From 578d009fff77db6590c1bfc2fa9b2b15d2001fbb Mon Sep 17 00:00:00 2001 From: Nicolas Date: Wed, 28 Nov 2018 18:26:54 -0300 Subject: [PATCH] A lot of lua docs. A lot of it is taken from https://etternagame.github.io/Lua-For-Etterna/API/Lua.xml --- Themes/_fallback/docs/Actor.luadoc | 2073 +++++++++++------ .../_fallback/docs/ActorFrameTexture.luadoc | 51 + Themes/_fallback/docs/ActorMultiVertex.luadoc | 306 +++ Themes/_fallback/docs/DownloadManager.luadoc | 149 ++ Themes/_fallback/docs/ScreenManager.luadoc | 101 + Themes/_fallback/docs/SongManager.luadoc | 275 +++ Themes/_fallback/docs/Sprite.luadoc | 346 ++- 7 files changed, 2492 insertions(+), 809 deletions(-) create mode 100644 Themes/_fallback/docs/ActorFrameTexture.luadoc create mode 100644 Themes/_fallback/docs/ActorMultiVertex.luadoc create mode 100644 Themes/_fallback/docs/DownloadManager.luadoc create mode 100644 Themes/_fallback/docs/ScreenManager.luadoc create mode 100644 Themes/_fallback/docs/SongManager.luadoc diff --git a/Themes/_fallback/docs/Actor.luadoc b/Themes/_fallback/docs/Actor.luadoc index a3e2e5e1df..3b28323cd8 100644 --- a/Themes/_fallback/docs/Actor.luadoc +++ b/Themes/_fallback/docs/Actor.luadoc @@ -1,705 +1,1376 @@ --- Basic Actor class -- @classmod Actor +--[[ + This adds a wrapper state around the Actor, which is like wrapping the Actor in an ActorFrame, except that you can use it on any actor, and add or remove wrapper states in response to things that happen while the screen is being used. (wrapping an Actor in an ActorFrame normally requires setting it up before the screen starts)
+ The ActorFrame that is returned is the wrapper state, for convenience.
+ An Actor can have any number of wrapper states. Use GetWrapperState to access wrapper states for the actor. + @return ActorFrame +--]] +function Actor:AddWrapperState() +end ---- Get the name of this specific actor instance --- Usually set as Def.Actor{Name = "string"} --- @treturn Actor self -function Actor:name() end - ---- Inserts a linear tween of seconds time and then a 0 seconds empty tween --- to force the future tweens to happen after seconds seconds elapse --- @number seconds --- @treturn Actor self -function Actor:sleep(seconds) end - ---- Inserts a linear tween of seconds time --- @number seconds --- @treturn Actor self -function Actor:linear(seconds) end - ---- Inserts an accelerate tween of seconds time --- @number seconds --- @treturn Actor self -function Actor:accelerate(seconds) end - ---- Inserts a decelerate tween of seconds time --- @number seconds --- @treturn Actor self -function Actor:decelerate(seconds) end - ---- Inserts a spring tween of seconds time --- @number seconds --- @treturn Actor self -function Actor:spring(seconds) end - ---- Inserts a tween of tweenType with seconds duration --- @number seconds --- @treturn Actor self -function Actor:tween(seconds, tweenType) end - ---- Immediately cancels/stops all tweens left for this actor --- @treturn Actor self -function Actor:stoptweening() end - ---- Immediately finish all tweens left for this actor --- This reaches the final state of the tweens in succession --- @treturn Actor self -function Actor:finishtweening() end - ---- --- @number factor the ratio for the new tween speedup (Or slowdown) --- @treturn Actor self -function Actor:hurrytweening(factor) end - ---- --- @treturn Actor self -function Actor:GetTweenTimeLeft() end - ---- Set this actors horizontal position --- 0 is the left edge of the screen --- @number x The new horizontal position to set --- @treturn Actor self -function Actor:x(x) end - ---- Set this actors vertical position --- 0 is the top edge of the screen --- @number y The new vertical position to set --- @treturn Actor self -function Actor:y(y) end - ---- Set this actors normal position --- @number z The new position to set --- @treturn Actor self -function Actor:z(z) end - ---- Set this actors x and y position easily in one method --- Just for convenience --- @number x The new horizontal position to set --- @number y The new vertical position to set --- @treturn Actor self -function Actor:xy(x, y) end - ---- --- @treturn Actor self -function Actor:addx() end - ---- --- @treturn Actor self -function Actor:addy() end - ---- --- @treturn Actor self -function Actor:addz() end - ---- --- @treturn Actor self -function Actor:zoom() end - ---- --- @treturn Actor self -function Actor:zoomx() end - ---- --- @treturn Actor self -function Actor:zoomy() end - ---- --- @treturn Actor self -function Actor:zoomz() end - ---- --- @treturn Actor self -function Actor:zoomto() end - ---- --- @treturn Actor self -function Actor:zoomtowidth() end - ---- --- @treturn Actor self -function Actor:zoomtoheight() end - ---- --- @treturn Actor self -function Actor:setsize() end - ---- --- @treturn Actor self -function Actor:SetWidth() end - ---- --- @treturn Actor self -function Actor:SetHeight() end - ---- --- @treturn Actor self -function Actor:basealpha() end - ---- --- @treturn Actor self -function Actor:basezoom() end - ---- --- @treturn Actor self -function Actor:basezoomx() end - ---- --- @treturn Actor self -function Actor:basezoomy() end - ---- --- @treturn Actor self -function Actor:basezoomz() end - ---- --- @treturn Actor self -function Actor:stretchto() end - ---- --- @treturn Actor self -function Actor:cropleft() end - ---- --- @treturn Actor self -function Actor:croptop() end - ---- --- @treturn Actor self -function Actor:cropright() end - ---- --- @treturn Actor self -function Actor:cropbottom() end - ---- --- @treturn Actor self -function Actor:fadeleft() end - ---- --- @treturn Actor self -function Actor:fadetop() end - ---- --- @treturn Actor self -function Actor:faderight() end - ---- --- @treturn Actor self -function Actor:fadebottom() end - ---- --- @treturn Actor self -function Actor:diffuse() end - ---- --- @treturn Actor self -function Actor:diffuseupperleft() end - ---- --- @treturn Actor self -function Actor:diffuseupperright() end - ---- --- @treturn Actor self -function Actor:diffuselowerleft() end - ---- --- @treturn Actor self -function Actor:diffuselowerright() end - ---- --- @treturn Actor self -function Actor:diffuseleftedge() end - ---- --- @treturn Actor self -function Actor:diffuserightedge() end - ---- --- @treturn Actor self -function Actor:diffusetopedge() end - ---- --- @treturn Actor self -function Actor:diffusebottomedge() end - ---- --- @treturn Actor self -function Actor:diffusealpha() end - ---- --- @treturn Actor self -function Actor:diffusecolor() end - ---- --- @treturn Actor self -function Actor:glow() end - ---- --- @treturn Actor self -function Actor:aux() end - ---- --- @treturn Actor self -function Actor:getaux() end - ---- --- @treturn Actor self -function Actor:rotationx() end - ---- --- @treturn Actor self -function Actor:rotationy() end - ---- --- @treturn Actor self -function Actor:rotationz() end - ---- --- @treturn Actor self -function Actor:addrotationx() end - ---- --- @treturn Actor self -function Actor:addrotationy() end - ---- --- @treturn Actor self -function Actor:addrotationz() end - ---- --- @treturn Actor self -function Actor:getrotation() end - ---- --- @treturn Actor self -function Actor:baserotationx() end - ---- --- @treturn Actor self -function Actor:baserotationy() end - ---- --- @treturn Actor self -function Actor:baserotationz() end - ---- --- @treturn Actor self -function Actor:skewx() end - ---- --- @treturn Actor self -function Actor:skewy() end - ---- --- @treturn Actor self -function Actor:heading() end - ---- --- @treturn Actor self -function Actor:pitch() end - ---- --- @treturn Actor self -function Actor:roll() end - ---- --- @treturn Actor self -function Actor:shadowlength() end - ---- --- @treturn Actor self -function Actor:shadowlengthx() end - ---- --- @treturn Actor self -function Actor:shadowlengthy() end - ---- --- @treturn Actor self -function Actor:shadowcolor() end - ---- --- @treturn Actor self -function Actor:horizalign() end - ---- --- @treturn Actor self -function Actor:vertalign() end - ---- --- @treturn Actor self -function Actor:halign() end - ---- --- @treturn Actor self -function Actor:valign() end - ---- --- @treturn Actor self -function Actor:diffuseblink() end - ---- --- @treturn Actor self -function Actor:diffuseshift() end - ---- --- @treturn Actor self -function Actor:diffuseramp() end - ---- --- @treturn Actor self -function Actor:glowblink() end - ---- --- @treturn Actor self -function Actor:glowshift() end - ---- --- @treturn Actor self -function Actor:glowramp() end - ---- --- @treturn Actor self -function Actor:rainbow() end - ---- --- @treturn Actor self -function Actor:wag() end - ---- --- @treturn Actor self -function Actor:bounce() end - ---- --- @treturn Actor self -function Actor:bob() end - ---- --- @treturn Actor self -function Actor:pulse() end - ---- --- @treturn Actor self -function Actor:spin() end - ---- --- @treturn Actor self -function Actor:vibrate() end - ---- --- @treturn Actor self -function Actor:stopeffect() end - ---- --- @treturn Actor self -function Actor:effectcolor1() end - ---- --- @treturn Actor self -function Actor:effectcolor2() end - ---- --- @treturn Actor self -function Actor:effectperiod() end - ---- --- @treturn Actor self -function Actor:effecttiming() end - ---- --- @treturn Actor self -function Actor:effect_hold_at_full() end - ---- --- @treturn Actor self -function Actor:effectoffset() end - ---- --- @treturn Actor self -function Actor:effectclock() end - ---- --- @treturn Actor self -function Actor:effectmagnitude() end - ---- --- @treturn Actor self -function Actor:geteffectmagnitude() end - ADD_GET_SET_METHODS(tween_uses_effect_delta); - ---- --- @treturn Actor self -function Actor:scaletocover() end - ---- --- @treturn Actor self -function Actor:scaletofit() end - ---- --- @treturn Actor self -function Actor:animate() end - ---- --- @treturn Actor self -function Actor:play() end - ---- --- @treturn Actor self -function Actor:pause() end - ---- --- @treturn Actor self -function Actor:setstate() end - ---- --- @treturn Actor self -function Actor:GetNumStates() end - ---- --- @treturn Actor self -function Actor:texturetranslate() end - ---- --- @treturn Actor self -function Actor:texturewrapping() end - ---- --- @treturn Actor self -function Actor:SetTextureFiltering() end - ---- --- @treturn Actor self -function Actor:blend() end - ---- --- @treturn Actor self -function Actor:zbuffer() end - ---- --- @treturn Actor self -function Actor:ztest() end - ---- --- @treturn Actor self -function Actor:ztestmode() end - ---- --- @treturn Actor self -function Actor:zwrite() end - ---- --- @treturn Actor self -function Actor:zbias() end - ---- --- @treturn Actor self -function Actor:clearzbuffer() end - ---- --- @treturn Actor self -function Actor:backfacecull() end - ---- --- @treturn Actor self -function Actor:cullmode() end - ---- --- @treturn Actor self -function Actor:visible() end - ---- --- @treturn Actor self -function Actor:hibernate() end - ---- --- @treturn Actor self -function Actor:draworder() end - ---- --- @treturn Actor self -function Actor:playcommand() end - ---- --- @treturn Actor self -function Actor:queuecommand() end - ---- --- @treturn Actor self -function Actor:queuemessage() end - ---- --- @treturn Actor self -function Actor:addcommand() end - ---- --- @treturn Actor self -function Actor:GetCommand() end - ---- --- @treturn Actor self -function Actor:RunCommandsRecursively() end - ---- Get X position (horizontal) --- 0 is leftmost --- @treturn number the horizontal x position. -function Actor:GetX() end - - ---- Get Y position (vertical) --- 0 is topmost --- @treturn number the vertical y position. -function Actor:GetY() end - - ---- Get Z position --- @treturn number the z position. -function Actor:GetZ() end - ---- --- @treturn Actor self -function Actor:GetDestX() end - ---- --- @treturn Actor self -function Actor:GetDestY() end - ---- --- @treturn Actor self -function Actor:GetDestZ() end - ---- --- @treturn Actor self -function Actor:GetWidth() end - ---- --- @treturn Actor self -function Actor:GetHeight() end - ---- --- @treturn Actor self -function Actor:GetZoomedWidth() end - ---- --- @treturn Actor self -function Actor:GetZoomedHeight() end - ---- --- @treturn Actor self -function Actor:GetZoom() end - ---- --- @treturn Actor self -function Actor:GetZoomX() end - ---- --- @treturn Actor self -function Actor:GetZoomY() end - ---- --- @treturn Actor self -function Actor:GetZoomZ() end - ---- --- @treturn Actor self -function Actor:GetRotationX() end - ---- --- @treturn Actor self -function Actor:GetRotationY() end - ---- --- @treturn Actor self -function Actor:GetRotationZ() end - ---- --- @treturn Actor self -function Actor:GetBaseZoomX() end - ---- --- @treturn Actor self -function Actor:GetBaseZoomY() end - ---- --- @treturn Actor self -function Actor:GetBaseZoomZ() end - ---- --- @treturn Actor self -function Actor:GetSecsIntoEffect() end - ---- --- @treturn Actor self -function Actor:GetEffectDelta() end - ---- --- @treturn Actor self -function Actor:GetDiffuse() end - ---- --- @treturn Actor self -function Actor:GetDiffuseAlpha() end - ---- --- @treturn Actor self -function Actor:GetGlow() end - ---- --- @treturn Actor self -function Actor:GetVisible() end - ---- --- @treturn Actor self -function Actor:GetHAlign() end - ---- --- @treturn Actor self -function Actor:GetVAlign() end - - ---- --- @treturn Actor self -function Actor:GetName() end - ---- --- @treturn Actor self -function Actor:GetParent() end - ---- --- @treturn Actor self -function Actor:GetFakeParent() end - ---- --- @treturn Actor self -function Actor:SetFakeParent() end - ---- --- @treturn Actor self -function Actor:AddWrapperState() end - ---- --- @treturn Actor self -function Actor:RemoveWrapperState() end - ---- --- @treturn Actor self -function Actor:GetNumWrapperStates() end - ---- --- @treturn Actor self -function Actor:GetWrapperState() end - - ---- --- @treturn Actor self -function Actor:Draw() end - - ---- --- @treturn Actor self -function Actor:SaveXY() end - ---- --- @treturn Actor self -function Actor:LoadXY() end \ No newline at end of file +--[[ + Returns the number of wrapper states the actor has. + @return ActorFrame +--]] +function Actor:GetNumWrapperStates() +end + +--[[ + Returns the wrapper state at index i. Think of wrapper states with a higher index as being "further out". Actor is inside Wrapper 1, Wrapper 1 is inside Wrapper 2, Wrapper 2 is inside Wrapper 3, and so on. + @return ActorFrame +--]] +function Actor:GetWrapperState(i) +end + +--[[ + Removes the wrapper state at index i. + @return +--]] +function Actor:RemoveWrapperState(int, i) +end + +--[[ + Returns the Actor's parent, or nil if it doesn't have one. + @return Actor +--]] +function Actor:GetParent() +end + +--[[ + Returns the Actor's fake parent, or nil if it doesn't have one. + @return Actor +--]] +function Actor:GetFakeParent() +end + +--[[ + Sets the Actor's fake parent to p, or clears it if p is nil. + @return +--]] +function Actor:SetFakeParent(Actor, p) +end + +--[[ + Returns the Actor's visibility. + @return bool +--]] +function Actor:GetVisible() +end + +--[[ + Returns the Actor's x position. + @return float +--]] +function Actor:GetX() +end + +--[[ + Returns the Actor's y position. + @return float +--]] +function Actor:GetY() +end + +--[[ + Returns the Actor's z position. + @return float +--]] +function Actor:GetZ() +end + +--[[ + Returns what the Actor's x position will be when it reaches its destination tween state. + @return float +--]] +function Actor:GetDestX() +end + +--[[ + Returns what the Actor's y position will be when it reaches its destination tween state. + @return float +--]] +function Actor:GetDestY() +end + +--[[ + Returns what the Actor's z position will be when it reaches its destination tween state. + @return float +--]] +function Actor:GetDestZ() +end + +--[[ + Returns the Actor's zoom. + @return float +--]] +function Actor:GetZoom() +end + +--[[ + Returns the Actor's X zoom. + @return float +--]] +function Actor:GetZoomX() +end + +--[[ + Returns the Actor's Y zoom. + @return float +--]] +function Actor:GetZoomY() +end + +--[[ + Returns the Actor's Z zoom. + @return float +--]] +function Actor:GetZoomZ() +end + +--[[ + Sets Texture Filtering for an Actor to b. + @return void +--]] +function Actor:SetTextureFiltering(bool, b) +end + +--[[ + Plays the commands that follow at an accelerated rate (fRate * fRate), where fRate is in seconds. + @return void +--]] +function Actor:accelerate(float, fRate) +end + +--[[ + Adds a command to the Actor. + @return void +--]] +function Actor:addcommand(string, sName, ActorCommand, cmd) +end + +--[[ + Adds rot to the Actor's current x rotation. + @return void +--]] +function Actor:addrotationx(float, rot) +end + +--[[ + Adds rot to the Actor's current y rotation. + @return void +--]] +function Actor:addrotationy(float, rot) +end + +--[[ + Adds rot to the Actor's current z rotation. + @return void +--]] +function Actor:addrotationz(float, rot) +end + +--[[ + Adds xPos to the Actor's current x position. + @return void +--]] +function Actor:addx(float, xPos) +end + +--[[ + Adds yPos to the Actor's current y position. + @return void +--]] +function Actor:addy(float, yPos) +end + +--[[ + Adds