usc lua skin api update
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@ -1,60 +1,53 @@
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-- bg 'background' table
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---bg `background` table
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---@class background
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background = {
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}
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-- Draws the background shader and invokes `gfx.ForceRender`
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DrawShader = function() end
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background.DrawShader = function() end
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-- Gets the clear state value, `0` for fail state, `1` for clear state
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---@return integer
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GetClearTransition = function() end
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background.GetClearTransition = function() end
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-- Retrieves the path to the background folder
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GetPath = function() end
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background.GetPath = function() end
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-- Gets the pixel coordinates for a point just above the end of the track
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---@return number x
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---@return number y
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GetScreenCenter = function() end
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background.GetScreenCenter = function() end
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-- Gets tilt values, `< 0` for clockwise, `> 0` for counter-clockwise
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---@return number laserTilt # Tilt induced by lasers
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---@return number spinTilt # Tilt induced by spinEvents
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GetTilt = function() end
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background.GetTilt = function() end
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-- Gets timing data of the chart
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---@return number bartime # Value that goes from `0` to `1` over the duration of each beat
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---@return number offsync # Value that goes from `0` to `1` over the duration `BPM * multiplier`
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---@return number time # Current time in the chart
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GetTiming = function() end
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background.GetTiming = function() end
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-- Loads a texture which will be available in the fragment shader under the given `shaderName`
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---@param shaderName string
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---@param fileName string
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LoadTexture = function(shaderName, fileName) end
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background.LoadTexture = function(shaderName, fileName) end
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-- Set a float value to a uniform variable in the shader
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---@param uniformName string
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---@param val number
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SetParamf = function(uniformName, val) end
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background.SetParamf = function(uniformName, val) end
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-- Set an integer value to a uniform variable in the shader
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---@param uniformName string
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---@param val integer
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SetParami = function(uniformName, val) end
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background.SetParami = function(uniformName, val) end
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-- Sets the speed multiplier for the `offsync` timer returned by `GetTiming`
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---@param speed number
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SetSpeedMulti = function(speed) end
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background.SetSpeedMulti = function(speed) end
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---@class background
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background = {
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DrawShader = DrawShader,
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GetClearTransition = GetClearTransition,
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GetPath = GetPath,
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GetScreenCenter = GetScreenCenter,
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GetTilt = GetTilt,
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GetTiming = GetTiming,
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LoadTexture = LoadTexture,
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SetParamf = SetParamf,
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SetParami = SetParami,
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SetSpeedMulti = SetSpeedMulti,
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};
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---Render background
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---@param deltaTime number
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function render_bg(deltaTime) end
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@ -1,28 +1,23 @@
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-- downloadscreen `dlScreen` table
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-- Global downloadscreen `dlScreen` table
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---@class dlScreen
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dlScreen = {
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}
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-- Download the selected song
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---@param uri string # Encoded URI
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---@param header table
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---@param id string # Song ID
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---@param cb function # Archive callback
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DownloadArchive = function(uri, header, id, cb) end
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dlScreen.DownloadArchive = function(uri, header, id, cb) end
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-- Exit the download screen
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Exit = function() end
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dlScreen.Exit = function() end
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-- Gets the path to the song folder
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GetSongsPath = function() end
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dlScreen.GetSongsPath = function() end
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-- Play the chart preview
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---@param uri string # Encoded URI
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---@param header table
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---@param id string # Song ID
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PlayPreview = function(uri, header, id) end
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---@class dlScreen
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dlScreen = {
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DownloadArchive = DownloadArchive,
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Exit = Exit,
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GetSongsPath = GetSongsPath,
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PlayPreview = PlayPreview,
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};
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dlScreen.PlayPreview = function(uri, header, id) end
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@ -1,60 +1,53 @@
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-- fg 'foreground' table
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---@class foreground
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foreground = {
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}
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-- Draws the foreground shader and invokes `gfx.ForceRender`
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DrawShader = function() end
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foreground.DrawShader = function() end
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-- Gets the clear state value, `0` for fail state, `1` for clear state
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---@return integer
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GetClearTransition = function() end
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foreground.GetClearTransition = function() end
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-- Retrieves the path to the background folder
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GetPath = function() end
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foreground.GetPath = function() end
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-- Gets the pixel coordinates for a point just above the end of the track
