improve docs rendering
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# Gamelib
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## Contents
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<table-of-contents></table-of-contents>
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## Models
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@ -78,7 +76,7 @@ The name used for `deltaT` can be anything, it functions as any other function p
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For example:
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```
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```js
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loopFunction is called at 12:00.24 - deltaT is 0
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loopFunction is called at 12:00.75 - deltaT is .51
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loopFunction is called at 12:01.52 - deltaT is .77
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@ -1,259 +1,7 @@
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# Gamelib
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## Contents
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<table-of-contents></table-of-contents>
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## Models
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### `Color`
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A type of string.
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Represents HTML colors. This includes
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[named colors](https://developer.mozilla.org/en-US/docs/Web/CSS/named-color) such as `blue`, `red`,
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`blanchedalmond`, `lavenderblush`, and rgb/hex when used with proper format. You can use
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[`lib.rgb(r,g,b)`](#Lib-rgb) to generate a properly formatted rgb color code.
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Example:
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```ts
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lib.drawRect(0, 0, 100, 100, "blue");
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lib.drawRect(100, 0, 100, 100, lib.rgb(192, 127, 172));
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```
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### `Key`
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A type of string.
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Represents JavaScript's
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[`KeyboardEvent.key`](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key) property.
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Example:
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```
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"Enter": Enter was pressed.
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"b": Lowercase 'b' was pressed.
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"B": Uppercase 'B' was pressed (i.e. Shift + B)
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" ": Spacebar was pressed.
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```
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/* todo: include a little html tool that listens to key events when focused and outputs what key was
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pressed */
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### `KeyEventFunc`
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A function with no parameters that is called whenever the appropriate [`Key`](#Models-Key) is
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pressed / released.
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Works both as a named and anonymous function.
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Example:
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```ts
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let playerX = 0;
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// anonymous function
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lib.onPress("a", function () {
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playerX -= 20;
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});
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// named function
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function dWasPressed() {
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playerX += 20;
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}
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// note the lack of () after dWasPressed - we are not calling the function, we are referring to it as a variable
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lib.onPress("a", dWasPressed);
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```
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### `LoopFunc`
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A function with a single parameters (`deltaT`) that is called whenever a game tick should run -
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usually about 1/60 times a second.
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The `deltaT` parameter describes the time difference between the last tick and now, in seconds.
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The name used for `deltaT` can be anything, it functions as any other function parameter. I.e.
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`loopFunction(timeSinceLastCall)`, `loopFunction(fooBar)`, etc.
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For example:
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```
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loopFunction is called at 12:00.24 - deltaT is 0
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loopFunction is called at 12:00.75 - deltaT is .51
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loopFunction is called at 12:01.52 - deltaT is .77
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```
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Works both as a named and anonymous function.
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Example:
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```ts
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let playerX = 0;
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// anonymous function
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lib.startGameLoop(function (deltaT) {
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playerX += 20 * deltaT;
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});
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// named function
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function loopFunction(deltaTime) {
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playerX += 20 * deltaTime;
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}
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// note the lack of () after loopFunction - we are not calling the function, we are using it as a variable
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lib.startGameFunction(loopFunction);
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```
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## Lib
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### `println`
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`lib.println(msg: string) -> void`
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Print a message the debug console.
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Example:
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```ts
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lib.println("Hello world!");
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lib.println("It is a thursday.");
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```
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```ini
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[console]
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Hello world!
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It is a thursday.
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```
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### `startGameLoop`
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`lib.startGameLoop(loopFunction: LoopFunc) -> void`
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Registers a gameloop function, that is called on every tick.
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See also: [`Models.LoopFunc`](#Models-LoopFunc)
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### `isPressed`
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`lib.isPressed(key: Key) -> bool`
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Returns whether or not `key` is currently pressed.
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See also: [`Models.Key`](#Models-Key)
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Example:
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```ts
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let playerX = 0;
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lib.startGameLoop(function (deltaT) {
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if (lib.isPressed("a")) {
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playerX -= 20 * deltaT;
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}
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if (lib.isPressed("d")) {
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playerX -= 20 * deltaT;
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}
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});
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```
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### `onPress`
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`lib.onPress(key: Key, handlerFunction: KeyEventFunc) -> void`
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Calls `handlerFunction` whenever `key` is pressed.
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See also: [`Models.Key`](#Models-Key), [`Models.KeyEventFunc`](#Models-KeyEventFunc)
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Example:
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```ts
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let isJumping = false;
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lib.onPress(" ", function () {
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isJumping = true;
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});
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lib.onRelease(" ", function () {
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isJumping = false;
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});
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```
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### `onRelease`
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`lib.onRelease(key: Key, handlerFunction: KeyEventFunc) -> void`
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The opposite of [`lib.onPress`](#Lib-onPress)
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### `rgb`
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`lib.rgb(red: number, green: number, blue: number) -> Color`
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Generates a correctly formatted [`Color`](#Models-Color) value based on `red`, `green` and `blue`
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See also: [`Models.Color`](#Models-Color)
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Example:
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```ts
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lib.drawRect(100, 0, 100, 100, lib.rgb(192, 127, 172));
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```
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### `clear`
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`lib.clear(color: Color) -> void`
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Paints the entire screen `color`.