zPos to the Actor's current z position. + @return void +--]] +function Actor:addz(float, zPos) +end + +--[[ + Sets the alignment of an Actor, where h and v are in the range 0..1. + @return void +--]] +function Actor:align(h, v) +end + +--[[ + Sets whether or not the Actor should animate. + @return void +--]] +function Actor:animate(bool, b) +end + +--[[ + Sets the Actor's aux value. (This can be a solution for coupling data with an Actor.) + @return void +--]] +function Actor:aux(float, fAux) +end + +--[[ + If true, cull the Actor's back faces. See also: . + @return void +--]] +function Actor:backfacecull(bool, b) +end + +--[[ + Sets the Actor's base alpha to fAlpha, where fAlpha is in the range 0..1. + @return void +--]] +function Actor:basealpha(float, fAlpha) +end + +--[[ + Sets the Actor's base X rotation to rot. + @return void +--]] +function Actor:baserotationx(float, rot) +end + +--[[ + Sets the Actor's base Y rotation to rot. + @return void +--]] +function Actor:baserotationy(float, rot) +end + +--[[ + Sets the Actor's base Z rotation to rot. + @return void +--]] +function Actor:baserotationz(float, rot) +end + +--[[ + Sets the Actor's base zoom to zoom. + @return void +--]] +function Actor:basezoom(float, zoom) +end + +--[[ + Sets the Actor's base X zoom to zoom. + @return void +--]] +function Actor:basezoomx(float, zoom) +end + +--[[ + Sets the Actor's base Y zoom to zoom. + @return void +--]] +function Actor:basezoomy(float, zoom) +end + +--[[ + Sets the Actor's base Z zoom to zoom. + @return void +--]] +function Actor:basezoomz(float, zoom) +end + +--[[ + Sets the Actor to use the specified blend mode. + @return void +--]] +function Actor:blend(BlendMode, mode) +end + +--[[ + Makes the Actor bob up and down. Can use to define different bobbing behavior. + @return void +--]] +function Actor:bob() +end + +--[[ + Makes the Actor bounce, similar to bob but with one point acting as the ground. Can use to define different bouncing behavior (with effectmagnitude values relating to x, y, and z movement). + @return void +--]] +function Actor:bounce() +end + +--- +function Actor:bounce(time) +end + +--- +function Actor:bouncebegin(time) +end + +--- +function Actor:bounceend(time) +end + +--- Centers an Actor on the screen. (equivalent to x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y) +function Actor:Center(time) +end + +--- Centers an Actor on the X axis. (equivalent to x,SCREEN_CENTER_X) +function Actor:CenterX(time) +end + +--- Centers an Actor on the y axis. (equivalent to y,SCREEN_CENTER_Y) +function Actor:CenterY(time) +end + +--[[ + Determines if the z-buffer should be cleared or not. + @return void +--]] +function Actor:clearzbuffer(bool, bClear) +end + +--[[ + Combines multiple interpolators for complex tweens. tweens + can either be a string like "linear,0.25,accelerate,0.75" or + a table with tween information { {Type="linear", Percent=0.25, Bezier=nil}, {Type="accelerate", Percent=0.75, Bezier=nil} } + @tparam number length + @tparam string tweens + @return void +--]] +function Actor:compound(length, tweens) +end + +--[[ + Crops percent of the Actor from the bottom, where percent is in the range 0..1. + @return void +--]] +function Actor:cropbottom(float, percent) +end + +--[[ + Crops percent of the Actor from the left, where percent is in the range 0..1. + @return void +--]] +function Actor:cropleft(float, percent) +end + +--[[ + Crops percent of the Actor from the right, where percent is in the range 0..1. + @return void +--]] +function Actor:cropright(float, percent) +end + +--[[ + Crops percent of the Actor from the top, where percent is in the range 0..1. + @return void +--]] +function Actor:croptop(float, percent) +end + +--[[ + Sets the Actor's cull mode to mode. + @return void +--]] +function Actor:cullmode(CullMode, mode) +end + +--[[ + Plays the commands that follow at an decelerated rate (1 - (1-fRate) * (1-fRate)), where fRate is in seconds. + @return void +--]] +function Actor:decelerate(float, fRate) +end + +--[[ + Set the Actor's diffuse color to c. + @return void +--]] +function Actor:diffuse(color, c) +end + +--[[ + Sets the Actor's alpha level to fAlpha, where fAlpha is in the range 0..1. + @return void +--]] +function Actor:diffusealpha(float, fAlpha) +end + +--[[ + Makes the Actor switch between two colors immediately. See Themerdocs/effect_colors.txt for an example. + @return void +--]] +function Actor:diffuseblink() +end + +--[[ + Sets the Actor's bottom edge color to c. + @return void +--]] +function Actor:diffusebottomedge() +end + +--[[ + Set the Actor's diffuse color to c, ignoring any alpha value in c. + @return void +--]] +function Actor:diffusecolor(color, c) +end + +--[[ + Sets the Actor's left edge color to c. + @return void +--]] +function Actor:diffuseleftedge(color, c) +end + +--[[ + Sets the Actor's lower left corner color to c. + @return void +--]] +function Actor:diffuselowerleft(color, c) +end + +--[[ + Sets the Actor's lower right corner color to c. + @return void +--]] +function Actor:diffuselowerright(color, c) +end + +--[[ + Makes the Actor switch between two colors, jumping back to the first after reaching the second. See Themerdocs/effect_colors.txt for an example. + @return void +--]] +function Actor:diffuseramp() +end + +--[[ + Sets the Actor's right edge color to c. + @return void +--]] +function Actor:diffuserightedge(color, c) +end + +--[[ + Makes the Actor shift between two colors smoothly. See Themerdocs/effect_colors.txt for an example. + @return void +--]] +function Actor:diffuseshift() +end + +--[[ + Sets the Actor's top edge color to c. + @return void +--]] +function Actor:diffusetopedge(color, c) +end + +--[[ + Sets the Actor's upper left corner color to c. + @return void +--]] +function Actor:diffuseupperleft(color, c) +end + +--[[ + Sets the Actor's upper right corner color to c. + @return void +--]] +function Actor:diffuseupperright(color, c) +end + +--[[ + Tells the Actor to draw itself. + @return void +--]] +function Actor:Draw() +end + +--[[ + Sets the Actor's draworder to iOrder, where larger values display first. + @return void +--]] +function Actor:draworder(int, iOrder) +end + +--[[ + Set the Actor's effect clock to s. + @return void +--]] +function Actor:drop(time) +end + +--[[ + Set the Actor's effect clock to s. + @return void +--]] +function Actor:ease(time, ease) +end + +--[[ + Set the Actor's effect clock to s. + @return void +--]] +function Actor:effectclock(string, s) +end + +--[[ + Sets the first effect color to c. + @return void +--]] +function Actor:effectcolor1(color, c) +end + +--[[ + Sets the second effect color to c. + @return void +--]] +function Actor:effectcolor2(color, c) +end + +--[[ + Set the Actor's effect magnitude in each direction to the given values. + @return void +--]] +function Actor:effectmagnitude(float, fX, float, fY, float, fZ) +end + +--[[ + Set the Actor's effect offset to fTime. The offset is added to the time into the effect before calculating percent_through_effect. + @return void +--]] +function Actor:effectoffset(float, fTime) +end + +--[[ + Set the Actor's effect period to fTime. + @return void +--]] +function Actor:effectperiod(float, fTime) +end + +--[[ + Set the Actor's effect timing.
+ hold_at_zero is before hold_at_full in the argument list for compatibility. A future version will probably swap them because it makes more sense to have hold_at_full come before hold_at_zero.
+ All effect timings must be greater than or equal to zero, at least one of them must be greater than zero.
+ The effect timing controls how long it takes an effect to cycle and how long it spends in each phase.
+ Depending on the effect clock, the actor's time into effect is updated every frame. That time is then translated into a percent_through_effect using the parameters to this function.
+
+ ramp_to_half is the amount of time for percent_through_effect to reach 0.5.
+ hold_at_half is the amount of time percent_through_effect will stay at 0.5.
+ ramp_to_full is the amount of time percent_through_effect will take to go from 0.5 to 1.0.
+ hold_at_full is the amount of time percent_through_effect will stay at 1.0.
+ After reaching the end of hold_at_full, percent_through_effect stays at 0 until hold_at_zero is over.
+
+ The different effects use percent_through_effect in different ways. Some use it to calculate percent_between_colors with this sine wave: sin((percent_through_effect + 0.25f) * 2 * PI ) / 2 + 0.5f
+ Some effects check the internal bool blink_on. blink_on is true if percent_through_effect is greater than 0.5 and false if percent_through_effect is less than or equal to 0.5.