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---@return number x
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---@return number y
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GetScreenCenter = function() end
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foreground.GetScreenCenter = function() end
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-- Gets tilt values, `< 0` for clockwise, `> 0` for counter-clockwise
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---@return number laserTilt # Tilt induced by lasers
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---@return number spinTilt # Tilt induced by spinEvents
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GetTilt = function() end
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foreground.GetTilt = function() end
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-- Gets timing data of the chart
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---@return number bartime # Value that goes from `0` to `1` over the duration of each beat
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---@return number offsync # Value that goes from `0` to `1` over the duration `BPM * multiplier`
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---@return number time # Current time in the chart
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GetTiming = function() end
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foreground.GetTiming = function() end
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-- Loads a texture which will be available in the fragment shader under the given `shaderName`
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---@param shaderName string
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---@param fileName string
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LoadTexture = function(shaderName, fileName) end
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foreground.LoadTexture = function(shaderName, fileName) end
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-- Set a float value to a uniform variable in the shader
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---@param uniformName string
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---@param val number
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SetParamf = function(uniformName, val) end
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foreground.SetParamf = function(uniformName, val) end
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-- Set an integer value to a uniform variable in the shader
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---@param uniformName string
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---@param val integer
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SetParami = function(uniformName, val) end
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foreground.SetParami = function(uniformName, val) end
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-- Sets the speed multiplier for the `offsync` timer returned by `GetTiming`
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---@param speed number
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SetSpeedMulti = function(speed) end
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foreground.SetSpeedMulti = function(speed) end
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---@class foreground
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foreground = {
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DrawShader = DrawShader,
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GetClearTransition = GetClearTransition,
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GetPath = GetPath,
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GetScreenCenter = GetScreenCenter,
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GetTilt = GetTilt,
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GetTiming = GetTiming,
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LoadTexture = LoadTexture,
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SetParamf = SetParamf,
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SetParami = SetParami,
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SetSpeedMulti = SetSpeedMulti,
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};
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---Render foreground
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---@param deltaTime number
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function render_fg(deltaTime) end
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@ -1,5 +1,4 @@
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-- filterwheel `filters` table
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---@class filters
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---@field folder string[] # Array of song folders and collections
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---@field level string[] # Array of song levels
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@ -1,69 +1,5 @@
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-- Global `game` table
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-- Gets the state of the specified button
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---@param button integer # options are under the `game` table prefixed with `BUTTON`
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---@return boolean # `true` if it is being pressed
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GetButton = function(button) end
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-- Gets the absolute rotation of the specified knob
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---@param knob integer # `0 = left`, `1 = right`
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---@return number angle # in radians, `-2*pi` to `0` (turning CCW) and `0` to `2*pi` (turning CW)
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GetKnob = function(knob) end
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-- Gets the color of the specified laser
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---@param laser integer # `0 = left`, `1 = right`
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---@return integer r, integer g, integer b
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GetLaserColor = function(laser) end
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-- Gets the mouse's position on the game window in pixel coordinates
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---@return number, number
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GetMousePos = function() end
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-- Gets the game window's resolution in pixels
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---@return number, number
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GetResolution = function() end
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-- Gets the name of the current skin
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---@return string
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GetSkin = function() end
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-- Gets the value of the skin setting with the specified key
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---@param key string
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---@return any
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GetSkinSetting = function(key) end
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-- Checks whether the named sample is currently playing
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---@param name string # name of the loaded sample
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---@return boolean|nil # `nil` if the sample is not loaded
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IsSamplePlaying = function(name) end
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-- Loads an audio sample from the `audio` directory of the current skin folder
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---@param name string # `.wav` extension assumed if not provided
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LoadSkinSample = function(name) end
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-- Logs a message to the game's log file
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---@param message string
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---@param severity integer # options are under the `game` table prefixed with `LOGGER`
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Log = function(message, severity) end
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-- Plays a loaded sample
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---@param name string # name of the loaded sample
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---@param loop? boolean
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PlaySample = function(name, loop) end
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-- Sets the value of the skin setting with the specified key
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---@param key string
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---@param value any # type must match the type of the defined skin setting
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SetSkinSetting = function(key, value) end
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-- Stops a playing sample
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---@param name string # name of the loaded sample
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StopSample = function(name) end
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-- Checks if an update is available
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---@return string url, string version # `nil` if there is no update available
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UpdateAvailable = function() end
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---@class game
