size.htm">buffer_set_used_size</a></span>.</p>
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<p> </p>
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<h4>Syntax:</h4>
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<p class="code"><span data-field="title" data-format="default">buffer_get_used_size</span>(buffer)</p>
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<table>
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<colgroup>
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<col />
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<col />
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<col />
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</colgroup>
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<tbody>
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<tr>
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<th>Argument</th>
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<th>Type</th>
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<th>Description</th>
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</tr>
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<tr>
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<td>buffer</td>
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<td><span data-keyref="Type_ID_Buffer"><a href="buffer_create.htm" target="_blank">Buffer</a></span></td>
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<td>The buffer to get the used size of</td>
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</tr>
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</tbody>
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</table>
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<p> </p>
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<h4>Returns:</h4>
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<p class="code"><span data-keyref="Type_Real"><a href="../../GML_Overview/Data_Types.htm" target="_blank">Real</a></span></p>
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<p> </p>
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<h4>Example:</h4>
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<p class="code">var _buffer = buffer_create(16, buffer_grow, 1);<br />
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repeat(6)<br />
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{<br />
50+
    buffer_write(_buffer, buffer_f32, 4);<br />
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}<br />
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var _used_size = <span data-field="title" data-format="default">buffer_get_used_size</span>(_buffer);<br />
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var _size = buffer_get_size(_buffer);<br />
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<br />
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show_debug_message($&quot;size: {_size}, used: {_used_size}&quot;);
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</p>
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<p>The above code creates a new grow buffer with an initial size of 16 bytes and then writes 6 values of type <span class="inline2">buffer_f32</span> to it in a <span class="inline2"><a data-xref="{title}" href="../../GML_Overview/Language_Features/repeat.htm">repeat</a></span> loop. Each value of this data type takes up 4 bytes in the buffer, bringing the total size to 24 bytes, which is more than the initial size of the buffer. After the writes the used size and actual size of the buffer are retrieved using <span class="inline3_func"><span data-field="title" data-format="default">buffer_get_used_size</span></span> and <span class="inline3_func"><a data-xref="{title}" href="buffer_get_size.htm">buffer_get_size</a></span> respectively and are output in a debug message. While the used size shows the exact number of bytes written (24), the size shows a larger number of bytes, indicating that the buffer was resized to accommodate more data than was written.</p>
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<p> </p>
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<p> </p>
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<div class="footer">
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<div class="buttons">
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<div class="clear">
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<div>Back: <a data-xref="{title}" href="Buffers.htm">Buffers</a></div>
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<div>Next: <a data-xref="{title}" href="buffer_copy.htm">buffer_copy</a></div>
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</div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
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</div>
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<!-- KEYWORDS
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buffer_get_used_size
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-->
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<!-- TAGS
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buffer_get_used_size
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-->
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</body>
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</html>

Manual/contents/GameMaker_Language/GML_Reference/Data_Structures/DS_Grids/ds_grid_add.htm

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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml"><head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<div style="float:left">Voltar: <a href="DS_Grids.htm">Grades DS</a></div>
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<div style="float:right">A seguir: <a href="ds_grid_add_region.htm"><span class="notranslate">ds_grid_add_region</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2021 All Rights Reserved</span></h5>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright <span class="notranslate">YoYo Games Ltd.</span> 2021 Todos os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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ds_grid_add
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--><!-- TAGS
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-->
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<!-- TAGS
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ds_grid_add
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--></body>
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-->
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</body>
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</html>

Manual/contents/GameMaker_Language/GML_Reference/Data_Structures/DS_Grids/ds_grid_add_disk.htm

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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml"><head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<div style="float:left">Voltar: <a href="DS_Grids.htm">Grades DS</a></div>
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<div style="float:right">A seguir: <a href="ds_grid_add_grid_region.htm"><span class="notranslate">ds_grid_add_grid_region</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2021 All Rights Reserved</span></h5>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright <span class="notranslate">YoYo Games Ltd.</span> 2021 Todos os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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ds_grid_add_disk
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--><!-- TAGS
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-->
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<!-- TAGS
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ds_grid_add_disk
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--></body>
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-->
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</body>
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</html>

Manual/contents/GameMaker_Language/GML_Reference/Data_Structures/DS_Grids/ds_grid_add_region.htm

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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml"><head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<div style="float:left">Voltar: <a href="DS_Grids.htm">Grades DS</a></div>
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<div style="float:right">A seguir: <a href="ds_grid_add_disk.htm"><span class="notranslate">ds_grid_add_disk</span></a></div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2021 All Rights Reserved</span></h5>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright <span class="notranslate">YoYo Games Ltd.</span> 2021 Todos os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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ds_grid_add_region
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--><!-- TAGS
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-->
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<!-- TAGS
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ds_grid_add_region
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--></body>
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-->
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</body>
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</html>

Manual/contents/GameMaker_Language/GML_Reference/File_Handling/Encoding_And_Hashing/base64_decode.htm