+ Check the effect functions for individual explanations: diffuseblink, diffuseshift, glowblink, glowshift, glowramp, rainbow, wag, bounce, bob, pulse, spin, vibrate. + @return void +--]] +function Actor:effecttiming( + float, + ramp_to_half, + float, + hold_at_half, + float, + ramp_to_full, + float, + hold_at_zero, + float, + hold_at_full) +end + +--[[ + Set the hold_at_full part of the effect timing while leaving the others unchanged. + @return void +--]] +function Actor:effect_hold_at_full(float, hold_at_full) +end + +--[[ + Fades percent of the Actor from the bottom where percent is in the range 0..1. + @return void +--]] +function Actor:fadebottom(float, percent) +end + +--[[ + Fades percent of the Actor from the left where percent is in the range 0..1. + @return void +--]] +function Actor:fadeleft(float, percent) +end + +--[[ + Fades percent of the Actor from the right where percent is in the range 0..1. + @return void +--]] +function Actor:faderight(float, percent) +end + +--[[ + Fades percent of the Actor from the top where percent is in the range 0..1. + @return void +--]] +function Actor:fadetop(float, percent) +end + +--[[ + Finishes up an Actor's tween immediately. + @return void +--]] +function Actor:finishtweening() +end + +--[[ + Stretches an Actor to fill the entire screen. + @return void +--]] +function Actor:FullScreen() +end + +--[[ + Returns the Actor's aux value. + @return float +--]] +function Actor:getaux() +end + +--[[ + Returns the Actor's base X zoom value. + @return float +--]] +function Actor:GetBaseZoomX() +end + +--[[ + Returns the Actor's base Y zoom value. + @return float +--]] +function Actor:GetBaseZoomY() +end + +--[[ + Returns the Actor's base Z zoom value. + @return float +--]] +function Actor:GetBaseZoomZ() +end + +--[[ + Returns true if the Actor has a command named sCmdName. + @return bool +--]] +function Actor:GetCommand(string, sCmdName) +end + +--[[ + Returns the Actor's current diffuse color. + @return color +--]] +function Actor:GetDiffuse() +end + +--[[ + Returns the Actor's current diffusealpha. + @return float +--]] +function Actor:GetDiffuseAlpha() +end + +--[[ + Returns the Actor's current effect delta. + @return float +--]] +function Actor:GetEffectDelta() +end + +--[[ + Returns the Actor's current effect magnitude as three floats (not one; I hate Lua.xsd). + @return float +--]] +function Actor:geteffectmagnitude() +end + +--[[ + Returns the Actor's current glow color. + @return color +--]] +function Actor:GetGlow() +end + +--[[ + Returns the Actor's horizontal alignment as a number in the range 0..1. + @return float +--]] +function Actor:GetHAlign() +end + +--[[ + Returns the Actor's name. + @return string +--]] +function Actor:GetName() +end + +--[[ + Returns the number of states the Actor has. + @return int +--]] +function Actor:GetNumStates() +end + +--[[ + Returns the Actor's current height. + @return float +--]] +function Actor:GetHeight() +end + +--[[ + Returns the Actor's current X rotation. + @return float +--]] +function Actor:GetRotationX() +end + +--[[ + Returns the Actor's current Y rotation. + @return float +--]] +function Actor:GetRotationY() +end + +--[[ + Returns the Actor's current Z rotation. + @return float +--]] +function Actor:GetRotationZ() +end + +--[[ + Returns the number of seconds into the currently running effect (e.g. diffuseshift, bob). + @return float +--]] +function Actor:GetSecsIntoEffect() +end + +--[[ + Returns how much time is remaining for the current tween. + @return float +--]] +function Actor:GetTweenTimeLeft() +end + +--[[ + Returns the Actor's vertical alignment as a number in the range 0..1. + @return float +--]] +function Actor:GetVAlign() +end + +--[[ + Returns the Actor's current width. + @return float +--]] +function Actor:GetWidth() +end + +--[[ + Returns the zoomed height of an Actor. + @return float +--]] +function Actor:GetZoomedHeight() +end + +--[[ + Returns the zoomed width of an Actor. + @return float +--]] +function Actor:GetZoomedWidth() +end + +--[[ + Returns true if this actor is currently set to use the effect delta for tweening. + @return bool +--]] +function Actor:get_tween_uses_effect_delta() +end + +--[[ + Sets the Actor's glow color. + @return void +--]] +function Actor:glow(color, c) +end + +--[[ + Makes the Actor glow between two colors immediately. See Themerdocs/effect_colors.txt for an example. + @return void +--]] +function Actor:glowblink() +end + +--[[ + Makes the Actor glow between two colors smoothly, jumping back to the first at the end. See Themerdocs/effect_colors.txt for an example. + @return void +--]] +function Actor:glowramp() +end + +--[[ + Makes the Actor glow between two colors smoothly. See Themerdocs/effect_colors.txt for an example. + @return void +--]] +function Actor:glowshift() +end + +--[[ + Set the fractional horizontal alignment of the Actor according to fAlign which should be a float in the range 0..1. An alignment of 0 is left aligned while an alignment of 1 is right aligned. See for the common case. + @return void +--]] +function Actor:halign(float, fAlign) +end + +--[[ + Sets the heading of this Actor to fHeading. + @return void +--]] +function Actor:heading(float, fHeading) +end + +--[[ + Hides the Actor for the specified amount of time. + @return void +--]] +function Actor:hibernate(float, fTime) +end + +--[[ + Compatibility alias for the hidden command, which was removed in sm-ssc. Use instead. + @tparam boolean b + @return void +--]] +function Actor:hidden(b) +end + +--[[ + Compatibility alias for the hidden command, which was removed in sm-ssc. Use `visible` instead. + @tparam boolean b + @return void +--]] +function Actor:hide_if(b) +end + +--[[ + Set the horizontal alignment of the Actor according to align. See for fractional alignment. + @return void +--]] +function Actor:horizalign(HorizAlign, align) +end + +--[[ + Hurries up an Actor's tweening by factor. + @return void +--]] +function Actor:hurrytweening(float, factor) +end + +--[[ + Plays the commands that follow at a normal rate, where fRate is in seconds. + @return void +--]] +function Actor:linear(float, fRate) +end + +--[[ + Plays the lyric command for the specified side ("Back" or "Front"). + @tparam string side + @return void +--]] +function Actor:linear(side) +end + +--[[ + Sets the Actor's name to sName. + @return void +--]] +function Actor:name(string, sName) +end + +--[[ + Stops the Actor's movement. (Usually used for Sprites or Models.) + @return void +--]] +function Actor:pause() +end + +--[[ + Sets the pitch of this Actor to fPitch. + @return void +--]] +function Actor:pitch(float, fPitch) +end + +--[[ + Starts the Actor's movement. (Usually used for Sprites or Models.) + @return void +--]] +function Actor:play() +end + +--[[ + Plays a command named sCommandName. params is passed to the command as an argument if it is a table. + @return void +--]] +function Actor:playcommand(string, sCommandName, table, params) +end + +--[[ + Sets the visibility of the Actor based on p being a human player. + @return void +--]] +function Actor:playcommand(playerNumber) +end + +--[[ + Makes the Actor grow and shrink. Can use to define different pulsing behavior. + @return void +--]] +function Actor:pulse() +end + +--[[ + Queues a command named sCommandName to be played. + @return void +--]] +function Actor:queuecommand(string, sCommandName) +end + +--[[ + Basically creates a command named !sMessageName (Note the ! at the beginning. The source code says this: "Hack: use "!" as a marker to broadcast a command, instead of playing a command, so we don't have to add yet another element to every tween state for this rarely-used command.") + @return void +--]] +function Actor:queuemessage(string, sMessageName) +end + +--[[ + Makes the Actor change colors continually using colors of the rainbow. Each channel follows a cosine wave, red starts at 0, green starts at 2pi/3, and blue starts at 4pi/3. + @return void +--]] +function Actor:rainbow() +end + +--[[ + Sets the roll of this Actor to fRoll. + @return void +--]] +function Actor:roll(float, fRoll) +end + +--[[ + Set the Actor's rotation on the X axis to fAlign. + @return void +--]] +function Actor:rotationx(float, fRotation) +end + +--[[ + Set the Actor's rotation on the Y axis to fAlign. + @return void +--]] +function Actor:rotationy(float, fRotation) +end + +--[[ + Set the Actor's rotation on the Z axis to fAlign. + @return void +--]] +function Actor:rotationz(float, fRotation) +end + +--[[ + Set the Actor's rotation on the Z axis to fAlign. + @return void +--]] +function Actor:rotationz(float, fRotation) +end + +--[[ + Set the Actor's rotation on the Z axis to fAlign. + @return void +--]] +function Actor:rotationz(float, fRotation) +end + +--[[ + An alternative version of `scale_or_crop_background` + @return void +--]] +function Actor:scale_or_crop_alternative(float, fRotation) +end + +--[[ + + @return void +--]] +function Actor:scale_or_crop_background(float, fRotation) +end + +--[[ + Scales the Actor to cover a rectangle defined by the four float arguments. + @return void +--]] +function Actor:scaletocover(float, fLeft, float, fTop, float, fRight, float, fBottom) +end + +--[[ + Scales the Actor to fit inside a rectangle defined by the four float arguments. + @return void +--]] +function Actor:scaletofit(float, fLeft, float, fTop, float, fRight, float, fBottom) +end + +--[[ + Sets the height of the Actor. + @return void +--]] +function Actor:SetHeight(float, height) +end + +--[[ + Sets the size of the Actor. + @return void +--]] +function Actor:setsize(width, height) +end + +--[[ + Alias for setsize. + @return void +--]] +function Actor:SetSize(width, height) +end + +--[[ + Sets a multi-framed Actor's state to iNewState. + @return void +--]] +function Actor:setstate(int, iNewState) +end + +--[[ + Sets the width of the Actor. + @return void +--]] +function Actor:SetWidth(float, width) +end + +--[[ + Use this to make the actor use the effect clock to tween instead of using the global frame delta. + @return +--]] +function Actor:set_tween_uses_effect_delta(bool) +end + +--[[ + Sets the shadow's color to c. + @return void +--]] +function Actor:shadowcolor(color, c) +end + +--[[ + Sets the Actor's shadow length to fLength. + @return void +--]] +function Actor:shadowlength(float, fLength) +end + +--[[ + Sets the Actor's horizontal shadow length to fLength. + @return void +--]] +function Actor:shadowlengthx(float, fLength) +end + +--[[ + Sets the Actor's vertical shadow length to fLength. + @return void +--]] +function Actor:shadowlengthy(float, fLength) +end + +--[[ + Skews the Actor on the x axis by fAmount. + @return void +--]] +function Actor:skewx(float, fAmount) +end + +--[[ + Skews the Actor on the y axis by fAmount. + @return void +--]] +function Actor:skewy(float, fAmount) +end + +--[[ + Waits fSeconds before executing the next command. + @return void +--]] +function Actor:sleep(float, fSeconds) +end + +--[[ + + @return void +--]] +function Actor:smooth(time) +end + +--[[ + Tells the Actor to spin. Can use to define different spinning behavior. + @return void +--]] +function Actor:spin() +end + +--[[ + Stops any effect the Actor has. + @return void +--]] +function Actor:stopeffect() +end + +--[[ + Stops any tweening. + @return void +--]] +function Actor:stoptweening() +end + +--[[ + Stretches the Actor to a rectangle of a specific size. + @return void +--]] +function Actor:stretchto(float, x1, float, y1, float, x2, float, y2) +end + +--[[ + Translates the texture of the actor by x and y. + @return void +--]] +function Actor:texturetranslate(float, x, float, y) +end + +--[[ + Determines if the Actor should use texture wrapping or not. + @return void +--]] +function Actor:texturewrapping(bool, bWrap) +end + +--[[ + Uses type to determine the tween to use. The type must be one of the TweenType enum values. If the type is note TweenType_Bezier, the params table is ignored. If the type is TweenType_Bezier, then the params table must have 4 or 8 numbers. 4 numbers in the params creates a 1 dimensional bezier curve, 8 numbers creates a 2 dimensional bezier curve.
