typegraph/objects/scene/PreviewPane.object.gmx

292 lines
8.1 KiB
Plaintext
Raw Permalink Normal View History

<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>placeholderPane</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>2</depth>
<persistent>0</persistent>
<parentName>SceneNode</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>604</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>0</useapplyto>
<exetype>1</exetype>
<functionname>action_inherited</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
</action>
<action>
<libid>1</libid>
<id>611</id>
<kind>6</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>width</string>
</argument>
<argument>
<kind>0</kind>
<string>sprite_width</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>611</id>
<kind>6</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>height</string>
</argument>
<argument>
<kind>0</kind>
<string>sprite_height</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>611</id>
<kind>6</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>halign</string>
</argument>
<argument>
<kind>0</kind>
<string>fa_center</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>601</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_execute_script</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>9</kind>
<script>setPadding</script>
</argument>
<argument>
<kind>0</kind>
<string>20</string>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
<argument>
<kind>0</kind>
<string>20</string>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
<argument>
<kind>0</kind>
<string></string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<action>
<libid>1</libid>
<id>604</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>0</useapplyto>
<exetype>1</exetype>
<functionname>action_inherited</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Layout blocks from top to bottom
var yoff = 0;
var lastMargin = 0;
var newWidth = 0;
for (var i = 0; i &lt; ds_list_size(self.children); i++)
with (self.children[|i]) {
self.xoffset = other.width/2;
self.yoffset = yoff+max(self.marginTop, lastMargin);
newWidth = max(self.width, newWidth);
yoff = self.yoffset+self.height;
lastMargin = self.marginBottom;
}
/*self.width = max(newWidth, 20);
self.height = max(yoff+lastMargin, 60);
*/
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>542</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_sprite_transform</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>width/sprite_get_width(sprite_index)</string>
</argument>
<argument>
<kind>0</kind>
<string>height/sprite_get_height(sprite_index)</string>
</argument>
<argument>
<kind>0</kind>
<string>0</string>
</argument>
<argument>
<kind>4</kind>
<string>0</string>
</argument>
</arguments>
</action>
</event>
2017-09-14 15:44:07 +00:00
<event eventtype="7" enumb="4">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Call User 2 on TypeParser
with (TypeParser)
event_user(2);
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Create preview blocks for all templates
with (BlockTemplate) {
var preview = blockFromTemplate(id);
addChild(other.id, preview);
}
layout(id);
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>