tidy preformatted code examples in LuaDoc

This commit is contained in:
quietly-turning
2020-06-25 05:06:16 -04:00
parent 91bf61a178
commit 5574113d63
+23 -16
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@@ -789,6 +789,14 @@ save yourself some time, copy this for undocumented things:
<!-- Namespaces --> <!-- Namespaces -->
<Namespaces> <Namespaces>
<Description>
The StepMania engine makes some of its namespaces available to Lua. These can be thought of as collections of utility functions.<br />
Example using <code>SongUtil</code> to get playable <Link class='Steps' /> from a song given the current <Link class='Game' />:
<pre><code>
local song = GAMESTATE:GetCurrentSong()
local playable_steps = SongUtil.GetPlayableSteps(song)
</code></pre>
</Description>
<Namespace name='ActorUtil'> <Namespace name='ActorUtil'>
<Function name='GetFileType' return='FileType' arguments='string sPath'> <Function name='GetFileType' return='FileType' arguments='string sPath'>
Returns the <Link class='ENUM' function='FileType' /> for the file at <code>sPath</code>. Returns the <Link class='ENUM' function='FileType' /> for the file at <code>sPath</code>.
@@ -864,20 +872,17 @@ save yourself some time, copy this for undocumented things:
<Description> <Description>
Enumerated types are lookup tables associating a string to each numerical Enumerated types are lookup tables associating a string to each numerical
value for each <Link class='Enums'>Enum</Link>. For example, value for each <Link class='Enums'>Enum</Link>. For example,
<code><Link class='ENUM' function='PlayerNumber' />[1]</code> would be the <code>PlayerNumber[1]</code> would be the
string <code>'PlayerNumber_P1'</code>.<br /> string <code>'PlayerNumber_P1'</code>.<br />
The functions defined in the <code>Enum</code> namespace are valid member The functions in this <code>Enum</code> namespace are valid member
functions of every <Link class='Enums'>Enum</Link> where the first argument is functions of every <Link class='Enums'>Enum</Link> where the first argument is
omitted and the name of the <Link class='Enums'>Enum</Link> is used in place omitted and the name of the Enum is used in place
of <code>Enum</code>. Instead of of <code>Enum</code>.<br />
<code><Link function='GetName'>Enum.GetName</Link>( For example:<br />
<Link class='ENUM' function='PlayerNumber' /> )</code> or <code>Enum.GetName(PlayerNumber)</code> and
<code><Link function='Reverse'>Enum.Reverse</Link>( <code>Enum.Reverse(PlayerNumber)</code> can be used like<br />
<Link class='ENUM' function='PlayerNumber' /> )</code>, one can use <code>PlayerNumber:GetName()</code> and
<code><Link class='ENUM' function='PlayerNumber' />:<!-- <code>PlayerNumber:Reverse()</code>, respectively.
--><Link function='GetName'>GetName</Link>()</code> or
<code><Link class='ENUM' function='PlayerNumber' />:<!--
--><Link function='Reverse'>Reverse</Link>()</code>, respectively.
</Description> </Description>
<Function name='Compare' return='int' arguments='Enum e, string x, string y'> <Function name='Compare' return='int' arguments='Enum e, string x, string y'>
Both <code>x</code> and <code>y</code> need to be elements of the enumerated Both <code>x</code> and <code>y</code> need to be elements of the enumerated
@@ -893,10 +898,12 @@ save yourself some time, copy this for undocumented things:
will return the string <code>'PlayerNumber'</code>. will return the string <code>'PlayerNumber'</code>.
</Function> </Function>
<Function name='Reverse' return='{int}' arguments='Enum e'> <Function name='Reverse' return='{int}' arguments='Enum e'>
Returns a reverse lookup table for the enumerated type <code>e</code>. For Returns a reverse lookup table for the enumerated type <code>e</code>. For
example: <br /><code>local r = example:
Enum.Reverse( <Link class='ENUM' function='PlayerNumber'/> );<br /> <pre><code>
local n = r['PlayerNumber_P2'];</code><br /> local r = PlayerNumber:Reverse()
local n = r['PlayerNumber_P2']
</code></pre>
The value of <code>n</code> in this case would be <code>1</code> corresponding The value of <code>n</code> in this case would be <code>1</code> corresponding
to the 0-based indexing using in C++ and not <code>2</code> as might be to the 0-based indexing using in C++ and not <code>2</code> as might be
expected for the 1-based indexing used in Lua. expected for the 1-based indexing used in Lua.