Sync LuaDocumentation.xml with 'Lua for SM5'

The LuaDocumentation.xml in the StepMania repository and
quietly-turning's 'Lua for SM5' diverged over time. This commit pulls in
a couple of documentation improvements from 'Lua for SM5'.

- Add documentation for previously undocumented functions
- Improved descriptions
- More crosslinking
This commit is contained in:
Martin Natano
2022-04-03 21:35:21 +02:00
parent d8055e59ab
commit 65eb85b8e9
+65 -40
View File
@@ -162,7 +162,7 @@ save yourself some time, copy this for undocumented things:
Creates a RageBezier2D for you to use. Make sure you destroy the RageBezier2D when you're done with it, or you will have a memory leak. Creates a RageBezier2D for you to use. Make sure you destroy the RageBezier2D when you're done with it, or you will have a memory leak.
</Function> </Function>
<Function name='create_spline' return='CubicSplineN' arguments=''> <Function name='create_spline' return='CubicSplineN' arguments=''>
Creates a CubicSplineN for you to use. Make sure you destroy the CubicSplineN when you're done with it, or you will have a memory leak. Creates a CubicSplineN for you to use. Make sure you <Link class="CubicSplineN" function='destroy'>destroy</Link> the CubicSplineN when you're done with it, or you will have a memory leak.
</Function> </Function>
<Function name='CustomDifficultyToColor' theme='_fallback' return='color' arguments='string cd'> <Function name='CustomDifficultyToColor' theme='_fallback' return='color' arguments='string cd'>
[02 Colors.lua] [02 Colors.lua]
@@ -467,10 +467,6 @@ save yourself some time, copy this for undocumented things:
<Function name='MissCombo' theme='_fallback' return='int' arguments=''> <Function name='MissCombo' theme='_fallback' return='int' arguments=''>
[03 Gameplay.lua] Returns the value to start showing the miss combo at. [03 Gameplay.lua] Returns the value to start showing the miss combo at.
</Function> </Function>
<Function name='module' return='void' arguments='string name, ...'>
Creates a module.<br />
<code>module</code> is a core function of Lua's basic library; see the Lua manual for more details.
</Function>
<Function name='MonthOfYear' return='int' arguments=''> <Function name='MonthOfYear' return='int' arguments=''>
Returns the current month of the year in the range <code>0</code>-<code>11</code>. Returns the current month of the year in the range <code>0</code>-<code>11</code>.
</Function> </Function>
@@ -692,6 +688,14 @@ save yourself some time, copy this for undocumented things:
<Function name='StandardDecorationFromFileOptional' theme='_fallback' return='Actor' arguments='string sMetricsName, string sFileName'> <Function name='StandardDecorationFromFileOptional' theme='_fallback' return='Actor' arguments='string sMetricsName, string sFileName'>
[02 ActorDef.lua] [02 ActorDef.lua]
</Function> </Function>
<Function name='StringToBlend' theme='_fallback' return='string' arguments='string s'>
[01 Alias.lua] Given the short form of a <Link class='ENUM' function='BlendMode' /> string, returns the full version of the string.<br />
Returns <code>nil</code> if the string passed in does not match any valid BlendModes.
<pre><code>
local b = StringToBlend("AlphaMask")
Trace(b) -- "BlendMode_AlphaMask"
</code></pre>
</Function>
<Function name='tableshuffle' theme='_fallback' return='table' arguments='table t'> <Function name='tableshuffle' theme='_fallback' return='table' arguments='table t'>
[02 Utilities.lua] Returns a shuffled version of <code>t</code>. [02 Utilities.lua] Returns a shuffled version of <code>t</code>.
</Function> </Function>
@@ -826,11 +830,11 @@ local playable_steps = SongUtil.GetPlayableSteps(song)
Returns the Y Offset of a note in column <code>iCol</code> at beat <code>fNoteBeat</code> for the provided PlayerState. Y Offset is affected by Speed mods and Accel mods, and impacts most other arrow effects. Returns the Y Offset of a note in column <code>iCol</code> at beat <code>fNoteBeat</code> for the provided PlayerState. Y Offset is affected by Speed mods and Accel mods, and impacts most other arrow effects.