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game = {
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LOGGER_INFO = 1,
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LOGGER_NORMAL = 2,
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@ -78,19 +14,68 @@ game = {
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BUTTON_FXR = 5,
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BUTTON_STA = 6,
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BUTTON_BCK = 11,
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}
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GetButton = GetButton,
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GetKnob = GetKnob,
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GetLaserColor = GetLaserColor,
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GetMousePos = GetMousePos,
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GetResolution = GetResolution,
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GetSkin = GetSkin,
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GetSkinSetting = GetSkinSetting,
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IsSamplePlaying = IsSamplePlaying,
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LoadSkinSample = LoadSkinSample,
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Log = Log,
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PlaySample = PlaySample,
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SetSkinSetting = SetSkinSetting,
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StopSample = StopSample,
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UpdateAvailable = UpdateAvailable,
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};
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-- Gets the state of the specified button
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---@param button integer # options are under the `game` table prefixed with `BUTTON`
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---@return boolean # `true` if it is being pressed
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game.GetButton = function(button) end
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-- Gets the absolute rotation of the specified knob
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---@param knob integer # `0 = left`, `1 = right`
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---@return number angle # in radians, `-2*pi` to `0` (turning CCW) and `0` to `2*pi` (turning CW)
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game.GetKnob = function(knob) end
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-- Gets the color of the specified laser
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---@param laser integer # `0 = left`, `1 = right`
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---@return integer r, integer g, integer b
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game.GetLaserColor = function(laser) end
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-- Gets the mouse's position on the game window in pixel coordinates
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---@return number, number
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game.GetMousePos = function() end
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-- Gets the game window's resolution in pixels
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---@return number, number
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game.GetResolution = function() end
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-- Gets the name of the current skin
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---@return string
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game.GetSkin = function() end
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-- Gets the value of the skin setting with the specified key
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---@param key string
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---@return any
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game.GetSkinSetting = function(key) end
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-- Checks whether the named sample is currently playing
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---@param name string # name of the loaded sample
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---@return boolean|nil # `nil` if the sample is not loaded
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game.IsSamplePlaying = function(name) end
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-- Loads an audio sample from the `audio` directory of the current skin folder
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---@param name string # `.wav` extension assumed if not provided
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game.LoadSkinSample = function(name) end
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-- Logs a message to the game's log file
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---@param message string
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---@param severity integer # options are under the `game` table prefixed with `LOGGER`
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game.Log = function(message, severity) end
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-- Plays a loaded sample
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---@param name string # name of the loaded sample
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---@param loop? boolean
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game.PlaySample = function(name, loop) end
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-- Sets the value of the skin setting with the specified key
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---@param key string
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---@param value any # type must match the type of the defined skin setting
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game.SetSkinSetting = function(key, value) end
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-- Stops a playing sample
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---@param name string # name of the loaded sample
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game.StopSample = function(name) end
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-- Checks if an update is available
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---@return string url, string version # `nil` if there is no update available
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game.UpdateAvailable = function() end
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-- gameplay `gameplay` table
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---@class CritLine
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---@field cursors LaserCursor[] #
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---@field line Line # Line from the left corner of the track to the right corner
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---@field rotation number # The rotation of the crit line, in radians
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---@field x integer # Screen x-coordinate of the center of the crit line
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---@field y integer # Screen y-coordinate of the center of the crit line
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CritLine = {};
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CritLine = {}
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---@class LaserCursor
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---@field alpha number # Alpha channel value, `0.0` to `1.0`
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---@field pos number # The x-position relative to the center of the crit line
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---@field skew number # The x-skew of the cursor
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LaserCursor = {};
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LaserCursor = {}
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---@class Gauge
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---@field type integer # `0` = Effective, `1` = Excessive, `2` = Permissive, `3` = Blastive
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---@field value number # Current gauge percentage, `0.0` to `1.0`
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Gauge = {};
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Gauge = {}
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---@class Line
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---@field x1 number # Starting x-coordinate
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---@field y1 number # Starting y-coordinate
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---@field x2 number # Ending x-coordinate
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---@field y2 number # Ending y-coordinate
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Line = {};
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Line = {}
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---@class ScoreReplay
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---@field currentScore integer # Current score of the replay
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---@field maxScore integer # Ending score of the replay
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ScoreReplay = {};
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ScoreReplay = {}
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-- gameplay `gameplay` table
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---@class gameplay
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---@field artist string # Chart artist
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---@field bpm number # Chart BPM
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---@field suddenFade number # Sudden fade value, `0.0` to `1.0`
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---@field title string # Chart title
