Merge pull request #3976 from deathbeam/add-callback-docs
Update documentation for Callbacks interface
This commit is contained in:
@@ -36,49 +36,131 @@ import net.runelite.api.MainBufferProvider;
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public interface Callbacks
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public interface Callbacks
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{
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{
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/**
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/**
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* Post an event. See the events in net.runelite.api.events
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* Post an event. See the events in net.runelite.api.events.
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* @param event
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*
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* @param event the event
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*/
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*/
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void post(Object event);
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void post(Object event);
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/**
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/**
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* Post a deferred event, which gets delayed until the next cycle
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* Post a deferred event, which gets delayed until the next cycle.
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* @param event
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*
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* @param event the event
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*/
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*/
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void postDeferred(Object event);
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void postDeferred(Object event);
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/**
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/**
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* Called each client cycle
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* Called each client cycle.
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*/
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*/
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void clientMainLoop();
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void clientMainLoop();
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/**
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* Called after receiving update NPCs packet from server.
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*/
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void updateNpcs();
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void updateNpcs();
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/**
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* Called after region is drawn.
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*/
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void drawRegion();
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void drawRegion();
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/**
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* Called after logic that is drawing 2D objects is processed.
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*/
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void drawAboveOverheads();
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void drawAboveOverheads();
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/**
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* Client top-most draw method, rendering over top of most of game interfaces.
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*
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* @param mainBufferProvider the main buffer provider
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* @param graphics the graphics
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* @param x the x
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* @param y the y
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*/
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void draw(MainBufferProvider mainBufferProvider, Graphics graphics, int x, int y);
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void draw(MainBufferProvider mainBufferProvider, Graphics graphics, int x, int y);
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/**
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* Mouse pressed event. If this event will be consumed it will not be propagated further to client.
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*
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* @param mouseEvent the mouse event
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* @return the mouse event
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*/
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MouseEvent mousePressed(MouseEvent mouseEvent);
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MouseEvent mousePressed(MouseEvent mouseEvent);
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/**
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* Mouse released event. If this event will be consumed it will not be propagated further to client.
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*
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* @param mouseEvent the mouse event
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* @return the mouse event
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*/
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MouseEvent mouseReleased(MouseEvent mouseEvent);
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MouseEvent mouseReleased(MouseEvent mouseEvent);
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/**
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* Mouse clicked event. If this event will be consumed it will not be propagated further to client.
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*
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* @param mouseEvent the mouse event
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* @return the mouse event
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*/
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MouseEvent mouseClicked(MouseEvent mouseEvent);
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MouseEvent mouseClicked(MouseEvent mouseEvent);
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/**
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* Mouse entered event. If this event will be consumed it will not be propagated further to client.
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*
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* @param mouseEvent the mouse event
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* @return the mouse event
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*/
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MouseEvent mouseEntered(MouseEvent mouseEvent);
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MouseEvent mouseEntered(MouseEvent mouseEvent);
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/**
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* Mouse exited event. If this event will be consumed it will not be propagated further to client.
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*
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* @param mouseEvent the mouse event
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* @return the mouse event
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*/
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MouseEvent mouseExited(MouseEvent mouseEvent);
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MouseEvent mouseExited(MouseEvent mouseEvent);
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/**
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* Mouse dragged event. If this event will be consumed it will not be propagated further to client.
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*
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* @param mouseEvent the mouse event
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* @return the mouse event
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*/
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MouseEvent mouseDragged(MouseEvent mouseEvent);
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MouseEvent mouseDragged(MouseEvent mouseEvent);
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/**
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* Mouse moved event. If this event will be consumed it will not be propagated further to client.
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*
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* @param mouseEvent the mouse event
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* @return the mouse event
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*/
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MouseEvent mouseMoved(MouseEvent mouseEvent);
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MouseEvent mouseMoved(MouseEvent mouseEvent);
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/**
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* Mouse wheel moved event. If this event will be consumed it will not be propagated further to client.
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*
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* @param event the event
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* @return the mouse wheel event
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*/
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MouseWheelEvent mouseWheelMoved(MouseWheelEvent event);
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MouseWheelEvent mouseWheelMoved(MouseWheelEvent event);
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/**
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* Key pressed event.
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*
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* @param keyEvent the key event
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*/
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void keyPressed(KeyEvent keyEvent);
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void keyPressed(KeyEvent keyEvent);
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/**
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* Key released event.
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*
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* @param keyEvent the key event
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*/
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void keyReleased(KeyEvent keyEvent);
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void keyReleased(KeyEvent keyEvent);
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/**
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* Key typed event.
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*
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* @param keyEvent the key event
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*/
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void keyTyped(KeyEvent keyEvent);
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void keyTyped(KeyEvent keyEvent);
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}
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}
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