gm-docs-parser 1.0.0

A collection of typings for GameMaker Studio 2 manual pages
Documentation
<?xml version="1.0" encoding="utf-8" ?>

<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml"><head>

  <script type="text/javascript" language="JavaScript">
    //<![CDATA[
    function reDo() {
      if (innerWidth != origWidth || innerHeight != origHeight)
        location.reload();
    }
    if ((parseInt(navigator.appVersion) == 4) && (navigator.appName == "Netscape")) {
      origWidth = innerWidth;
      origHeight = innerHeight;
      onresize = reDo;
    }
    onerror = null;
  //]]>
  </script>
  <style type="text/css">/*<![CDATA[*/

    < !-- div.WebHelpPopupMenu {
      position: absolute;
      left: 0px;
      top: 0px;
      z-index: 4;
      visibility: hidden;
    }

    p.WebHelpNavBar {
      text-align: right;
    }

    -->
  
/*]]>*/</style>

  <script type="text/javascript">//<![CDATA[

    gRootRelPath = "../../..";
    gCommonRootRelPath = "../../..";
    gTopicId = "9.2.17.0_12";
  
//]]></script>

  <script type="text/javascript" src="../../../template/scripts/rh.min.js"></script>
  <script type="text/javascript" src="../../../template/scripts/common.min.js"></script>
  <script type="text/javascript" src="../../../template/scripts/topic.min.js"></script>
  <script type="text/javascript" src="../../../template/scripts/topicwidgets.min.js"></script>
<script type="text/javascript" src="../../../whxdata/projectsettings.js"></script>
  <link rel="stylesheet" type="text/css" href="../../../template/styles/topic.min.css"/>
  <link rel="stylesheet" type="text/css" href="../../../template/Charcoal_Grey/topicheader.css"/>
  <meta name="topic-status" content="Draft"/>

  <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
  <title>buffer_poke</title>
  <meta name="generator" content="Adobe RoboHelp 2019"/>
  <link rel="stylesheet" href="../../../assets/css/default.css" type="text/css"/>
  <meta name="rh-authors" content="Mark Alexander"/>
  <meta name="topic-comment" content="Reference page for buffer_poke"/>
  <meta name="rh-index-keywords" content="buffer_poke,buffer_u8,buffer_s8,buffer_u16,buffer_s16,buffer_u32,buffer_s32,buffer_u64,buffer_f16,buffer_f32,buffer_f64,buffer_bool,buffer_string,buffer_text"/>
  <meta name="search-keywords" content="buffer_poke"/>
</head>

<body>
  <div class="topic-header rh-hide" id="rh-topic-header" onclick="rh._.goToFullLayout()">
    <div class="logo">
    </div>
    <div class="nav">
      <div class="title" title="buffer_poke">
        <span>buffer_poke</span>
      </div>
      <div class="gotohome" title="Click here to see this page in full context">
        <span>Click here to see this page in full context</span>
      </div>
    </div>
  </div>
  <div class="topic-header-shadow rh-hide" id="rh-topic-header-shadow"></div>



  <!--<div class="body-scroll" style="top: 150px;">-->
  <h1>buffer_poke</h1>
  <p>With the <a href="buffer_write.htm"><tt>buffer_write()</tt></a> function, you can write data to the given buffer at the current &quot;seek&quot; position, with each piece of data advancing this position by the bytes being written or read. However, it
    may be necessary for you to change a given piece of data without wanting to change the current seek position, and that&#39;s when you would use this function. You simply supply the function with a buffer index, and then the offset position from the
    buffer start (in bytes) within that buffer to write to, as well as the data type and the value to be written.</p>
  <p> </p>
  <h4>Syntax:</h4>
  <p class="code">buffer_poke(buffer, offset, type, value);</p>
  <table>
    <tbody>
      <tr>
        <th>Argument</th>
        <th>Description</th>
      </tr>
      <tr>
        <td>buffer</td>
        <td>The index of the buffer to use.</td>
      </tr>
      <tr>
        <td>offset</td>
        <td>The offset position (in bytes) within the buffer to write the given data to.</td>
      </tr>
      <tr>
        <td>type</td>
        <td>The type of data that is to be written to the buffer (see the list of constants <a href="buffer_write.htm">here</a>).</td>
      </tr>
      <tr>
        <td>value</td>
        <td>The data to add to the buffer, in accordance with the type specified.</td>
      </tr>
    </tbody>
  </table>
  <p> </p>
  <h4>Returns:</h4>
  <p class="code">N/A</p>
  <p> </p>
  <h4>Example:</h4>
  <p class="code">buffer_poke(buff, 3, buffer_u8, colour_get_blue(image_blend));</p>
  <p>The above code will add the blue component value of the colour used for the image blend into the buffer indexed in the variable &quot;buff&quot;, at the third position in the buffer and as an unsigned 8bit value.</p>
  <p> </p>
  <p> </p>
  <p> </p>
  <div class="footer">
    <div class="buttons">
      <div class="clear">
        <div style="float:left">Back: <a href="Buffers.htm">Buffers</a></div>
        <div style="float:right">Next: <a href="buffer_save.htm">buffer_save</a></div>
      </div>
    </div>
    <h5>© Copyright YoYo Games Ltd. 2020 All Rights Reserved</h5>
  </div>
  <!-- KEYWORDS
buffer_poke
-->
  <!-- TAGS
buffer_poke
-->

</body></html>