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---@field user_id nil|string # Only for multiplayer
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gameplay = {};
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gameplay = {}
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---@field options? string[] # Array of setting value names, only available if setting `type` is `enum`
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---@field type string # Type of the setting value: `button`, `enum`, `float`, `int`, or `toggle`
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---@field value? number|boolean # Value of the setting, not available if setting `type` is `button`
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SettingsDiagSetting = {};
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SettingsDiagSetting = {}
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---@class SettingsDiagTab
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---@field name string # Tab name
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---@field settings SettingsDiagSetting[] # Array of settings in the tab
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SettingsDiagTab = {};
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SettingsDiagTab = {}
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---@class SettingsDiag
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---@field currentSetting integer # Current setting index for `SettigsDiag[currentTab].settings`
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---@field posX number # X-Position relative to the entire screen, from `0.0` to `1.0`
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---@field posY number # Y-Position relative to the entire screen, from `0.0` to `1.0`
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---@field tabs SettingsDiagTab[]
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SettingsDiag = {};
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SettingsDiag = {}
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1033
docs/lua_api/gfx.lua
1033
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File diff suppressed because it is too large
Load Diff
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@ -1,29 +1,7 @@
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-- Global `Http` table
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-- Executes a blocking `GET` request
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---@param url string
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---@param header table<string, string>
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---@return HttpResponse
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Get = function(url, header) end
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-- Executes a `GET` request and calls `callback` with `HttpResponse` as a parameter
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---@param url string
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---@param header table<string, string>
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---@param callback function
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GetAsync = function(url, header, callback) end
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-- Executes a blocking `POST` request
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---@param url string
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---@param content string
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---@param header table<string, string>
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---@return HttpResponse
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Post = function(url, content, header) end
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-- Executes a `POST` request and calls `callback` with `HttpResponse` as a parameter
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---@param url string
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---@param header table<string, string>
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---@param callback function
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PostAsync = function(url, header, callback) end
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---@class Http
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Http = {
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}
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---@class HttpResponse
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---@field cookies string
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---@field error string
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---@field text string
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---@field url string
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HttpResponse = {};
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HttpResponse = {}
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---@class Http
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Http = {
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Get = Get,
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GetAsync = GetAsync,
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Post = Post,
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PostAsync = PostAsync,
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};
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-- Executes a blocking `GET` request
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---@param url string
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---@param header table<string, string>
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---@return HttpResponse
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Http.Get = function(url, header) end
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-- Executes a `GET` request and calls `callback` with `HttpResponse` as a parameter
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---@param url string
|
||||
---@param header table<string, string>
|
||||
---@param callback function
|
||||
Http.GetAsync = function(url, header, callback) end
|
||||
|
||||
-- Executes a blocking `POST` request
|
||||
---@param url string
|
||||
---@param content string
|
||||
---@param header table<string, string>
|
||||
---@return HttpResponse
|
||||
Http.Post = function(url, content, header) end
|
||||
|
||||
-- Executes a `POST` request and calls `callback` with `HttpResponse` as a parameter
|
||||
---@param url string
|
||||
---@param header table<string, string>
|
||||
---@param callback function
|
||||
Http.PostAsync = function(url, header, callback) end
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
---@field delta integer -- Delta value of the hit from 0
|
||||
---@field hold integer -- `0` for chip/laser, otherwise `# Ticks` of hold
|
||||
---@field rating integer -- `0 = Miss`, `1 = Near`, `2 = Crit`
|
||||
HitStat = {};
|
||||
HitStat = {}
|
||||
|
||||
---@class HitWindow
|
||||
---@field good integer # Near window, default `92`
|
||||
|
@ -16,7 +16,7 @@ HitStat = {};
|
|||
---@field perfect integer -- Critical window, default `46`
|
||||
---@field slam integer -- Slam window, default `84`
|
||||
---@field type integer -- `1 = Normal` default, `2 = Hard` default values halved
|
||||
HitWindow = {};
|
||||
HitWindow = {}
|
||||
|
||||
---@class Score
|
||||
---@field auto_flags integer # Autoplay flag
|
||||
|
@ -34,12 +34,12 @@ HitWindow = {};
|
|||
---@field score integer # Result score
|
||||
---@field timestamp integer # Unix timestamp of the score
|
||||
---@field uid nil|string # Only for multiplayer results, UID of the player
|
||||
Score = {};
|
||||
Score = {}
|
||||
|
||||
---@class ChartResult : result
|
||||
---@field passed boolean # Whether or not challenge requirements were met for this chart
|
||||
---@field failReason string # Fail reason if a challenge requirement was not met
|
||||
ChartResult = {};
|
||||
ChartResult = {}
|
||||
|
||||
---@class ServerScoreOptions
|
||||
---@field gaugeType integer # An enum value representing the gauge type used. 0 = normal, 1 = hard. Further values are not currently specified.
|
||||
|
@ -129,4 +129,4 @@ ServerScore = {}
|
|||
---@field speedModValue number # Only for singleplayer, `HiSpeed` for `XMOD`, `ModSpeed` otherwise
|
||||
---@field title string # Chart (with player name in multiplayer) or challenge title
|
||||
---@field uid nil|string # Only for multiplayer, UID of the player
|
||||
result = {};
|
||||
result = {}
|
||||
|
|
|
@ -1,118 +1,5 @@
|
|||
-- Adds a texture that was loaded with `gfx.LoadSharedTexture` to the material that can be used in the shader code
|
||||
---@param uniformName string
|
||||
---@param textureName string
|
||||
AddSharedTexture = function(uniformName, textureName) end
|
||||
|
||||
-- Adds a texture to the material that can be used in the shader code
|
||||
---@param uniformName string
|
||||
---@param path string # prepended with `skins/<skin>/textures/`
|
||||
AddSkinTexture = function(uniformName, path) end
|
||||
|
||||
-- Adds a texture to the material that can be used in the shader code
|
||||
---@param uniformName string
|
||||
---@param path string
|
||||
AddTexture = function(uniformName, path) end
|
||||
|
||||
-- Gets the translation of the mesh
|
||||
---@return number x, number y, number z
|
||||
GetPosition = function() end
|
||||
|
||||
-- Gets the rotation (in degrees) of the mesh
|
||||
---@return number roll, number yaw, number pitch
|
||||
GetRotation = function() end
|
||||
|
||||
-- Gets the scale of the mesh
|
||||
---@return number x, number y, number z
|
||||
GetScale = function() end
|
||||
|
||||
-- Sets the blending mode
|
||||
---@param mode integer # options also available as fields of the object prefixed with `BLEND`
|
||||
-- `Normal` = 0 (default)
|
||||
-- `Additive` = 1
|
||||
-- `Multiply` = 2
|
||||
SetBlendMode = function(mode) end
|
||||
|
||||
-- Sets the geometry data
|
||||
---@param data table # array of vertices in clockwise order starting from the top left e.g.