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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml"><head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<!-- TAGS
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base64_decode
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-->
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</body></html>
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</body>
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</html>
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<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>mac_refresh_receipt_validation</title>
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<meta name="generator" content="Adobe RoboHelp 2022" />
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<link rel="stylesheet" type="text/css" href="../../../assets/css/default.css" />
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<script src="../../../assets/scripts/main_script.js" type="module"></script>
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<meta name="rh-authors" content="" />
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<meta name="topic-comment" content="" />
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<meta name="rh-index-keywords" content="mac_refresh_receipt_validation" />
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<meta name="search-keywords" content="mac_refresh_receipt_validation" />
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<meta name="template" content="assets/masterpages/Manual_Keyword_Page.htt" />
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</head>
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<body>
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<h1><span data-field="title" data-format="default">mac_refresh_receipt_validation</span></h1>
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<p>This function attempts to revalidate a Mac App Store receipt.</p>
19+
<p>It triggers an Async <a data-xref="{title}" href="../../../The_Asset_Editors/Object_Properties/Async_Events/System.htm">System</a> event of type <span class="inline2">&quot;receipt_validation&quot;</span>. If the receipt is valid, the <span class="inline2">valid</span> key in <span class="inline2">async_load</span> will be <span class="inline2">true</span>. See the example below.</p>
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<p class="note"><span data-conref="../../../assets/snippets/Tag_note.hts"> </span> The async event is automatically triggered a single time at game start.</p>
21+
<p> </p>
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<h4>Syntax:</h4>
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<p class="code"><span data-field="title" data-format="default">mac_refresh_receipt_validation</span>();</p>
24+
<p> </p>
25+
<h4>Returns:</h4>
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<p class="code"><span data-keyref="Type_Void">N/A</span></p>
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<p> </p>
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<h4>Example:</h4>
29+
<p class="code_heading">Left Pressed Event</p>
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<p class="code"> <span data-field="title" data-format="default">mac_refresh_receipt_validation</span>();</p>
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<p class="code_heading">Async - System Event</p>
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<p class="code">if (async_load[? &quot;type&quot;] != &quot;receipt_validation&quot;) exit;<br />
33+
<br />
34+
if (async_load[? &quot;valid&quot;])<br />
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{<br />
36+
    // Unlock functionality<br />
37+
    // ...<br />
38+
}<br />
39+
else<br />
40+
{<br />
41+
    // Show debug message and keep functionality unchanged<br />
42+
    show_debug_message(&quot;Invalid receipt - staying in demo mode&quot;);<br />
43+
}
44+
</p>
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<p>The above code shows a call to <span class="inline3_func"><span data-field="title" data-format="default">mac_refresh_receipt_validation</span></span> in a mouse Left Pressed event - on a button object, for example - and the code of the Async <a data-xref="{title}" href="../../../The_Asset_Editors/Object_Properties/Async_Events/System.htm">System</a> event. If the event type held in the <span class="inline2"><a data-xref="{title}" href="../../GML_Overview/Variables/Builtin_Global_Variables/async_load.htm">async_load</a></span> map doesn&#39;t equal <span class="inline2">&quot;receipt_validation&quot;</span>, the code is exited. If it does, code execution continues and the <span class="inline2">&quot;valid&quot;</span> key is checked in an <span class="inline2">if</span> statement. If the receipt is valid, additional functionality is unlocked. If not, a debug message is shown and no additional functionality is unlocked.</p>
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<p> </p>
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<p> </p>
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<div class="footer">
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<div class="buttons">
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<div class="clear">
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<div>Back: <a data-xref="{title}" href="In_App_Purchases.htm">In-App Purchases</a></div>
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<div>Next: <a data-xref="{title}" href="../Asynchronous_Functions/Asynchronous_Functions.htm">Asynchronous Functions</a></div>
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</div>
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</div>
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<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
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</div>
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<!-- KEYWORDS
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mac_refresh_receipt_validation
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-->
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<!-- TAGS
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mac_refresh_receipt_validation
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-->
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</body>
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</html>

Manual/contents/GameMaker_Language/GML_Reference/Maths_And_Numbers/Date_And_Time/date_date_of.htm

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<h5><span data-keyref="Copyright Notice">© Copyright <span class="notranslate">YoYo Games Ltd.</span> 2021 Todos os direitos reservados</span></h5>
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</div>
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<!-- KEYWORDS
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date_valid_datetime
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date_date_of
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-->
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<!-- TAGS
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date_valid_datetime
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date_date_of
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-->
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</body>
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</html>