</Function> </Function>
<Function name='GetYPos' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fYReverseOffsetPixels'> <Function name='GetYPos' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fYReverseOffsetPixels'>
Returns the Y position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/> Returns the Y position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br />
<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code> <code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code>
</Function> </Function>
<Function name='GetYOffsetFromYPos' return='float' arguments='PlayerState ps, int iCol, float fYPos, float fYReverseOffsetPixels'> <Function name='GetYOffsetFromYPos' return='float' arguments='PlayerState ps, int iCol, float fYPos, float fYReverseOffsetPixels'>
Returns the Y offset of a note in column <code>iCol</code> with a Y position of <code>fYPos</code> for the provided PlayerState.<br/> Returns the Y offset of a note in column <code>iCol</code> with a Y position of <code>fYPos</code> for the provided PlayerState.<br />
<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code> <code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code>
</Function> </Function>
<Function name='GetXPos' return='float' arguments='PlayerState ps, int iCol, float fYOffset'> <Function name='GetXPos' return='float' arguments='PlayerState ps, int iCol, float fYOffset'>
@@ -846,18 +850,18 @@ local playable_steps = SongUtil.GetPlayableSteps(song)
Returns the Y rotation of a note with a Y offset of <code>fYOffset</code> for the provided PlayerState. Returns the Y rotation of a note with a Y offset of <code>fYOffset</code> for the provided PlayerState.
</Function> </Function>
<Function name='GetRotationZ' return='float' arguments='PlayerState ps, float fNoteBeat, bool bIsHoldHead'> <Function name='GetRotationZ' return='float' arguments='PlayerState ps, float fNoteBeat, bool bIsHoldHead'>
Returns the Z rotation of a note at beat <code>fNoteBeat</code> for the provided PlayerState.<br/> Returns the Z rotation of a note at beat <code>fNoteBeat</code> for the provided PlayerState.<br />
<code>bIsHoldHead</code> is an optional argument which defaults to false. If true, this function will return <code>0</code> if the [PlayerOptions] modifier <code>DizzyHolds</code> is off. <code>bIsHoldHead</code> is an optional argument which defaults to false. If true, this function will return <code>0</code> if the [PlayerOptions] modifier <code>DizzyHolds</code> is off.
</Function> </Function>
<Function name='ReceptorGetRotationZ' return='float' arguments='PlayerState ps'> <Function name='ReceptorGetRotationZ' return='float' arguments='PlayerState ps'>
Returns the Z rotation of the receptors for the provided PlayerState. Returns the Z rotation of the receptors for the provided PlayerState.
</Function> </Function>
<Function name='GetAlpha' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'> <Function name='GetAlpha' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
Returns the Alpha of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/> Returns the Alpha of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br />
<code>fPercentFadeToFail</code> is optional and defaults to -1.<br/> <code>fPercentFadeToFail</code> is optional and defaults to -1.<br />
<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code><br/> <code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code><br />
<code>fDrawDistanceBeforeTargetsPixels</code> is optional and will pull defaults from the <code>[Player]</code> metric <code>DrawDistanceBeforeTargetsPixels</code><br/> <code>fDrawDistanceBeforeTargetsPixels</code> is optional and will pull defaults from the <code>[Player]</code> metric <code>DrawDistanceBeforeTargetsPixels</code><br />
<code>fFadeInPercentOfDrawFar</code> is optional and will pull defaults from the <code>[NoteField]</code> metric <code>FadeBeforeTargetsPercent</code><br/> <code>fFadeInPercentOfDrawFar</code> is optional and will pull defaults from the <code>[NoteField]</code> metric <code>FadeBeforeTargetsPercent</code><br />
</Function> </Function>
<Function name='GetGlow' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'> <Function name='GetGlow' return='float' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
Returns the Glow of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState. The arguments are the same as for GetAlpha. Returns the Glow of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState. The arguments are the same as for GetAlpha.
@@ -872,7 +876,8 @@ local playable_steps = SongUtil.GetPlayableSteps(song)
Returns the zoom of a note for the provided PlayerState. Returns the zoom of a note for the provided PlayerState.
</Function> </Function>
<Function name='GetFrameWidthScale' return='float' arguments='PlayerState ps, float fYOffset, float fOverlappedTime'> <Function name='GetFrameWidthScale' return='float' arguments='PlayerState ps, float fYOffset, float fOverlappedTime'>
Returns the FrameWidthScale of a hold part with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/> <code>fOverlappedTime</code> is optional and will default to 0. Returns the FrameWidthScale of a hold part with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br />
<code>fOverlappedTime</code> is optional and will default to 0.