|
||||
-- ```
|
||||
-- {
|
||||
-- { { 0, 0 }, { 0, 0 } },
|
||||
-- { { 50, 0 }, { 1, 0 } },
|
||||
-- { { 50, 50 }, { 1, 1 } },
|
||||
-- { { 0, 50 }, { 0, 1 } },
|
||||
-- }
|
||||
-- ```
|
||||
SetData = function(data) end
|
||||
|
||||
-- Sets the material is opaque or non-opaque (default)
|
||||
---@param opaque boolean
|
||||
SetOpaque = function(opaque) end
|
||||
|
||||
-- Sets the value of the specified uniform
|
||||
---@param uniformName string
|
||||
---@param value number # `float`
|
||||
SetParam = function(uniformName, value) end
|
||||
|
||||
-- Sets the value of the specified 2d vector uniform
|
||||
---@param uniformName string
|
||||
---@param x number # `float`
|
||||
---@param y number # `float`
|
||||
SetParamVec2 = function(uniformName, x, y) end
|
||||
|
||||
-- Sets the value of the specified 3d vector uniform
|
||||
---@param uniformName string
|
||||
---@param x number # `float`
|
||||
---@param y number # `float`
|
||||
---@param z number # `float`
|
||||
SetParamVec3 = function(uniformName, x, y, z) end
|
||||
|
||||
-- Sets the value of the specified 4d vector uniform
|
||||
---@param uniformName string
|
||||
---@param x number # `float`
|
||||
---@param y number # `float`
|
||||
---@param z number # `float`
|
||||
---@param w number # `float`
|
||||
SetParamVec4 = function(uniformName, x, y, z, w) end
|
||||
|
||||
-- Sets the translation for the mesh
|
||||
-- Relative to the screen for `ShadedMesh`
|
||||
-- Relative to the center of the crit line for `ShadedMeshOnTrack`
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z? number # Default `0`
|
||||
SetPosition = function(x, y, z) end
|
||||
|
||||
-- Sets the format for geometry data provided by `SetData`
|
||||
---@param type integer # options also available as fields of the object prefixed with `PRIM`
|
||||
-- `TriangleList` = 0 (default)
|
||||
-- `TriangleStrip` = 1
|
||||
-- `TriangleFan` = 2
|
||||
-- `LineList` = 3
|
||||
-- `LineStrip` = 4
|
||||
-- `PointList` = 5
|
||||
SetPrimitiveType = function(type) end
|
||||
|
||||
-- Sets the rotation (in degrees) of the mesh
|
||||
-- **WARNING:** For `ShadedMesh`, pitch and yaw may clip, rendering portions or the entire mesh invisible
|
||||
---@param roll number
|
||||
---@param yaw? number # Default `0`
|
||||
---@param pitch? number # Default `0`
|
||||
SetRotation = function(roll, yaw, pitch) end
|
||||
|
||||
-- Sets the scale of the mesh
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z? number # Default `0`
|
||||
SetScale = function(x, y, z) end
|
||||
|
||||
-- Sets the wireframe mode of the object (does not render texture)
|
||||
-- Useful for debugging models or geometry shaders
|
||||
---@param useWireframe boolean
|
||||
SetWireframe = function(useWireframe) end
|
||||
|
||||
-- Renders the `ShadedMesh` object
|
||||
Draw = function() end
|
||||
|
||||
---ShadedMesh is a lua object available that has "low-level" drawing capabilites
|
||||
---that can be useful for very custom rendering goals.
