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component:signals [2017/11/13 01:16]
jv110 Drop signal changed in 1.7.0
component:signals [2017/12/19 01:18]
payonel
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 Signals are messages sent to a computer from some external source and can be used for many purposes. They always have at least a name, and may have any number of (simple) parameters. Note that computers may also queue signals on themselves. Signals are messages sent to a computer from some external source and can be used for many purposes. They always have at least a name, and may have any number of (simple) parameters. Note that computers may also queue signals on themselves.
  
-Signals can be consumed using [[api:​computer|computer.pullSignal()]] or its preferred ​wrapper, [[api:​event|event.pull()]]. The latter is preferred because unwanted signals and the requested signal itself are also distributed as events, which is used by a couple of system functions, such as primary component tracking.+Signals can be consumed using [[api:​computer|computer.pullSignal()]] or its convenience ​wrapper, [[api:​event|event.pull()]].
  
 The following lists all signals triggered by components and the built-in libraries. They are listed in the following format: `name(arg: type, ...)`, meaning you would pull them like `local name, arg, ... = event.pull()`. For example, to pull a modem message: The following lists all signals triggered by components and the built-in libraries. They are listed in the following format: `name(arg: type, ...)`, meaning you would pull them like `local name, arg, ... = event.pull()`. For example, to pull a modem message:
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 - `screen_resized(screenAddress:​ string, newWidth: number, newHeight: number)`  ​ - `screen_resized(screenAddress:​ string, newWidth: number, newHeight: number)`  ​
-  This signal is queued by [[block:​screen|screen]] when their resolution changes, for example because it is manually set via the [[component:​gpu|GPU]]. The address is the address of the screen ​the queued the signal.+  This signal is queued by [[block:​screen|screens]] when their resolution changes, for example because it was manually set via [[component:​gpu|GPU]]. The address is the address of the screen ​that queued the signal.
 - `touch(screenAddress:​ string, x: number, y: number, button: number, playerName: string)`  ​ - `touch(screenAddress:​ string, x: number, y: number, button: number, playerName: string)`  ​
-  This signal is queued by screens of tier two and tier three when they are clicked. This includes left clicks in the GUI (i.e. when a keyboard is attached) or when right-clicking/​activating them in the world directly (i.e. when no keyboard is attached). The address is the address of the screen the queued the signal. The x and y coordinates are in "​letters"​ (meaning they map directly to `term.setCursor` or `gpu.set`, for example). The player name is the user name of the player that triggered the event.  ​+  This signal is queued by screens of tier two and tier three when they are clicked. This includes left clicks in the GUI (i.e. when a keyboard is attached) or when right-clicking/​activating them in the world directly (i.e. when no keyboard is attached ​or when sneak-activating). The address is the address of the screen the queued the signal. The x and y coordinates are in "​letters"​ (meaning they map directly to `term.setCursor` or `gpu.set`, for example). The player name is the user name of the player that triggered the event.  ​
   Note on the player name: I'll probably add an option to disable this argument in the future, for those who think it's too... unrealistic. It's just quite handy for multi-user programs, so I left it in for now.  ​   Note on the player name: I'll probably add an option to disable this argument in the future, for those who think it's too... unrealistic. It's just quite handy for multi-user programs, so I left it in for now.  ​
   //​Important//:​ this signal is *checked*, i.e. it is only queued on a computer if the player that caused it is [[:​computer_users|registered as a user]] on the computer (or there are no users registered on the computer).   //​Important//:​ this signal is *checked*, i.e. it is only queued on a computer if the player that caused it is [[:​computer_users|registered as a user]] on the computer (or there are no users registered on the computer).