</Function> </Function>
</Namespace> </Namespace>
<Namespace name='Enum'> <Namespace name='Enum'>
@@ -929,12 +934,12 @@ local n = r['PlayerNumber_P2']
If unsuccessful, it returns two values: <code>nil</code> and <code>"error"</code>. If unsuccessful, it returns two values: <code>nil</code> and <code>"error"</code>.
</Function> </Function>
<Function name='ReportScriptError' return='void' arguments='string error, string error_type'> <Function name='ReportScriptError' return='void' arguments='string error, string error_type'>
Reports the error through the error reporting system.<br/> Reports the error through the error reporting system.<br />
<code>error</code> is optional and defaults to "Script error occurred.".<br/> <code>error</code> is optional and defaults to "Script error occurred.".<br />
<code>error_type</code> is optional and defaults to "LUA_ERROR". Errors of type "LUA_ERROR" will be shown in-game if the <code>ShowThemeErrors</code> preference is enabled. A dialog will not appear for an <code>error_type</code> the user has chosen to ignore. <code>error_type</code> is optional and defaults to "LUA_ERROR". Errors of type "LUA_ERROR" will be shown in-game if the <code>ShowThemeErrors</code> preference is enabled. A dialog will not appear for an <code>error_type</code> the user has chosen to ignore.
</Function> </Function>
<Function name='RunWithThreadVariables' return='int' arguments='function func, table t, ...'> <Function name='RunWithThreadVariables' return='int' arguments='function func, table t, ...'>
Calls <code>func(...)</code> with LuaThreadVariables set according to the keys and values of <code>t</code>, and returns the return values of <code>func()</code>.<br/> Calls <code>func(...)</code> with LuaThreadVariables set according to the keys and values of <code>t</code>, and returns the return values of <code>func()</code>.<br />
For example, if <code>t</code> is <code>{x=12}</code>, calling <code>Var "x"</code> from <code>func</code> will return 12. For example, if <code>t</code> is <code>{x=12}</code>, calling <code>Var "x"</code> from <code>func</code> will return 12.
</Function> </Function>
<Function name='Trace' return='void' arguments='string sString'> <Function name='Trace' return='void' arguments='string sString'>
@@ -1178,7 +1183,7 @@ local n = r['PlayerNumber_P2']
See <a href="https://github.com/itgmania/itgmania/blob/HEAD/Docs/Themerdocs/effect_colors.txt" target="_blank" rel="noopener noreferrer">Docs/Themerdocs/effect_colors.txt</a> See <a href="https://github.com/itgmania/itgmania/blob/HEAD/Docs/Themerdocs/effect_colors.txt" target="_blank" rel="noopener noreferrer">Docs/Themerdocs/effect_colors.txt</a>
for an example. for an example.
</Function> </Function>
<Function name='diffusebottomedge' return='void' arguments=''> <Function name='diffusebottomedge' return='void' arguments='color c'>
Sets the Actor's bottom edge color to <code>c</code>. Sets the Actor's bottom edge color to <code>c</code>.
</Function> </Function>
<Function name='diffusecolor' return='void' arguments='color c'> <Function name='diffusecolor' return='void' arguments='color c'>
@@ -1246,12 +1251,9 @@ local n = r['PlayerNumber_P2']
Set the Actor's effect period to <code>fTime</code>. Set the Actor's effect period to <code>fTime</code>.
</Function> </Function>
<Function name='effecttiming' return='void' arguments='float ramp_to_half, float hold_at_half, float ramp_to_full, float hold_at_zero, float hold_at_full'> <Function name='effecttiming' return='void' arguments='float ramp_to_half, float hold_at_half, float ramp_to_full, float hold_at_zero, float hold_at_full'>
Set the Actor's effect timing.<br /> Set the Actor's effect timing. The effect timing controls how long it takes an effect to cycle and how long it spends in each phase.<br /><br />
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.<br />
All effect timings must be greater than or equal to zero, at least one of them must be greater than zero.<br /> All effect timings must be greater than or equal to zero, at least one of them must be greater than zero.<br />
The effect timing controls how long it takes an effect to cycle and how long it spends in each phase.<br />
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.<br /> 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.<br />
<br />
ramp_to_half is the amount of time for percent_through_effect to reach 0.5.<br /> ramp_to_half is the amount of time for percent_through_effect to reach 0.5.<br />
hold_at_half is the amount of time percent_through_effect will stay at 0.5.<br /> hold_at_half is the amount of time percent_through_effect will stay at 0.5.<br />
ramp_to_full is the amount of time percent_through_effect will take to go from 0.5 to 1.0.<br /> ramp_to_full is the amount of time percent_through_effect will take to go from 0.5 to 1.0.<br />
@@ -1259,8 +1261,8 @@ local n = r['PlayerNumber_P2']
After reaching the end of hold_at_full, percent_through_effect stays at 0 until hold_at_zero is over.<br /> After reaching the end of hold_at_full, percent_through_effect stays at 0 until hold_at_zero is over.<br />
<br /> <br />
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<br /> 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<br />
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.<br /> 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.<br /><br />
Check the effect functions for individual explanations: diffuseblink, diffuseshift, glowblink, glowshift, glowramp, rainbow, wag, bounce, bob, pulse, spin, vibrate. Check the effect functions for individual explanations: <Link function="diffuseblink" />, <Link function="diffuseshift" />, <Link function="glowblink" />, <Link function="glowshift" />, <Link function="glowramp" />, <Link function="rainbow" />, <Link function="wag" />, <Link function="bounce" />, <Link function="bob" />, <Link function="pulse" />, <Link function="spin" />, <Link function="vibrate" />.