+ It's usually more convenient to use Actor:linear, Actor:accelerate, and so on, rather than using Actor:tween directly. + @return void +--]] +function Actor:tween(time, tweentype, params) +end + +--[[ + Set the fractional vertical alignment of the Actor according to fAlign which should be a float in the range 0..1. An alignment of 0 is top aligned while an alignment of 1 is bottom aligned. See for the common case. + @return void +--]] +function Actor:valign(float, fAlign) +end + +--[[ + Set the vertical alignment of the Actor according to align. See for fractional alignment. + @return void +--]] +function Actor:vertalign(VertAlign, align) +end + +--[[ + Makes the Actor vibrate violently. Can use to define different vibration behavior. + @return void +--]] +function Actor:vibrate() +end + +--[[ + Sets an Actor's visibility to b. + @return void +--]] +function Actor:visible(bool, b) +end + +--[[ + Makes the Actor wag. Use to define different wag behavior. + @return void +--]] +function Actor:wag() +end + +--[[ + Set the x position of the Actor to xPos. + @return void +--]] +function Actor:x(float, xPos) +end + +--[[ + Set the y position of the Actor to yPos. + @return void +--]] +function Actor:y(float, yPos) +end + +--[[ + Set the z position of the Actor to zPos. + @return void +--]] +function Actor:z(float, zPos) +end + +--[[ + Sets the z bias to fBias. + @return void +--]] +function Actor:zbias(float, fBias) +end + +--[[ + Enables/disables z-buffer depending on bUse. + @return void +--]] +function Actor:zbuffer(bool, bUse) +end + +--[[ + Zooms the Actor to zoom scale. + @return void +--]] +function Actor:zoom(float, zoom) +end + +--[[ + Zooms the Actor on both the X and Y axis using zoomX and zoomY. + @return void +--]] +function Actor:zoomto(float, zoomX, float, zoomY) +end + +--[[ + Zooms the Actor to zoom height. See also: . + @return void +--]] +function Actor:zoomtoheight(float, zoom) +end + +--[[ + Zooms the Actor to zoom width. See also: . + @return void +--]] +function Actor:zoomtowidth(float, zoom) +end + +--[[ + Zooms the Actor to zoom scale on the X axis. + @return void +--]] +function Actor:zoomx(float, zoom) +end + +--[[ + Zooms the Actor to zoom scale on the Y axis. + @return void +--]] +function Actor:zoomy(float, zoom) +end + +--[[ + Zooms the Actor to zoom scale on the Z axis. + @return void +--]] +function Actor:zoomz(float, zoom) +end + +--[[ + Sets the z testing mode to write on pass if true, turns it off if false + @return void +--]] +function Actor:ztest(bool, bTest) +end + +--[[ + Sets the z testing mode to testMode. + @return void +--]] +function Actor:ztestmode(ZTestMode, testMode) +end + +--[[ + Sets z writing to true or false based on bWrite. + @return void +--]] +function Actor:zwrite(bool, bWrite) +end + +--[[ + Plays the commands that follow using a bezier curve to determine the rate. The curve must have 4 or 8 elements. This is a convenience wrapper around calling Actor:tween with TweenType_Bezier. + @return void +--]] +function Actor:bezier(time, curve) +end + +--[[ + Stretches an Actor to cover the screen. (equivalent to stretchto,0,0,SCREEN_WIDTH,SCREEN_HEIGHT) + @return void +--]] +function Actor:FullScreen() +end + +--[[ + Sets and Actor as a mask destination. + @return void +--]] +function Actor:MaskDest() +end + +--[[ + Sets an Actor as a mask source. (Also clears zbuffer; other mask sources need to not clear the zbuffer) + @return void +--]] +function Actor:MaskSource() +end + +--[[ + Make graphics their true size at any resolution. + @return void +--]] +function Actor:Real(f) +end + +--[[ + Scale things back up after they have already been scaled down. + @return void +--]] +function Actor:RealInverse(f) +end + +--[[ + A customized version of pulse that is more appealing for on-beat effects. + @return void +--]] +function Actor:thump(fEffectPeriod) +end + +--[[ + Sets the x and y location of the Actor in one command. + @return void +--]] +function Actor:xy(float, actorX, float, actorY) +end diff --git a/Themes/_fallback/docs/ActorFrameTexture.luadoc b/Themes/_fallback/docs/ActorFrameTexture.luadoc new file mode 100644 index 0000000000..2c77f0625b --- /dev/null +++ b/Themes/_fallback/docs/ActorFrameTexture.luadoc @@ -0,0 +1,51 @@ +--- ActorFrameTexture (Inherits ActorFrame) +-- @classmod ActorFrameTexture + +--[[-- + Creates the ActorFrameTexture. + @return void +--]] +function ActorFrameTexture:Create() +end + +--[[-- + Enables/disables the Alpha Buffer. + @return void +--]] +function ActorFrameTexture:EnableAlphaBuffer(bool, bEnable) +end + +--[[-- + Enables/disables the Depth Buffer. + @return void +--]] +function ActorFrameTexture:EnableDepthBuffer(bool, bEnable) +end + +--[[-- + Enables/disables + @return void +--]] +function ActorFrameTexture:EnableFloat(bool, bEnable) +end + +--[[-- + Enables/disables the Preserve Texture option. + @return void +--]] +function ActorFrameTexture:EnablePreserveTexture(bool, bEnable) +end + +--[[-- + Returns the texture. + @return RageTexture +--]] +function ActorFrameTexture:GetTexture() +end + +--[[-- + Sets the Texture's name to sName. + @return void +--]] +function ActorFrameTexture:SetTextureName(string, sName) +end diff --git a/Themes/_fallback/docs/ActorMultiVertex.luadoc b/Themes/_fallback/docs/ActorMultiVertex.luadoc new file mode 100644 index 0000000000..eeca14db66 --- /dev/null +++ b/Themes/_fallback/docs/ActorMultiVertex.luadoc @@ -0,0 +1,306 @@ +--- ActorMultiVertex (Inherits `Actor`) +-- @classmod ActorMultiVertex + +--[[-- + The list of quad states is used to determine which animation state is used for each quad. The offset is added to the AMV's current state, and the resulting state is used. + @return +--]] +function ActorMultiVertex:AddQuadState(offset) +end + +--[[-- + Adds an animation state to the ActorMultiVertex. The state_data table must be like this:
+ {{left, top, right, bottom}, delay}
+ left, top, right, and bottom are pixel coordinates, starting at 0. If delay is 0 or negative, the state will last forever. + @return +--]] +function ActorMultiVertex:AddState(table, state_data) +end + +--[[-- + Forces the AMV to update the texture coordinates on all its quads, even if the current state has not changed. + @return +--]] +function ActorMultiVertex:ForceStateUpdate() +end + +--[[-- + Returns whether the AMV uses the animation state. + @return bool +--]] +function ActorMultiVertex:GetUseAnimationState() +end + +--[[-- + Sets whether the AMV uses the animation state.
+ This works best when using DrawMode_Quads.
+ AMV's can have animated textures like sprites. Each state tells the AMV what part of the texture to use, and how long the state lasts.
+ Use AddState to add a state onto the end, or SetStateProperties to set all the states at once, or SetState to set a single state.