|
||||
---@class ShadedMesh
|
||||
ShadedMesh = {
|
||||
BLEND_NORM = 0,
|
||||
|
@ -125,57 +12,148 @@ ShadedMesh = {
|
|||
PRIM_LINELIST = 3,
|
||||
PRIM_LINESTRIP = 4,
|
||||
PRIM_POINTLIST = 5,
|
||||
}
|
||||
|
||||
AddSharedTexture = AddSharedTexture,
|
||||
AddSkinTexture = AddSkinTexture,
|
||||
AddTexture = AddTexture,
|
||||
Draw = Draw,
|
||||
GetPosition = GetPosition,
|
||||
GetRotation = GetRotation,
|
||||
GetScale = GetScale,
|
||||
SetBlendMode = SetBlendMode,
|
||||
SetData = SetData,
|
||||
SetOpaque = SetOpaque,
|
||||
SetParam = SetParam,
|
||||
SetParamVec2 = SetParamVec2,
|
||||
SetParamVec3 = SetParamVec3,
|
||||
SetParamVec4 = SetParamVec4,
|
||||
SetPosition = SetPosition,
|
||||
SetPrimitiveType = SetPrimitiveType,
|
||||
SetRotation = SetRotation,
|
||||
SetScale = SetScale,
|
||||
SetWireframe = SetWireframe,
|
||||
};
|
||||
-- Adds a texture that was loaded with `gfx.LoadSharedTexture` to the material that can be used in the shader code
|
||||
---@param uniformName string
|
||||
---@param textureName string
|
||||
ShadedMesh.AddSharedTexture = function(uniformName, textureName) end
|
||||
|
||||
-- Gets the length of the mesh
|
||||
---@return number length
|
||||
GetLength = function() end
|
||||
-- Adds a texture to the material that can be used in the shader code
|
||||
---@param uniformName string
|
||||
---@param path string # prepended with `skins/<skin>/textures/`
|
||||
ShadedMesh.AddSkinTexture = function(uniformName, path) end
|
||||
|
||||
-- Sets the y-scale of the mesh based on its length
|
||||
-- Useful for creating fake buttons which may have variable length based on duration
|
||||
---@param length number
|
||||
ScaleToLength = function(length) end
|
||||
-- Adds a texture to the material that can be used in the shader code
|
||||
---@param uniformName string
|
||||
---@param path string
|
||||
ShadedMesh.AddTexture = function(uniformName, path) end
|
||||
|
||||
-- Stops meshes beyond the track from being rendered if `doClip`
|
||||
---@param doClip boolean
|
||||
SetClipWithTrack = function(doClip) end
|
||||
-- Gets the translation of the mesh
|
||||
---@return number x, number y, number z
|
||||
ShadedMesh.GetPosition = function() end
|
||||
|
||||
-- Sets the length (in the y-direction relative to the track) of the mesh
|
||||
---@param length number # Optional constants: `BUTTON_TEXTURE_LENGTH`, `FXBUTTON_TEXTURE_LENGTH`, and `TRACK_LENGTH`
|
||||
SetLength = function(length) end
|
||||
-- Gets the rotation (in degrees) of the mesh
|
||||
---@return number roll, number yaw, number pitch
|
||||
ShadedMesh.GetRotation = function() end
|
||||
|
||||
-- Uses an existing game mesh
|
||||
---@param meshName string # Options: `'button'`, `'fxbutton'`, and `'track'`
|
||||
UseGameMesh = function(meshName) end
|
||||
-- Gets the scale of the mesh
|
||||
---@return number x, number y, number z
|
||||
ShadedMesh.GetScale = function() end
|
||||
|
||||
-- Sets the blending mode
|
||||
---@param mode integer # options also available as fields of the object prefixed with `BLEND`
|
||||
-- `Normal` = 0 (default)
|
||||
-- `Additive` = 1
|
||||
-- `Multiply` = 2
|
||||
ShadedMesh.SetBlendMode = function(mode) end
|
||||
|
||||
-- Sets the geometry data
|
||||
---@param data table # array of vertices in clockwise order starting from the top left e.g.
|
||||
-- ```
|
||||
-- {
|
||||
-- { { 0, 0 }, { 0, 0 } },
|
||||
-- { { 50, 0 }, { 1, 0 } },
|
||||
-- { { 50, 50 }, { 1, 1 } },
|
||||
-- { { 0, 50 }, { 0, 1 } },
|
||||
-- }
|
||||
-- ```
|
||||
ShadedMesh.SetData = function(data) end
|
||||
|
||||
-- Sets the material is opaque or non-opaque (default)
|
||||
---@param opaque boolean
|
||||
ShadedMesh.SetOpaque = function(opaque) end
|
||||
|
||||
-- Sets the value of the specified uniform
|
||||
---@param uniformName string
|
||||
---@param value number # `float`
|
||||
ShadedMesh.SetParam = function(uniformName, value) end
|
||||
|
||||
-- Sets the value of the specified 2d vector uniform
|
||||
---@param uniformName string
|
||||
---@param x number # `float`
|
||||
---@param y number # `float`
|
||||
ShadedMesh.SetParamVec2 = function(uniformName, x, y) end
|
||||
|
||||
-- Sets the value of the specified 3d vector uniform
|
||||
---@param uniformName string
|
||||
---@param x number # `float`
|
||||
---@param y number # `float`
|
||||
---@param z number # `float`
|
||||
ShadedMesh.SetParamVec3 = function(uniformName, x, y, z) end
|
||||
|
||||
-- Sets the value of the specified 4d vector uniform
|
||||
---@param uniformName string
|
||||
---@param x number # `float`
|
||||
---@param y number # `float`
|
||||
---@param z number # `float`
|
||||
---@param w number # `float`
|