</Function> </Function>
<Function name='effect_hold_at_full' return='void' arguments='float hold_at_full'> <Function name='effect_hold_at_full' return='void' arguments='float hold_at_full'>
Set the hold_at_full part of the effect timing while leaving the others unchanged. Set the hold_at_full part of the effect timing while leaving the others unchanged.
@@ -1377,7 +1379,8 @@ local n = r['PlayerNumber_P2']
for an example. for an example.
</Function> </Function>
<Function name='halign' return='void' arguments='float fAlign'> <Function name='halign' return='void' arguments='float fAlign'>
Set the fractional horizontal alignment of the Actor according to <code>fAlign</code> 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 <Link function='horizalign' /> for the common case. Set the fractional horizontal alignment of the Actor according to <code>fAlign</code> 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.<br />
Use <Link function='horizalign' /> for the common case.
</Function> </Function>
<Function name='heading' return='void' arguments='float fHeading'> <Function name='heading' return='void' arguments='float fHeading'>
Sets the heading of this Actor to <code>fHeading</code>. Sets the heading of this Actor to <code>fHeading</code>.
@@ -1392,7 +1395,14 @@ local n = r['PlayerNumber_P2']
[02 Actor.lua] "Hide if <code>b</code> is <code>true</code>, but don't unhide if <code>b</code> is <code>false</code>." [02 Actor.lua] "Hide if <code>b</code> is <code>true</code>, but don't unhide if <code>b</code> is <code>false</code>."
</Function> </Function>
<Function name='horizalign' return='void' arguments='HorizAlign align'> <Function name='horizalign' return='void' arguments='HorizAlign align'>
Set the horizontal alignment of the Actor according to <code>align</code>. See <Link function='halign' /> for fractional alignment. Set the <Link class='ENUM' function='HorizAlign'/> of the Actor according to <code>align</code>.<br />
<pre><code>
local spr = LoadActor('awesome.png')
spr.InitCommand=function(self)
self:horizalign('HorizAlign_Left')
end
</code></pre>
Use <Link function='halign' /> for fractional alignment.
</Function> </Function>
<Function name='hurrytweening' return='void' arguments='float factor'> <Function name='hurrytweening' return='void' arguments='float factor'>
Hurries up an Actor's tweening by <code>factor</code>. Hurries up an Actor's tweening by <code>factor</code>.
@@ -1530,10 +1540,18 @@ local n = r['PlayerNumber_P2']
It's usually more convenient to use <Link function='linear' />, <Link function='accelerate' />, <Link function='decelerate' />, or <Link function='spring' /> rather than using Actor:tween() directly. It's usually more convenient to use <Link function='linear' />, <Link function='accelerate' />, <Link function='decelerate' />, or <Link function='spring' /> rather than using Actor:tween() directly.
</Function> </Function>
<Function name='valign' return='void' arguments='float fAlign'> <Function name='valign' return='void' arguments='float fAlign'>
Set the fractional vertical alignment of the Actor according to <code>fAlign</code> 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 <Link function="vertalign" /> for the common case. Set the fractional vertical alignment of the Actor according to <code>fAlign</code> 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.<br />
Use <Link function="vertalign" /> for the common case.