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See also: [`Models.Color`](#Models-Color)
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Example:
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```ts
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function drawClouds() {
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/* some lib.drawRect(..) or lib.drawSprite(..) */
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}
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lib.startGameLoop(function () {
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lib.clear("blue");
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drawClouds();
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});
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```
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### `drawSprite`
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`lib.drawSprite(x: number, y: number, width: number, height: number, name: string) -> void`
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Draws a sprite imported in the sprite editor.
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/* todo: link to sprite editor docs */
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Example:
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```ts
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lib.startGameLoop(function () {
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lib.clear("blue");
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lib.drawSprite(20, 30, 20, 10, "cloud.png");
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});
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```
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### `drawRect`
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`lib.drawRect(x: number, y: number, width: number, height: number, color: Color) -> void`
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Fills a rect with [`Color`](#Models-Color).
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See also: [`Models.Color`](#Models-Color)
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Example:
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```ts
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function drawCloud(x, y) {
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lib.drawRect(x, y, 20, 10, "white");
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}
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lib.startGameLoop(function () {
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lib.clear("blue");
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drawCloud(20, 30);
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drawCloud(50, 35);
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});
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```
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## What is this?
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Example of having two .md files in the same directory
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@ -1,5 +1,7 @@
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# Docs
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<table-of-contents></table-of-contents>
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## Gamelib
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[Link to Gamelib docs](gamelib)
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24
docs/static/headers.js
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docs/static/headers.js
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const ancestors = [];
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for (const header of headers) {
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if (header.textContent === "Contents") {
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continue;
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}
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const depth = parseInt(header.tagName.slice(1)) - 1;
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while (ancestors.length >= depth) {
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ancestors.pop();
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ancestors.push(ul);
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}
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root.replaceChildren(list);
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const title = document.createElement("h2");
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title.textContent = "Table of contents";
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root.replaceChildren(title, list);
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}
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function groupHeadersInDiv(headerTag) {
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const firstElement = document.querySelector(headerTag);
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if (firstElement === null) {
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function groupHeadersInDiv(headerTag, index = 0) {
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const elements = document.querySelectorAll(headerTag);
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const firstElement = elements[index];
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if (!firstElement) {
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return;
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}
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let container = document.createElement("div");
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console.log(firstElement);
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firstElement.replaceWith(container);
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container.append(firstElement);
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if (sib.nodeName === headerTag.toUpperCase()) {
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container = document.createElement("div");
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sib.replaceWith(container);
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index++;
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}
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container.append(sib);
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}
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if (index < elements.length) {
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groupHeadersInDiv(headerTag, index + 1);
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}
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}
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function slugify(elements) {
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attachIdToHeaders();
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renderTableOfContents();
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groupHeadersInDiv("h2");
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for (let i = 2; i <= 6; ++i) {
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groupHeadersInDiv(`h${i}`);
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}
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docs/static/style.css
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padding: 1rem;
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max-width: 1000px;
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margin: 0 auto;
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line-height: 1.5;
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}
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h1 {
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font-size: 2.5rem;
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}
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h2 {
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font-size: 2rem;
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}
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h3 {
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font-size: 1rem;
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}
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h4 {
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font-size: 0.5rem;
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h1, h2, h3, h4, h5, h6 {
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line-height: 1;
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code {
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font-size: inherit;
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}
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}
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a {
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isolation: isolate;
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position: relative;
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max-width: max-content;
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background: var(--clr-bg-1);
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border-radius: 0 0.5rem 0.5rem 0;
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padding: 0.5em;
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&::before {
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content: "";
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position: absolute;
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top: -0.25em;
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bottom: -0.25em;
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right: -1em;
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left: -10rem;
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width: 3em;
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top: 0;
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bottom: 0;
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left: -3em;
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z-index: -1;
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border-radius: 0.5rem;
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background: linear-gradient(to left, var(--clr-bg-1) 75%, transparent);
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background: linear-gradient(to left, var(--clr-bg-1), transparent);
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border-radius: 0.5rem 0 0 0.5rem;
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}
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}
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@ -87,8 +84,32 @@ h2 {
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z-index: 10;
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}
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table-of-contents > ul {
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list-style: none;
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padding-left: 0;
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font-size: 1.25rem;
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table-of-contents h2 {
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position: initial;
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}
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table-of-contents {
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background: var(--clr-bg-1);
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border-radius: 0.5rem;
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padding: 1.5rem;
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display: block;
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max-width: max-content;
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}
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table-of-contents ul:first-of-type {
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font-size: 1.1em;
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padding-left: 1.5rem;
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margin: 0;
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}
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table-of-contents li: {
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margin-bottom: 0.25em;
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}
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table-of-contents h2 {
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padding-inline: 0;
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margin: 0;
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&::before {
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all: initial;
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}
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}
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