||||
ShadedMesh.SetParamVec4 = function(uniformName, x, y, z, w) end
|
||||
|
||||
-- Sets the translation for the mesh
|
||||
-- Relative to the screen for `ShadedMesh`
|
||||
-- Relative to the center of the crit line for `ShadedMeshOnTrack`
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z? number # Default `0`
|
||||
ShadedMesh.SetPosition = function(x, y, z) end
|
||||
|
||||
-- Sets the format for geometry data provided by `SetData`
|
||||
---@param type integer # options also available as fields of the object prefixed with `PRIM`
|
||||
-- `TriangleList` = 0 (default)
|
||||
-- `TriangleStrip` = 1
|
||||
-- `TriangleFan` = 2
|
||||
-- `LineList` = 3
|
||||
-- `LineStrip` = 4
|
||||
-- `PointList` = 5
|
||||
ShadedMesh.SetPrimitiveType = function(type) end
|
||||
|
||||
-- Sets the rotation (in degrees) of the mesh
|
||||
-- **WARNING:** For `ShadedMesh`, pitch and yaw may clip, rendering portions or the entire mesh invisible
|
||||
---@param roll number
|
||||
---@param yaw? number # Default `0`
|
||||
---@param pitch? number # Default `0`
|
||||
ShadedMesh.SetRotation = function(roll, yaw, pitch) end
|
||||
|
||||
-- Sets the scale of the mesh
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z? number # Default `0`
|
||||
ShadedMesh.SetScale = function(x, y, z) end
|
||||
|
||||
-- Sets the wireframe mode of the object (does not render texture)
|
||||
-- Useful for debugging models or geometry shaders
|
||||
---@param useWireframe boolean
|
||||
ShadedMesh.SetWireframe = function(useWireframe) end
|
||||
|
||||
-- Renders the `ShadedMesh` object
|
||||
ShadedMesh.Draw = function() end
|
||||
|
||||
---ShadedMeshOnTrack is a ShadedMesh that renders with the track camera instead of the screen.
|
||||
---@class ShadedMeshOnTrack : ShadedMesh
|
||||
---@field BUTTON_TEXTURE_LENGTH number
|
||||
---@field FXBUTTON_TEXTURE_LENGTH number
|
||||
---@field TRACK_LENGTH number
|
||||
ShadedMeshOnTrack = {
|
||||
GetLength = GetLength,
|
||||
UseGameMesh = UseGameMesh,
|
||||
ScaleToLength = ScaleToLength,
|
||||
SetClipWithTrack = SetClipWithTrack,
|
||||
SetLength = SetLength,
|
||||
};
|
||||
}
|
||||
-- Gets the length of the mesh
|
||||
---@return number length
|
||||
ShadedMeshOnTrack.GetLength = function() end
|
||||
|
||||
-- Sets the y-scale of the mesh based on its length
|
||||
-- Useful for creating fake buttons which may have variable length based on duration
|
||||
---@param length number
|
||||
ShadedMeshOnTrack.ScaleToLength = function(length) end
|
||||
|
||||
-- Stops meshes beyond the track from being rendered if `doClip`
|
||||
---@param doClip boolean
|
||||
ShadedMeshOnTrack.SetClipWithTrack = function(doClip) end
|
||||
|
||||
-- Sets the length (in the y-direction relative to the track) of the mesh
|
||||
---@param length number # Optional constants: `BUTTON_TEXTURE_LENGTH`, `FXBUTTON_TEXTURE_LENGTH`, and `TRACK_LENGTH`
|
||||
ShadedMeshOnTrack.SetLength = function(length) end
|
||||
|
||||
-- Uses an existing game mesh
|
||||
---@param meshName string # Options: `'button'`, `'fxbutton'`, and `'track'`
|
||||
ShadedMeshOnTrack.UseGameMesh = function(meshName) end
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
---@field level integer # Difficulty level
|
||||
---@field scores Score[] # Scores for the current difficulty
|
||||
---@field topBadge integer # `0 = Never Played`, `1 = Played`, `2 = Cleared`, `3 = Hard Cleared`, `4 = Full Chain`, `5 = Perfect Chain`
|
||||
Difficulty = {};
|
||||
Difficulty = {}
|
||||
|
||||
---@class Song
|
||||
---@field artist string # Chart artist
|
||||
|
@ -18,7 +18,7 @@ Difficulty = {};
|
|||
---@field id integer # Song id, unique static identifier
|
||||
---@field path string # Full filepath to the chart folder on the disk
|
||||
---@field title string # Chart title
|
||||
Song = {};
|
||||
Song = {}
|
||||
|
||||
---@class songwheel
|
||||
---@field allSongs Song[] # Array of all available songs
|
||||
|
@ -26,4 +26,16 @@ Song = {};
|
|||
---@field searchStatus string # Current song database status
|
||||
---@field searchText string # Search input text
|
||||
---@field songs Song[] # Array of songs with the current filters/sorting applied
|
||||
songwheel = {};
|
||||
songwheel = {}
|
||||
|
||||
---Set difficulty index
|
||||
---@param diff integer diff index
|
||||
function set_diff(diff) end
|
||||
|
||||
---Function called by the game when ``songs`` or ``allSongs`` (if withAll == true) is changed.
|
||||
---@param allSongs boolean
|
||||
function songs_changed(allSongs) end
|
||||
|
||||
---Function called by the game to get how much to scroll when page up or page down are pressed.
|
||||
---Needs to be defined for the game to work properly.