</Function> </Function>
<Function name='vertalign' return='void' arguments='VertAlign align'> <Function name='vertalign' return='void' arguments='VertAlign align'>
Set the vertical alignment of the Actor according to <code>align</code>. See <Link function="valign" /> for fractional alignment. Set the <Link class='ENUM' function='VertAlign' /> of the Actor according to <code>align</code>.<br />
<pre><code>
local spr = LoadActor('awesome.png')
spr.InitCommand=function(self)
self:vertalign('VertAlign_Bottom')
end
</code></pre>
Use <Link function="valign" /> for fractional alignment.
</Function> </Function>
<Function name='vibrate' return='void' arguments=''> <Function name='vibrate' return='void' arguments=''>
Makes the Actor vibrate violently. Can use <Link function='effectmagnitude' /> to define different vibration behavior. Makes the Actor vibrate violently. Can use <Link function='effectmagnitude' /> to define different vibration behavior.
@@ -1794,7 +1812,7 @@ return af
Clears all the textures from the ActorMultiTexture. Clears all the textures from the ActorMultiTexture.
</Function> </Function>
<Function name='SetEffectMode' return='void' arguments='EffectMode em'> <Function name='SetEffectMode' return='void' arguments='EffectMode em'>
Sets the EffectMode on the ActorMultiTexture. Sets the <Link class='ENUM' function='EffectMode' /> on the ActorMultiTexture.
</Function> </Function>
<Function name='SetSizeFromTexture' return='void' arguments='RageTexture tex'> <Function name='SetSizeFromTexture' return='void' arguments='RageTexture tex'>
Sets the size of the ActorMultiTexture from the specified texture. Sets the size of the ActorMultiTexture from the specified texture.
@@ -1803,7 +1821,7 @@ return af
Sets the coordinates of the ActorMultiTexture. Sets the coordinates of the ActorMultiTexture.
</Function> </Function>
<Function name='SetTextureMode' return='void' arguments='int iIndex, TextureMode tm'> <Function name='SetTextureMode' return='void' arguments='int iIndex, TextureMode tm'>
Sets a TextureMode on the specified index. Sets a <Link class='ENUM' function='TextureMode' /> on the specified index.
</Function> </Function>
</Class> </Class>
<Class name='ActorMultiVertex' grouping='Actor'> <Class name='ActorMultiVertex' grouping='Actor'>
@@ -1940,10 +1958,10 @@ self:SetDrawState{First= 3, Num= 4}
Returns the ActorMultiVertex's texture. Returns the ActorMultiVertex's texture.
</Function> </Function>
<Function name='SetEffectMode' return='void' arguments='EffectMode em'> <Function name='SetEffectMode' return='void' arguments='EffectMode em'>
Sets the <Link class='ENUM' function='EffectMode'>EffectMode</Link> of the ActorMultiVertex. Sets the <Link class='ENUM' function='EffectMode' /> of the ActorMultiVertex.
</Function> </Function>
<Function name='SetTextureMode' return='void' arguments='TextureMode tm'> <Function name='SetTextureMode' return='void' arguments='TextureMode tm'>
Sets the <Link class='ENUM' function='TextureMode'>TextureMode</Link> of the ActorMultiVertex. Sets the <Link class='ENUM' function='TextureMode' /> of the ActorMultiVertex.
</Function> </Function>
<Function name='SetLineWidth' return='void' arguments='float width'> <Function name='SetLineWidth' return='void' arguments='float width'>
Sets the width of the line for DrawMode_LineStrip. Sets the width of the line for DrawMode_LineStrip.
@@ -2177,7 +2195,7 @@ Def.Sound{
<Class name='BitmapText' grouping='Actor'> <Class name='BitmapText' grouping='Actor'>
<Description> <Description>
<em>BitmapText</em> actors are used to display text on-screen.<br /> <em>BitmapText</em> actors are used to display text on-screen.<br />
The font can be specified using the <code>Font</code> attribute. It takes a font name a string, The font can be specified using the <code>Font</code> attribute. It takes a font name as a string,
pathed relative to the current theme's <code>./Fonts/</code> directory.<br /> pathed relative to the current theme's <code>./Fonts/</code> directory.<br />
StepMania expects fonts to be formatted as spritesheets with accompanying ini files. StepMania expects fonts to be formatted as spritesheets with accompanying ini files.
These can be generated from ttf files using <em>Texture Font Generator.exe</em> in the These can be generated from ttf files using <em>Texture Font Generator.exe</em> in the
@@ -2609,7 +2627,7 @@ Def.BitmapText{
Returns whether the spline is currently dirty. Returns whether the spline is currently dirty.