+ Each quad has its own offset that is added to the current state. Use AddQuadState to add to the list of quad states, or SetQuadState to set an existing quad state. + @tparam boolean use + @return void +--]] +function ActorMultiVertex:SetUseAnimationState(use) +end + +--[[-- + Returns the number of states the AMV has. + @return int +--]] +function ActorMultiVertex:GetNumStates() +end + +--[[-- + Returns the number of quad states in the destination tween state for the AMV. + @return int +--]] +function ActorMultiVertex:GetNumQuadStates() +end + +--[[-- + Returns the id of the current state. + @return int +--]] +function ActorMultiVertex:GetState() +end + +--[[-- + Gets whether the AMV should call the decode function for its texture during updates. + @return bool +--]] +function ActorMultiVertex:GetDecodeMovie() +end + +--[[-- + Sets whether the AMV should call the decode function for its texture during updates. + @return +--]] +function ActorMultiVertex:SetDecodeMovie(bool, decode) +end + +--[[-- + Sets vertex number index with the properties provided. The tables of properties are each optional and can be provided in any order. + @tparam number index + @tparam table { table pos, table color, table textcoords } + @return void +--]] +function ActorMultiVertex:SetVertex(index, table) +end + +--[[-- + Sets multiple vertices at once. The elements of vertices should themselves be tables, of the form provided to SetVertex. If vertices is the first argument it will start from vertex 1. If an integer is provided before vertices it will start from that vertex. It will add vertices as necessary. + Example: self:SetVertices( { { { x1, y1, z1 } , { r1,g1,b1,a1 } , { tcx1,tcy1 } }; { { x2, y2, z2 } , { r2,g2,b2,a2 } , { tcx2,tcy2 } } } ) + @return void +--]] +function ActorMultiVertex:SetVertices(first, vertices) +end + +--[[-- + Sets all the drawn verts of the ActorMultiVertex by evaluating the splines.
+ ("all the drawn verts" means all the verts between FirstToDraw and NumToDraw, the verts that are set to draw in the current tween state.)
+ The parts of the ActorMultiVertex are evenly spaced along the spline in terms of t value.
+ The exact behavior depends on the draw mode.
+ DrawMode_Quads uses all 4 splines, one for each corner.
+ DrawMode_QuadStrip and DrawMode_Strip use 2 splines, one for each edge of the strip.
+ DrawMode_Fan uses one spline, for the edge verts of the fan. The first vert is not touched because it is the center.
+ DrawMode_Triangles uses 3 splines, one for each corner.
+ DrawMode_SymmetricQuadStrip uses 3 splines, one on each edge and one in the center.
+ DrawMode_LineStrip uses 1 spline.
+ @return +--]] +function ActorMultiVertex:SetVertsFromSplines() +end + +--[[-- + Returns the requested spline. Spline indices range from 1 to 4.
+ ActorMultiVertex splines are not inside the tween state, and will not change the verts until you call SetVertsFromSplines. + @return CubicSplineN +--]] +function ActorMultiVertex:GetSpline(i) +end + +--[[-- + Sets the number of vertices. + @return void +--]] +function ActorMultiVertex:SetNumVertices(num) +end + +--[[-- + Returns the number of vertices + @return void +--]] +function ActorMultiVertex:GetNumVertices(void) +end + +--[[-- + Sets the draw state variables to the values in the table.
+ Mode must be a DrawMode.
+ First is the index of the first vertex to draw.
+ Num is the number of vertices to draw. -1 for Num means draw all verts after First.
+ Any value not in the table defaults to the already set value.
+ Examples:
+ -- Sets all three parts of the draw state.
+ self:SetDrawState{Mode="DrawMode_Quads", First= 1, Num= -1}
+ -- Set only the draw mode. First and Num remain unchanged from previous.
+ self:SetDrawState{Mode="DrawMode_Quads"}
+ -- Set the first and number to draw. Draw mode remains unchanged.
+ self:SetDrawState{First= 3, Num= 4}
+ @tparam table table { Mode= mode, First= first, Num= num } + @return void +--]] +function ActorMultiVertex:SetDrawState(table) +end + +--[[-- + Sets the current state. + @return void +--]] +function ActorMultiVertex:SetState(int) +end + +--[[-- + Returns the offset of the requested quad state. + @return int +--]] +function ActorMultiVertex:GetQuadState(void) +end + +--[[-- + Sets the offset of the requested quad state. + @return void +--]] +function ActorMultiVertex:SetQuadState(id, offset) +end + +--[[-- + Returns a table containing the data for the requested state. + @return table +--]] +function ActorMultiVertex:GetStateData(id) +end + +--[[-- + Sets the requested state to the data in state_data. Similar to AddState, but SetStateData only works on states that have already been added. + @return void +--]] +function ActorMultiVertex:SetStateData(id, table) +end + +--[[-- + Each element of the table must be a state_data and is used to construct one state. The table as a whole is the entire list of all states for the AMV. + @tparam table table {state_data, ...} + @return void +--]] +function ActorMultiVertex:SetStateProperties(table) +end + +--[[-- + Removes the requested state from the state list. +--]] +function ActorMultiVertex:RemoveState(id) +end + +--[[-- + Removes the requested quad state from the quad state list. + @return table +--]] +function ActorMultiVertex:RemoveQuadState(id) +end + +--[[-- + Sets the delay for every state to delay. (seconds) +--]] +function ActorMultiVertex:SetAllStateDelays(delay) +end + +--[[-- + Sets how far into its animation the AMV is. + @return table +--]] +function ActorMultiVertex:SetSecondsIntoAnimation(seconds) +end + +--[[-- + Get the DrawMode of the destination tween state. + @return DrawMode +--]] +function ActorMultiVertex:GetDestDrawMode(void) +end + +--[[-- + Get the FirstToDraw of the destination tween state. + @return int +--]] +function ActorMultiVertex:GetDestFirstToDraw(void) +end + +--[[-- + Get the NumToDraw of the destination tween state. + @return int +--]] +function ActorMultiVertex:GetDestNumToDraw(void) +end + +--[[-- + Get the DrawMode of the current tween state. + @return DrawMode +--]] +function ActorMultiVertex:GetCurrDrawMode(void) +end + +--[[-- + Get the FirstToDraw of the current tween state. + @return int +--]] +function ActorMultiVertex:GetCurrFirstToDraw(void) +end + +--[[-- + Get the NumToDraw of the current tween state. + @return int +--]] +function ActorMultiVertex:GetCurrNumToDraw(void) +end + +--[[-- + Returns the ActorMultiVertex's texture. + @return RageTexture +--]] +function ActorMultiVertex:GetTexture() +end + +--[[-- + Sets the EffectMode of the ActorMultiVertex. + @return void +--]] +function ActorMultiVertex:SetEffectMode(EffectMode, em) +end + +--[[-- + Sets the TextureMode of the ActorMultiVertex. + @return void +--]] +function ActorMultiVertex:SetTextureMode(TextureMode, tm) +end + +--[[-- + Sets the width of the line for DrawMode_LineStrip. + @return void +--]] +function ActorMultiVertex:SetLineWidth(float, width) +end + +--[[-- + Sets the texture to texture + @return void +--]] +function ActorMultiVertex:SetTexture(RageTexture, texture) +end + +--[[-- + Sets the texture at from the file path path. + @return void +--]] +function ActorMultiVertex:LoadTexture(string, path) +end diff --git a/Themes/_fallback/docs/DownloadManager.luadoc b/Themes/_fallback/docs/DownloadManager.luadoc new file mode 100644 index 0000000000..082a113657 --- /dev/null +++ b/Themes/_fallback/docs/DownloadManager.luadoc @@ -0,0 +1,149 @@ +--- DownloadManager singleton +-- @classmod DownloadManager + +--[[-- + Returns the packlist (Which is requested at startup automatically). + @return PackList +--]] +function DownloadManager:GetPacklist() +end + +--[[-- + Returns an indexed table of the currently downloading downloadable packs. + @return {DownloadablePack} +--]] +function DownloadManager:GetDownloadingPacks() +end + +--[[-- + Returns the currently logged in user's username (Or an empty string if not logged in) + @return string +--]] +function DownloadManager:GetUsername() +end + +--[[-- + Returns the currently logged in user's online rank for the provided skillset + @return PackList +--]] +function DownloadManager:GetSkillsetRank(string) +end + +--[[-- + Returns the currently logged in user's online MSD rating for the provided skillset + @return PackList +--]] +function DownloadManager:GetSkillsetRating() +end + +--[[-- + Returns an indexed table with all the currently downloading download tables. + @return {Download} +--]] +function DownloadManager:GetDownloads() +end + +--[[-- + Returns a boolean that indicates if the player is currently logged in to the API server + @return bool +--]] +function DownloadManager:IsLoggedIn() +end + +--[[-- + Begins an asynchronous attempt to login with the provided username (First parameter) and password (Second one) + @return void +--]] +function DownloadManager:Login(string, string) +end + +--[[-- + Begins an asynchronous attempt to login with the provided auth Token + @return void +--]] +function DownloadManager:LoginWithToken(string) +end + +--[[-- + Ends the current session (If it exists) + @return void +--]] +function DownloadManager:Logout() +end + +--[[-- + Returns the string for the latest version (According to the API server) + @return string +--]] +function DownloadManager:GetLastVersion() +end + +--[[-- + Returns the Nth (First parameter) top online score for the given skillset (Second param) + The lua tables for Online Profile Scores are