Manual/contents/GameMaker_Language/GML_Reference/Variable_Functions/handle.htm

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</table>
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<p> </p>
4545
<h4>Returns:</h4>
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<p class="code"><span data-keyref="Type_Handle"><a href="../../GML_Overview/Data_Types.htm" target="_blank">Handle</a></span> (or <span data-keyref="Type_Undefined"><a href="../../GML_Overview/Data_Types.htm" target="_blank">undefined</a></span> in case of an invalid handle type or an invalid string)</p>
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<p class="code"><span data-keyref="Type_Handle"><a href="../../GML_Overview/Data_Types.htm" target="_blank">Handle</a></span> (or <span data-keyref="Type_Undefined"><a href="../../GML_Overview/Data_Types.htm" target="_blank">undefined</a></span> in case of an invalid handle type or an incorrectly formatted string)</p>
4747
<p> </p>
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<h4>Example:</h4>
4949
<p class="code">sprite = spr_player;<br />

Manual/contents/assets/snippets/Handle_Invalid.hts

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<link rel="stylesheet" type="text/css" href="../css/default.css" />
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</head>
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<body>
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<p>A handle can be invalid, in which case the index number it holds will be <span class="inline2">-1</span>, or <span class="inline2">-4</span> (<span class="inline2"><a data-xref="{title}" href="../../GameMaker_Language/GML_Overview/Instance Keywords/noone.htm">noone</a></span>) for instance handles. All handles can be compared against their &quot;invalid&quot; value to check whether they&#39;re valid or not (i.e. <span class="inline2">if (handle != -1) { // do something }</span> or <span class="inline2">if (handle != noone) { // execute this code in the instance }</span>).</p>
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<p>A handle can be invalid, in which case the index number it holds will be <span class="inline2">-1</span>, or <span class="inline2">-4</span> (<span class="inline2"><a data-xref="{title}" href="../../GameMaker_Language/GML_Overview/Instance Keywords/noone.htm">noone</a></span>) for instance handles. All handles can be compared against their &quot;invalid&quot; value to check whether they&#39;re valid or not (i.e. <span class="inline2">if (handle != -1) { // do something }</span> or <span class="inline2">if (handle != noone) { // do something }</span>).</p>
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</body>
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</html>

Manual/contents/assets/snippets/Table_Buffer_Type_Constant.hts

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</colgroup>
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<tbody>
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<tr>
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<th colspan="2"><span data-keyref="Type_Constant_Buffer_Type"><a href="../../../GameMaker_Language/GML_Reference/Buffers/buffer_create.htm" target="_blank">Buffer Type Constant</a></span></th>
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<th colspan="2"><span data-keyref="Type_Constant_Buffer_Type"><a href="../../GameMaker_Language/GML_Reference/Buffers/buffer_create.htm" target="_blank">Buffer Type Constant</a></span></th>
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</tr>
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<tr>
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<th>Constant</th>
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<th>Description</th>
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</tr>
2525
<tr>
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<td><span class="inline">buffer_fixed</span></td>
27-
<td>A buffer of fixed size.</td>
27+
<td>A buffer of a fixed size in bytes. The size is set when the buffer is created and cannot be changed again.</td>
2828
</tr>
2929
<tr>
3030
<td><span class="inline">buffer_grow</span></td>
31-
<td>A buffer that will &quot;grow&quot; dynamically as data is added</td>
31+
<td>A buffer that will <i>grow</i> dynamically as data is added. You create it with an initial size (which should be an approximation of the size of the data expected to be stored), and then it will expand to accept further data that overflows this initial size.</td>
3232
</tr>
3333
<tr>
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<td><span class="inline">buffer_wrap</span></td>
3535
<td>A buffer where the data will &quot;wrap&quot;. When the data being added reaches the limit of the buffer size, the overwrite will be placed back at the start of the buffer, and further writing will continue from that point.</td>
3636
</tr>
3737
<tr>
3838
<td><span class="inline">buffer_fast</span></td>
39-
<td>A special &quot;stripped&quot; buffer that is extremely fast to read/write to. Can only be used with <span class="inline">buffer_u8</span> <a href="../../GameMaker_Language/GML_Reference/Buffers/buffer_write.htm">data types</a>, and <i>must</i> be 1 byte aligned.</td>
39+
<td>A special &quot;stripped&quot; buffer that is extremely fast to read/write to. Can only be used with <span class="inline">buffer_u8</span> <a href="../../GameMaker_Language/GML_Reference/Buffers/buffer_write.htm">data types</a>, and <i>must</i> be 1 byte aligned.</td>
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</tr>
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</tbody>
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</table>

Manual/toc/Default.toc

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<page href="../contents/GameMaker_Language/GML_Reference/Physics/physics_mass_properties.htm" format="html" processing-role="normal"></page>
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<page href="../contents/GameMaker_Language/GML_Reference/Physics/physics_debug.htm" format="html" processing-role="normal"></page>
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</book>
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<page href="../contents/GameMaker_Language/GML_Reference/In_App_Purchases/In_App_Purchases.htm" format="html" processing-role="normal"></page>
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<book href="../contents/GameMaker_Language/GML_Reference/In_App_Purchases/In_App_Purchases.htm" format="html" processing-role="normal">
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