JeremyStarTM
83ea84b9ab
This commit added: - A website and documentation (two in one) containing a install guide and code references - Character counting script (count_characters.sh) - Godot development project support (making a temporary godot project) - Makefile
59 lines
2.1 KiB
Markdown
59 lines
2.1 KiB
Markdown
---
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hide:
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- navigation
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---
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# CORE Holder (core)
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The **CORE Holder** is responsible for... well holding the components.
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## Constants
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### version
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- type `string`
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- description `The CORE version.`
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- format `<TYPE> <BUILD>` (`<TYPE>` can be either `release`, `prerelease` or `source`. `<BUILD>` is the latest version number)
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## Methods
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### welcome()
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- returns `void`
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- description `Prints a welcome message and the CORE version.`
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## Internal Variables
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Do not touch or you will cause breakage.
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### locked
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- type `bool`
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- default value `false`
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- description `If true, attach() will reject new components.`
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### readycount
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- type `int`
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- default value `0`
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- description `How many components have been fully initialized.`
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### readylized
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- type `bool`
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- default value `false`
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- description `If all components have been fully initialized. Is set to true if readycount is equal to the number of components.`
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## Internal functions
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Do not call or you will cause breakage.
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### attach()
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- returns `void`
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- description `Attaches a component to the CORE holder`
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- argument `type`
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- type `String`
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- mandatory `yes`
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- description `The component type. Can be "config", "wmgr", "smgr", "resmgr", "events" or "splash".`
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- argument `component`
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- type `none (intended types are "PackedScene" or "Script")`
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- mandatory `yes`
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- description `The component attach() should add to the SceneTree.`
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- argument `do_setup`
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- type `bool`
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- mandatory `no, default value is true`
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- description `If true, creates a new Control and sets the component as a script. Used for Scripts like "smgr.gd" but not for PackedScene's like "splash.tscn".`
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### lock()
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- returns `void`
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- description `Sets the "locked" variable to true.`
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### setready()
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- returns `void`
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- description `Increases "readycount" variable by 1 and checks if "readycount" is equal to the number of components.`
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# Trivia
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- The variable [readylized](#readylized) was named like that because a signal called `ready` already exists in `Node` and can therefore not be used as a name. [JeremyStar™](https://git.staropensource.de/JeremyStarTM) then simply appended `lized` from `initialized` to `ready` and `readylized` was born.
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