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Added button docs link
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britzl committed Feb 3, 2018
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1 change: 1 addition & 0 deletions README.md
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Expand Up @@ -4,6 +4,7 @@ Defold-Input contains a number of different Lua modules and scripts to simplify
* [Mapper](in/mapper.md)
* [Cursor](in/cursor.md)
* [State](in/state.md)
* [Button](in/button.md)

# Gooey
For a complete and easily skinnable UI system that supports buttons, checkboxes, input fields and lists please take a look at [Gooey](https://github.com/britzl/gooey).
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4 changes: 2 additions & 2 deletions in/gesture.md
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Expand Up @@ -18,7 +18,7 @@ Attach the ```gesture.script``` to the game object that should detect gestures.
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Configuration of the Gesture module when using the ```gesture.script``` is done via the exposed script properties. Select the script when it's attached to a game object and modify the settings from the Properties panel of the editor. See [Configuration](#Configuration) below.
Configuration of the Gesture module when using the ```gesture.script``` is done via the exposed script properties. Select the script when it's attached to a game object and modify the settings from the Properties panel of the editor. See [Configuration](#configuration).

# Using gesture.lua
Using the gesture module directly gives you full control but requires a couple of lines of code to get started with:
Expand Down Expand Up @@ -65,7 +65,7 @@ It's possible to create multiple gesture detectors where each instance has uniqu
end
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Configuration is done via the ```gesture.SETTINGS.*``` table or via a settings table passed into ```gesture.create(settings)```. In both cases the accepted configuration values can be seen in the [Configuration section](#Configuration).
Configuration is done via the ```gesture.SETTINGS.*``` table or via a settings table passed into ```gesture.create(settings)```. In both cases the accepted configuration values can be seen in the [Configuration section](#configuration).

# Configuration
The Gesture module has the following configuration options:
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