defined here: https://github.com/etternagame/etterna/blob/develop/src/DownloadManager.cpp#L1645-L1659 + TODO: Properly document online profile cores + @return OnlineProfileScore +--]] +function DownloadManager:GetTopSkillsetScore(float, string) +end + +--[[-- + Returns the amount of leaderboard scores for the given chart + @return float +--]] +function DownloadManager:GetTopChartScoreCount(string) +end + +--[[-- + Returns the Nth (Second parameter) top online score for the given skillset (First param) + The lua tables for Online Chart Leaderboard Scores are defined here: https://github.com/etternagame/etterna/blob/develop/src/DownloadManager.cpp#L1686-L1727 + TODO: Properly document online chart leaderboard scores + @return ChartLeaderboardScore +--]] +function DownloadManager:GetTopChartScore(string, float) +end + +--[[-- + Returns the packs in the core bundle in an indexed table. + Additionally, the table has key TotalSize and AveragePackDifficulty + with the appropiate values in it for ease of use. + @return {DownloadablePack} +--]] +function DownloadManager:GetCoreBundle(string) +end + +--[[-- + Queues all the packs in the bundle named after the first parameter for download. + @return void +--]] +function DownloadManager:DownloadCoreBundle(string) +end + +--[[-- + Returns the current Authenthication Token used for the server API. + It is recommended that themes store this to automatically relogin and not the username/password for security reasons. + @return string +--]] +function DownloadManager:GetToken() +end + +--[[-- + Recieves a chartkey, and returns the online leaderboard for that chart. + @return {HighScore} +--]] +function DownloadManager:RequestChartLeaderBoard(string) +end + +--[[-- + RetuSets rate filtering to the boolean passed for the chart leaderboards + @return void +--]] +function DownloadManager:ToggleRateFilter(bool) +end + +--[[-- + Returns true if rate filtering is enabled for the chart leaderboards + @return bool +--]] +function DownloadManager:GetCurrentRateFilter() +end diff --git a/Themes/_fallback/docs/ScreenManager.luadoc b/Themes/_fallback/docs/ScreenManager.luadoc new file mode 100644 index 0000000000..988fbf2529 --- /dev/null +++ b/Themes/_fallback/docs/ScreenManager.luadoc @@ -0,0 +1,101 @@ +--- ScreenManager singleton +-- @classmod ScreenManager + +--[[-- + Adds a screen at the top of the screen stack. (sMessage is an optional ScreenMessage posted once the new screen is finished.) + @return void +--]] +function ScreenManager:AddNewScreenToTop(string, sScreenName, string, sMessage) +end + +--[[-- + Gets the screen at the top of the screen stack. + @return Screen +--]] +function ScreenManager:GetTopScreen() +end + +--[[-- + Returns whether the input for the player has been redirected away from the normal screen input function. Input that has been redirected is only sent to lua input callbacks. + @return bool +--]] +function ScreenManager:get_input_redirected(PlayerNumber, pn) +end + +--[[-- + Plays the invalid sound. + @return +--]] +function ScreenManager:PlayInvalidSound() +end + +--[[-- + Plays the start sound. + @return +--]] +function ScreenManager:PlayStartSound() +end + +--[[-- + Plays the coin sound. + @return +--]] +function ScreenManager:PlayCoinSound() +end + +--[[-- + Plays the cancel sound. + @return +--]] +function ScreenManager:PlayCancelSound() +end + +--[[-- + Plays the screenshot sound. + @return +--]] +function ScreenManager:PlayScreenshotSound() +end + +--[[-- + Reloads any loaded overlay screens. + @return void +--]] +function ScreenManager:ReloadOverlayScreens() +end + +--[[-- + Returns true if screen class s exists. + @return bool +--]] +function ScreenManager:ScreenClassExists(string, s) +end + +--[[-- + Returns true if screen s is prepared. + @return bool +--]] +function ScreenManager:ScreenIsPrepped(string, s) +end + +--[[-- + Sets the next screen to s. + @return void +--]] +function ScreenManager:SetNewScreen(string, s) +end + +--[[-- + Sets whether the input for the player has been redirected away from the normal screen input function. Input that has been redirected is only sent to lua input callbacks.
+ This can be useful when putting a custom menu on a screen, and you want to disable the built in actors while the menu is open. Then you handle input through an input callback until the player closes the menu. + @return bool +--]] +function ScreenManager:set_input_redirected(PlayerNumber, pn, bool, redir) +end + +--[[-- + Broadcasts a system message. + @return void +--]] +function ScreenManager:SystemMessage(string, s) +end diff --git a/Themes/_fallback/docs/SongManager.luadoc b/Themes/_fallback/docs/SongManager.luadoc new file mode 100644 index 0000000000..c4a59162d4 --- /dev/null +++ b/Themes/_fallback/docs/SongManager.luadoc @@ -0,0 +1,275 @@ +--- SongManager singleton +-- @classmod SongManager + +--[[-- + Returns true if the specified course group exists. + @return bool +--]] +function SongManager:DoesCourseGroupExist(string, sGroup) +end + +--[[-- + Returns true if the specified song group exists. + @return bool +--]] +function SongManager:DoesSongGroupExist(string, sGroup) +end + +--[[-- + Returns a Course if one matching sCourse is found. + @return Course +--]] +function SongManager:FindCourse(string, sCourse) +end + +--[[-- + Returns a Song if one matching sSong is found. + @return Song +--]] +function SongManager:FindSong(string, sSong) +end + +--[[-- + Returns an array of all the installed courses. + @return {Course} +--]] +function SongManager:GetAllCourses(bool, bIncludeAutogen) +end + +--[[-- + Returns an array of all the installed songs. + @return {Song} +--]] +function SongManager:GetAllSongs() +end + +--[[-- + Returns the course color of Course c. + @return color +--]] +function SongManager:GetCourseColor(Course, c) +end + +--[[-- + Returns the path to the specified course group's banner. + @return string +--]] +function SongManager:GetCourseGroupBannerPath(string, sGroup) +end + +--[[-- + Returns a table containing all of the course group names. + @return {string} +--]] +function SongManager:GetCourseGroupNames() +end + +--[[-- + Returns a table with all of the courses in the specified group. + @return {Course} +--]] +function SongManager:GetCoursesInGroup(string, sGroup, bool, bIncludeAutogen) +end + +--[[-- + Returns the extra stage info (Song, Steps) for the specified Style s. (If bExtra2 is true, it will use the second Extra Stage data instead of the first. Again, Lua.xsd sucks) + @return various +--]] +function SongManager:GetExtraStageInfo(bool, bExtra2, Style, s) +end + +--[[-- + Returns the number of courses loaded via Additional folders. + @return int +--]] +function SongManager:GetNumAdditionalCourses() +end + +--[[-- + Returns the number of songs loaded via Additional folders. + @return int +--]] +function SongManager:GetNumAdditionalSongs() +end + +--[[-- + Returns the number of course groups. + @return int +--]] +function SongManager:GetNumCourseGroups() +end + +--[[-- + Returns the number of courses. + @return int +--]] +function SongManager:GetNumCourses() +end + +--[[-- + Returns the number of selectable and unlocked songs. + @return int +--]] +function SongManager:GetNumSelectableAndUnlockedSongs() +end + +--[[-- + Returns the number of song groups. + @return int +--]] +function SongManager:GetNumSongGroups() +end + +--[[-- + Returns the number of songs. + @return int +--]] +function SongManager:GetNumSongs() +end + +--[[-- + Returns the number of locked songs, regardless of reason for locking. + @return int +--]] +function SongManager:GetNumLockedSongs() +end + +--[[-- + Returns the number of unlocked songs. + @return int +--]] +function SongManager:GetNumUnlockedSongs() +end + +--[[-- + Returns a table of popular courses for the specified CourseType. + @return {Course} +--]] +function SongManager:GetPopularCourses(CourseType, ct) +end + +--[[-- + Returns a table of popular songs. + @return {Song} +--]] +function SongManager:GetPopularSongs() +end + +--[[-- + Returns a table of courses as they'd appear in preferred sort. + @return {Course} +--]] +function SongManager:GetPreferredSortCourses(CourseType, ct, bool, bIncludeAutogen) +end + +--[[-- + Returns a table of songs as they'd appear in preferred sort. + @return {Song} +--]] +function SongManager:GetPreferredSortSongs() +end + +--[[-- + Returns a random course. + @return Course +--]] +function SongManager:GetRandomCourse() +end + +--[[-- + Returns a random song. + @return Song +--]] +function SongManager:GetRandomSong() +end + +--[[-- + Returns the song color of Song s. + @return color +--]] +function SongManager:GetSongColor(Song, s) +end + +--[[-- + Returns a Song given a set of Steps st. + @return Song +--]] +function SongManager:GetSongFromSteps(Steps, st) +end + +--[[-- + Returns the path to the specified song group's banner. + @return string +--]] +function SongManager:GetSongGroupBannerPath(string, sGroup) +end + +--[[-- + Returns the song group color of sGroupName. + @return color +--]] +function SongManager:GetSongGroupColor(string, sGroupName) +end + +--[[-- + Returns a table containing all of the song group names. + @return {string} +--]] +function SongManager:GetSongGroupNames() +end + +--[[-- + Returns the rank (popularity) of Song s. + @return int +--]] +function SongManager:GetSongRank(Song, s) +end + +--[[-- + Returns a table containing all of the songs in group sGroupName. + @return {Song} +--]] +function SongManager:GetSongsInGroup(string, sGroupName) +end + +--[[-- + Returns the shortened group name (based on entries in Translations.xml). + @return string +--]] +function SongManager:ShortenGroupName(string, sGroupName) +end + +--[[-- + Loads preferred courses from {theme}/Other/SongManager sListName.txt. + @return void +--]] +function SongManager:SetPreferredCourses(string, sListName) +end + +--[[-- + Loads preferred songs from {theme}/Other/SongManager sListName.txt. + @return void +--]] +function SongManager:SetPreferredSongs(string, sListName) +end + +--[[-- + Returns the preferred sort section name for the specified Song. + @return string +--]] +function SongManager:SongToPreferredSortSectionName(Song, s) +end + +--[[-- + Returns true if the specified course was loaded from AdditionalCourses. + @return bool +--]] +function SongManager:WasLoadedFromAdditionalCourses(Course, c) +end + +--[[-- + Returns true if the specified song was loaded from AdditionalSongs. + @return bool +--]] +function SongManager:WasLoadedFromAdditionalSongs(Song, s) +end diff --git a/Themes/_fallback/docs/Sprite.luadoc b/Themes/_fallback/docs/Sprite.luadoc index fba534fcc7..78f3ef705d 100644 --- a/Themes/_fallback/docs/Sprite.luadoc +++ b/Themes/_fallback/docs/Sprite.luadoc @@ -1,112 +1,242 @@ --- Sprite -- @classmod Sprite +--[[-- Returns the length of the animation in seconds. + @return float +--]] +function Sprite:GetAnimationLengthSeconds() +end - ---- --- @treturn Sprite self -function Sprite:Load() end - ---- --- @treturn Sprite self -function Sprite:LoadBanner() end - ---- --- @treturn Sprite self -function Sprite:LoadBackground() end - ---- --- @treturn Sprite self -function Sprite:LoadFromCached() end - ---- --- @treturn Sprite self -function Sprite:customtexturerect() end - ---- --- @treturn Sprite self -function Sprite:SetCustomImageRect() end - ---- --- @treturn Sprite self -function Sprite:SetCustomPosCoords() end - ---- --- @treturn Sprite self -function Sprite:StopUsingCustomPosCoords() end - ---- --- @treturn Sprite self -function Sprite:texcoordvelocity() end - ---- --- @treturn Sprite self -function Sprite:get_use_effect_clock_for_texcoords() end - ---- --- @treturn Sprite self -function Sprite:set_use_effect_clock_for_texcoords() end - ---- --- @treturn Sprite self -function Sprite:scaletoclipped() end - ---- --- @treturn Sprite self -function Sprite:CropTo() end - ---- --- @treturn Sprite self -function Sprite:stretchtexcoords() end - ---- --- @treturn Sprite self -function Sprite:addimagecoords() end - ---- --- @treturn Sprite self -function Sprite:setstate() end - ---- --- @treturn Sprite self -function Sprite:GetState() end - ---- --- @treturn Sprite self -function Sprite:SetStateProperties() end - ---- --- @treturn Sprite self -function Sprite:GetAnimationLengthSeconds() end - ---- --- @treturn Sprite self -function Sprite:SetSecondsIntoAnimation() end - ---- --- @treturn Sprite self -function Sprite:SetTexture() end - ---- --- @treturn Sprite self -function Sprite:GetTexture() end - ---- --- @treturn Sprite self -function Sprite:SetEffectMode() end - ---- --- @treturn Sprite self -function Sprite:GetNumStates() end - ---- --- @treturn Sprite self -function Sprite:SetAllStateDelays() end - ---- --- @treturn Sprite self -function Sprite:GetDecodeMovie() end - ---- --- @treturn Sprite self -function Sprite:SetDecodeMovie() end \ No newline at end of file +--[[-- Gets whether the Sprite should call the decode function for its texture during updates. + @return bool +--]] +function Sprite:GetDecodeMovie() +end + +--[[-- Return the number of states this Sprite has. + @return int +--]] +function Sprite:GetNumStates() +end + +--[[-- Returns the Sprite's current state (frame number in a multi-frame sprite). + @return int +--]] +function Sprite:GetState() +end + +--[[-- Returns the Sprite's texture. + @return RageTexture +--]] +function Sprite:GetTexture() +end + +--[[-- Returns a Frames table consisting of iNumFrames frames lasting for a total of fSeconds seconds. This function is not a member function and should be used as Frames = Sprite.LinearFrames( 5, 2.6 ). + @return Frames +--]] +function Sprite:LinearFrames() +end + +--[[-- If sPath is nil, then unload the texture. Otherwise, load the texture at path sPath. + @return void +--]] +function Sprite:Load(string, sPath) +end + +--[[-- Load the song background texture at sPath. + @return void +--]] +function Sprite:LoadBackground(string, sPath) +end + +--[[-- Load the song banner texture at sPath. + @return void +--]] +function Sprite:LoadBanner(string, sPath) +end + +--[[-- Loads the image of type sType from the cache based on sPath. + Internal types: "Banner", "Background", "CDTitle", "Jacket", "CDImage" and "Disc". + @return void +--]] +function Sprite:LoadFromCached(string, sType, string, sPath) +end + +--[[-- Loads the background from the current Song or the first Trail entry. + @return void +--]] +function Sprite:LoadFromCurrentSongBackground() +end + +--[[-- Load the texture for `Song` background. + @tparam Song song + @return void +--]] +function Sprite:LoadFromSongBackground(song) +end + +--[[-- Load the texture for `Song` banner. + @tparam Song song + @return void +--]] +function Sprite:LoadFromSongBanner(song) +end + +--[[-- Sets the custom image rectangle. (Works in image pixel space.) + @return void +--]] +function Sprite:SetCustomImageRect(float, fLeft, float, fTop, float, fRight, float, fBottom) +end + +--[[-- Sets custom offsets for the corners of the Sprite. Coordinates are paired, + corner order is upper left, lower left, lower right, upper right. + @return void +--]] +function Sprite:SetCustomPosCoords( + float, + ulx, + float, + uly, + float, + llx, + float, + lly, + float, + lrx, + float, + lry, + float, + urx, + float, + ury) +end + +--[[-- Turns off the custom pos coords for the sprite. + @return void +--]] +function Sprite:StopUsingCustomPosCoords() +end + +--[[-- Sets whether the Sprite should call the decode function for its texture during updates. + @return +--]] +function Sprite:SetDecodeMovie(bool, decode) +end + +--[[-- Set the to mode. + @return void +--]] +function Sprite:SetEffectMode(EffectMode, mode) +end + +--[[-- Sets the number of seconds into the animation to fSeconds. + @return void +--]] +function Sprite:SetSecondsIntoAnimation(float, fSeconds) +end + +--[[-- Sets the properties of the states of the sprite. The properties table is identical to the "Frames" table that can be put in the sprite when calling Def.Sprite.
+ Example:
+ {{Frame= 0, Delay= .016, {0, 0}, {.25, .25}},
+ {Frame= 1, Delay= .016, {0, 0}, {.25, .25}},
+ {Frame= 2, Delay= .016, {0, 0}, {.25, .25}},
+ {Frame= 3, Delay= .016, {0, 0}, {.25, .25}},
+ }
+ Frame is optional, defaulting to 0.
+ Delay is optional, defaulting to 0.
+ The two tables are optional upper left and lower right corners of the fraction of the frame to use. The example makes the sprite only use the upper left corner of each frame.
+ Simpler example:
+ {{Frame= 0, Delay= .016}, {Frame= 1, Delay= .016}, {Frame= 2, Delay= .016}, {Frame= 3, Delay= .016}}
+ This example makes the sprite use the whole of each frame. + @return void +--]] +function Sprite:SetStateProperties(table) +end + +--[[-- Set the texture to texture. + @return void +--]] +function Sprite:SetTexture(RageTexture, texture) +end + +--[[-- + @return void +--]] +function Sprite:addimagecoords(float, fX, float, fY) +end + +--[[-- Allows the themer to set a custom texture rectangle that effects the way the texture is drawn. + @return void +--]] +function Sprite:customtexturerect(float, fLeft, float, fTop, float, fRight, float, fBottom) +end + +--[[-- Returns true if the sprite is using the effect clock for texcoordvelocity. + @return bool +--]] +function Sprite:get_use_effect_clock_for_texcoords() +end + +--[[-- Call loop on the `RageTexture` + @return bool +--]] +function Sprite:loop(bLoop) +end + +--[[-- Call position on the `RageTexture` + @return bool +--]] +function Sprite:position(fPos) +end + +--[[-- Call rate on the `RageTexture` + @return bool +--]] +function Sprite:rate(fRate) +end + +--[[-- Scale the Sprite to width fWidth and height fHeight clipping if the dimensions do not match. + @return void +--]] +function Sprite:scaletoclipped(float, fWidth, float, fHeight) +end + +--[[-- Set the Sprite's state to iNewState. + @return void +--]] +function Sprite:setstate(iNewState) +end + +--[[-- If use is true, then the sprite will use the effect clock for texcoordvelocity. + @return +--]] +function Sprite:set_use_effect_clock_for_texcoords(bool, use) +end + +--[[-- + @return void +--]] +function Sprite:stretchtexcoords(float, fX, float, fY) +end + +--[[-- Set the texture coordinate velocity which controls how the Sprite changes as it animates. A velocity of 1 makes the texture scroll all the way once per second. + @return void +--]] +function Sprite:texcoordvelocity(float, fVelX, float, fVelY) +end + +--[[-- Crops the Sprite to fWidthxfHeight. + @return void +--]] +function Sprite:CropTo(float, fWidth, float, fHeight) +end + +--- Alias for CropTo +function Sprite:cropto(float, fWidth, float, fHeight) +end + +--[[-- Sets all the state delays to fRate. Useful for Sprites that need to change by BPM (e.g. Tran from DDR 5th Mix, the cube from DS EuroMix 2). + @return void +--]] +function Sprite:SetAllStateDelays(float, fRate) +end