</Function> </Function>
<Function name='destroy' return='' arguments=''> <Function name='destroy' return='' arguments=''>
Destroys the spline, freeing the memory allocated for it. This can only be called on splines created with create_spline(). Destroys the spline, freeing the memory allocated for it. This can only be called on splines created with <Link class='GLOBAL' function='create_spline'>create_spline()</Link>.
</Function> </Function>
</Class> </Class>
<Class name='DeviceList' grouping='Actor'> <Class name='DeviceList' grouping='Actor'>
@@ -3532,20 +3550,23 @@ end
<Function name='ChangeSort' return='bool' arguments='SortOrder so'> <Function name='ChangeSort' return='bool' arguments='SortOrder so'>
Changes the sort order of the wheel. Returns <code>true</code> if the order was changed. Changes the sort order of the wheel. Returns <code>true</code> if the order was changed.
</Function> </Function>
<Function name='GetCurrentSections' return='{string}' arguments=''>
Returns a string array of the currently displayed sections in the MusicWheel.
</Function>
<Function name='GetSelectedSection' return='string' arguments=''> <Function name='GetSelectedSection' return='string' arguments=''>
Returns the name of the currently selected section. Returns the name of the currently selected section.
</Function> </Function>
<Function name='IsRouletting' return='bool' arguments=''> <Function name='IsRouletting' return='bool' arguments=''>
Returns <code>true</code> if the MusicWheel is currently handling Roulette selection. Returns <code>true</code> if the MusicWheel is currently handling Roulette selection.
</Function> </Function>
<Function name='SelectSong' return='bool' arguments='Song sSong'> <Function name='Move' return='void' arguments='int n'>
Selects a song. Returns <code>false</code> on failure. Moves the wheel by <code>n</code>.
</Function> </Function>
<Function name='SelectCourse' return='bool' arguments='Course cCourse'> <Function name='SelectCourse' return='bool' arguments='Course cCourse'>
Selects a course. Returns <code>false</code> on failure. Selects a course. Returns <code>false</code> on failure.
</Function> </Function>
<Function name='GetCurrentSections' return='{string}' arguments=''> <Function name='SelectSong' return='bool' arguments='Song sSong'>
Returns a string array of the currently displayed sections in the MusicWheel. Selects a song. Returns <code>false</code> on failure.
</Function> </Function>
</Class> </Class>
<Class name='NetworkManager'> <Class name='NetworkManager'>
@@ -4684,10 +4705,11 @@ prev_note_name, succeeded = options:NoteSkin("cel")
Returns the profile for player <code>pn</code>. Returns the profile for player <code>pn</code>.
</Function> </Function>
<Function name='GetProfileDir' return='string' arguments='ProfileSlot slot'> <Function name='GetProfileDir' return='string' arguments='ProfileSlot slot'>
Returns the profile directory of the specified <code>ProfileSlot</code>. Returns the profile directory for the provided <Link class="ENUM" function="ProfileSlot">ProfileSlot</Link>, formatted like <code>/Save/LocalProfiles/00000001/</code>.<br />
Returns an empty string if the provided <Link class="ENUM" function="ProfileSlot">ProfileSlot</Link> does not have a <Link class="Profile" /> loaded.
</Function> </Function>
<Function name='GetSongNumTimesPlayed' return='int' arguments='Song s, ProfileSlot ps'> <Function name='GetSongNumTimesPlayed' return='int' arguments='Song s, ProfileSlot ps'>
Returns the number of times Song s has been played with the specified ProfileSlot. Returns the number of times Song <code>s</code> has been played with the specified <Link class="ENUM" function="ProfileSlot">ProfileSlot</Link>.
</Function> </Function>
<Function name='GetStatsPrefix' return='string' arguments=''> <Function name='GetStatsPrefix' return='string' arguments=''>
Returns the current stats prefix. Returns the current stats prefix.
@@ -6015,6 +6037,9 @@ local spr = Def.Sprite{
<Function name='GetCurStageStats' return='StageStats' arguments=''> <Function name='GetCurStageStats' return='StageStats' arguments=''>
Returns the current StageStats. Returns the current StageStats.
</Function> </Function>
<Function name='GetFinalEvalStageStats' return='Grade' arguments='PlayerNumber pn'>
Returns player <code>pn</code>'s final grade.
</Function>
<Function name='GetFinalGrade' return='Grade' arguments='PlayerNumber pn'> <Function name='GetFinalGrade' return='Grade' arguments='PlayerNumber pn'>
Returns player <code>pn</code>'s final grade. Returns player <code>pn</code>'s final grade.
</Function> </Function>