|
||||
function get_page_size() end
|
||||
|
|
|
@ -1,4 +1,17 @@
|
|||
-- sortwheel `sorts` table
|
||||
|
||||
---@type string[] # Array of song sorts
|
||||
sorts = {};
|
||||
sorts = {
|
||||
"Title ^",
|
||||
"Title v",
|
||||
"Score ^",
|
||||
"Score v",
|
||||
"Date ^",
|
||||
"Date v",
|
||||
"Badge ^",
|
||||
"Badge v",
|
||||
"Artist ^",
|
||||
"Artist v",
|
||||
"Effector ^",
|
||||
"Effector v",
|
||||
}
|
||||
|
|
|
@ -1,27 +1,30 @@
|
|||
local function Exit() end
|
||||
|
||||
local function Settings() end
|
||||
|
||||
local function Start() end
|
||||
|
||||
local function DLScreen() end
|
||||
|
||||
local function Update() end
|
||||
|
||||
local function Multiplayer() end
|
||||
|
||||
local function Challenges() end
|
||||
|
||||
--- Global `Menu` table
|
||||
---@class Menu
|
||||
Menu = {
|
||||
Exit = Exit,
|
||||
Settings = Settings,
|
||||
Start = Start,
|
||||
DLScreen = DLScreen,
|
||||
Update = Update,
|
||||
Multiplayer = Multiplayer,
|
||||
Challenges = Challenges
|
||||
}
|
||||
|
||||
--- Exit application
|
||||
Menu.Exit = function() end
|
||||
|
||||
--- Open settings screen
|
||||
Menu.Settings = function() end
|
||||
|
||||
--- Open songwheel screen
|
||||
Menu.Start = function() end
|
||||
|
||||
--- Open nautica screen
|
||||
Menu.DLScreen = function() end
|
||||
|
||||
--- Update the application
|
||||
Menu.Update = function() end
|
||||
|
||||
--- Open multiplayer screen
|
||||
Menu.Multiplayer = function() end
|
||||
|
||||
--- Open challenge course screen
|
||||
Menu.Challenges = function() end
|
||||
|
||||
|
||||
--- Render frame for titlescreen
|
||||
---@param deltaTime number Elapsed frametime since last frame
|
||||
function render(deltaTime) end
|
||||
|
|
|
@ -1,39 +1,34 @@
|
|||
-- `track` table
|
||||
-- Only exists in `gameplay.lua` and background/foreground scripts
|
||||
---`track` table
|
||||
---
|
||||
---Only exists in `gameplay.lua` and background/foreground scripts
|
||||
---@class track
|
||||
track = {
|
||||
}
|
||||
|
||||
-- Creates a new `ShadedMeshOnTrack` object
|
||||
---@param materialName string # Default `'guiTex'`, loaded from the current skin's `shaders` folder
|
||||
-- `<materialName>.fs` and `<materialName>.vs` must exist at this location
|
||||
---@return ShadedMeshOnTrack
|
||||
CreateShadedMeshOnTrack = function(materialName) end
|
||||
track.CreateShadedMeshOnTrack = function(materialName) end
|
||||
|
||||
-- Gets the x-value for the left side of the given `lane`
|
||||
---@param lane integer # `1` = A, `2` = B, `3` = C, `4` = D, `5` = L, `6` = R
|
||||
---@return number x
|
||||
GetCurrentLaneXPos = function(lane) end
|
||||
track.GetCurrentLaneXPos = function(lane) end
|
||||
|
||||
-- Gets the y-length of a long note from `start` for `duration`, adjusted for the current track speed
|
||||
---@param start integer # In miliseconds
|
||||
---@param duration integer # In miliseconds
|
||||
---@return number y
|
||||
GetLengthForDuration = function(start, duration) end
|
||||
track.GetLengthForDuration = function(start, duration) end
|
||||
|
||||
-- Gets the y-position for an object at the given `time`, adjusted for the current track speed
|
||||
---@param time integer # In miliseconds
|
||||
---@return number y
|
||||
GetYPosForTime = function(time) end
|
||||
track.GetYPosForTime = function(time) end
|
||||
|
||||
-- Hides an object in the given `lane` at the given `time`
|
||||
-- If no object is found, hides the closest object after the given `time`
|
||||
---@param time integer # In miliseconds
|
||||
---@param lane integer # `1` = A, `2` = B, `3` = C, `4` = D, `5` = L, `6` = R
|
||||
HideObject = function(time, lane) end
|
||||
|
||||
---@class track
|
||||
track = {
|
||||
CreateShadedMeshOnTrack = CreateShadedMeshOnTrack,
|
||||
GetCurrentLaneXPos = GetCurrentLaneXPos,
|
||||
GetLengthForDuration = GetLengthForDuration,
|
||||
GetYPosForTime = GetYPosForTime,
|
||||
HideObject = HideObject,
|
||||
};
|
||||
track.HideObject = function(time, lane) end
|
||||
|
|
Loading…
Reference in New Issue