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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-12-15 20:50:29 +00:00
Commit Graph

12 Commits

Author SHA1 Message Date
Possseidon
e2ce52fe81
Fix table with mouse button codes.
Codes for right and middle mouse buttons were swapped.
2022-01-19 17:39:19 +01:00
Jonathan Coates
a9519f68a1
Clarify term_resize event
Closes #1000, fixes #999.

Co-authored-by: Wojbie <Wojbie@gmail.com>
2021-12-31 18:16:36 +00:00
Jonathan Coates
afd82fbf1f
Add speaker support to the documentation website
Happy to pick a different piece of audio, but this seemed like a fun one
to me.
2021-12-21 22:20:57 +00:00
Jonathan Coates
932b77d7ee
Rewrite several doc introductions
Mostly focussing on rednet and modem here. Not sure if I made them any
better, we'll see!
2021-12-21 00:27:07 +00:00
Jonathan Coates
b048b6666d
Add arbitrary audio support to speakers (#982)
Speakers can now play arbitrary PCM audio, sampled at 48kHz and with a
resolution of 8 bits. Programs can build up buffers of audio locally,
play it using `speaker.playAudio`, where it is encoded to DFPWM, sent
across the network, decoded, and played on the client.

`speaker.playAudio` may return false when a chunk of audio has been
submitted but not yet sent to the client. In this case, the program
should wait for a speaker_audio_empty event and try again, repeating
until it works.

While the API is a little odd, this gives us fantastic flexibility (we
can play arbitrary streams of audio) while still being resilient in the
presence of server lag (either TPS or on the computer thread).

Some other notes:
 - There is a significant buffer on both the client and server, which
   means that sound take several seconds to finish after playing has
   started. One can force it to be stopped playing with the new
  `speaker.stop` call.

 - This also adds a `cc.audio.dfpwm` module, which allows encoding and
   decoding DFPWM1a audio files.

 - I spent so long writing the documentation for this. Who knows if it'll
   be helpful!
2021-12-13 22:56:59 +00:00
Jonathan Coates
53811f8169
Allow peripherals to have multiple types (#963)
Peripherals can now have multiple types:
 - A single primary type. This is the same as the current idea of a
   type - some identifier which (mostly) uniquely identifies this kind
   of peripheral. For instance, "speaker" or "minecraft:chest".

 - 0 or more "additional" types. These are more like traits, and
   describe what other behaviour the peripheral has - is it an
   inventory? Does it supply additional peripherals (like a wired
   modem)?.

This is mostly intended for the generic peripheral system, but it might
prove useful elsewhere too - we'll have to see!

 - peripheral.getType (and modem.getTypeRemote) now returns 1 or more
   values, rather than exactly one.
 - Add a new peripheral.hasType (and modem.hasTypeRemote) function which
   determines if a peripheral has the given type (primary or
   additional).
 - Change peripheral.find and all internal peripheral methods to use
   peripheral.hasType instead.
 - Update the peripherals program to show all types

This effectively allows you to do things like
`peripheral.find("inventory")` to find all inventories.

This also rewrites the introduction to the peripheral API, hopefully
making it a little more useful.
2021-11-29 17:37:30 +00:00
JackMacWindows
6c6b2c2ff3
Added binary flag to websocket_message docs 2021-09-23 15:20:19 -04:00
Jonathan Coates
eb2d617ed8 Add a pre commit hook to lint code
This uses pre-commit [1] to check patches are well formed and run
several linters on them. We currently do some boring things (check files
are syntactically valid) as well as some project-specific ones:
 - Run illuaminate on the Lua files
 - Run checkstyle on Java

[1]: https://pre-commit.com/
2021-04-28 21:24:27 +01:00
Jonathan Coates
1316d6a3c9 Migrate all examples to use tweaked.cc
Might as well, I've got the server capacity to spare. Hopefully.
2021-01-23 14:58:08 +00:00
JackMacWindows
a934e42219
Finish the rest of the event documentation (#683) 2021-01-19 09:20:52 +00:00
Jonathan Coates
e1e7ef59c6 Measure code coverage from in-game tests
More importantly, `./gradlew check' actually runs the in-game tests,
which makes the CI steps look a little more sensible again.

Somewhat depressing that one of the longest files (15th) in CC:T is the
build script.
2021-01-15 09:54:38 +00:00
SquidDev
9ae0f4a993 Add some initial documentation for events
Credit to @BradyFromDiscord for writing these. See #640 and #565.

Co-authored-by: Brady <bradyakent@gmail.com
2021-01-14 18:37:20 +00:00