Merge pull request #1982 from quietly-turning/API-doc-cleanup

fix + clarify multiple issues in LuaDocumentation.xml
This commit is contained in:
quietly-turning
2020-04-18 00:35:51 -04:00
committed by GitHub
+30 -27
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@@ -67,9 +67,6 @@ save yourself some time, copy this for undocumented things:
CLAMP is an all-female Japanese mangaka group that formed in the mid 1980s.
Erm, I mean... Clamps <code>fValue</code> between <code>fLow</code> and <code>fHigh</code>.
</Function>
<Function name='ClearEnterMappedKeys' theme='_fallback' return='void' arguments=''>
[04 KeymapGuard.lua]
</Function>
<Function name='CloseConnection' return='void' arguments=''>
Closes any connection to an online server.
</Function>
@@ -465,7 +462,7 @@ save yourself some time, copy this for undocumented things:
<Function name='ProductVersion' return='string' arguments=''>
Returns the product version.
</Function>
<Function name='rawequal' return='bool' arguments='various v1, varoius v2'>
<Function name='rawequal' return='bool' arguments='various v1, various v2'>
"Checks whether <code>v1</code> is equal to <code>v2</code>, without invoking any metamethod."
</Function>
<Function name='rawget' return='various' arguments='table t, various index'>
@@ -530,22 +527,22 @@ save yourself some time, copy this for undocumented things:
Returns the current second.
</Function>
<Function name='SecondsToHHMMSS' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds:Milliseconds format using two digits for each section.
Converts <code>fSecs</code> to Hours:Minutes:Seconds format using two digits for each section.
</Function>
<Function name='SecondsToMSS' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1).
Converts <code>fSecs</code> to Minutes:Seconds format using one digit for Minutes and two digits for Seconds.
</Function>
<Function name='SecondsToMMSS' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds format.
Converts <code>fSecs</code> to Minutes:Seconds format using two digits for both sections.
</Function>
<Function name='SecondsToMSSMsMs' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format.
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using one digit for Minutes, two digits for Seconds, and two digits for Milliseconds.
</Function>
<Function name='SecondsToMMSSMsMs' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section.
</Function>
<Function name='SecondsToMMSSMsMsMs' return='string' arguments='float fSecs'>
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3).
Converts <code>fSecs</code> to Minutes:Seconds.Milliseconds format using two digits for Minutes, two digits for Seconds, and three digits for Milliseconds.
</Function>
<Function name='select' return='various' arguments='various index, ...'>
"If <code>index</code> is a number, returns all arguments after argument
@@ -819,8 +816,9 @@ save yourself some time, copy this for undocumented things:
If unsuccessful, it returns two values: <code>nil</code> and <code>"error"</code>.
</Function>
<Function name='ReportScriptError' return='void' arguments='string error, string error_type'>
Reports the error through the error reporting system. error_type is the type used for the dialog that is presented, a dialog will not appear for a type the user has chosen to ignore.<br/>
error is optional an defaults to "Script error occurred.". error_type is optional and defaults to "LUA_ERROR".
Reports the error through the error reporting system.<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.
</Function>
<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/>
@@ -1849,10 +1847,11 @@ save yourself some time, copy this for undocumented things:
</Class>
<Class name='ActorSound'>
<Description>
This Actor represents a playable sound. There are two attributes that can be set on load.<br />
* <code>SupportPan</code> - Let the sound pan from side to side.<br />
* <code>SupportRateChanging</code> - Let the sound change rate and pitch.<br />
* <code>IsAction</code> - If true, the sound is an action sound, and will be muted if the MuteActions preference is turned on.
This Actor represents a playable sound. Though the C++ class is ActorSound, it is accessible to Lua via <code>Def.Sound</code>.<br/>
There are three attributes that can be set as booleans on load:<br />
<code>SupportPan</code> - Let the sound pan from side to side.<br />
<code>SupportRateChanging</code> - Let the sound change rate and pitch.<br />
<code>IsAction</code> - If true, the sound is an action sound, and will be muted if the MuteActions preference is turned on.
</Description>
<Function name='get' return='RageSound' arguments=''>
Returns the <Link class='RageSound' /> that can be played by this Actor.
@@ -2128,7 +2127,7 @@ save yourself some time, copy this for undocumented things:
Returns the path to the Course's banner.
</Function>
<Function name='GetCourseDir' return='string' arguments=''>
Returns the Course's directory.
Returns the path to the crs file for this Course, for example "/Courses/Default/MostPlayed_01_04.crs".
</Function>
<Function name='GetCourseEntries' return='{CourseEntry}' arguments=''>
Returns a table of CourseEntry items.
@@ -2137,7 +2136,7 @@ save yourself some time, copy this for undocumented things:
Gets the CourseEntry at <code>iIndex</code> from the Course.
</Function>
<Function name='GetCourseType' renamed='true' return='CourseType' arguments=''>
Returns the Course's <Link class='ENUM' function='CourseType' />. (Returns CourseType in SM5; integer in SM4)
Returns the Course's <Link class='ENUM' function='CourseType' />.
</Function>
<Function name='GetDescription' return='string' arguments=''>
Returns the description for this Course.
@@ -2155,7 +2154,7 @@ save yourself some time, copy this for undocumented things:
Returns the Course's group name.
</Function>
<Function name='GetPlayMode' renamed='true' return='PlayMode' arguments=''>
Returns the Course's <Link class='ENUM' function='PlayMode' />. (Returns PlayMode in SM5; integer in SM4)
Returns the Course's <Link class='ENUM' function='PlayMode' />.
</Function>
<Function name='GetScripter' return='string' arguments=''>
Returns the name of the person who scripted the Course.
@@ -2771,8 +2770,8 @@ save yourself some time, copy this for undocumented things:
<Function name='GetPlayMode' return='PlayMode' arguments=''>
Returns the current PlayMode.
</Function>
<Function name='GetPreferredDifficulty' return='Difficulty' arguments=''>
Returns the preferred difficulty.
<Function name='GetPreferredDifficulty' return='Difficulty' arguments='PlayerNumber pn'>
Returns the preferred difficulty for player <code>pn</code>.
</Function>
<Function name='GetPreferredSong' return='Song' arguments=''>
Returns the preferred song.
@@ -3040,9 +3039,6 @@ save yourself some time, copy this for undocumented things:
<Function name='GetGrade' return='Grade' arguments=''>
Returns the Grade of this high score.
</Function>
<Function name='GetHighScore' return='HighScore' arguments=''>
Returns the HighScore for this PlayerStageStats.
</Function>
<Function name='GetHoldNoteScore' return='int' arguments='HoldNoteScore hns'>
Return the number of HoldNoteScores that match <code>hns</code>.
</Function>
@@ -3900,7 +3896,7 @@ save yourself some time, copy this for undocumented things:
Returns the player's grade.
</Function>
<Function name='GetHighScore' return='HighScore' arguments=''>
Returns the player's HighScore.
Returns the HighScore for this PlayerStageStats.
</Function>
<Function name='GetHoldNoteScores' return='int' arguments='HoldNoteScore hns'>
Returns the number of judgments for a specified HoldNoteScore.
@@ -4813,7 +4809,10 @@ save yourself some time, copy this for undocumented things:
Returns the profile index of the specified Player.
</Function>
<Function name='SetProfileIndex' return='bool' arguments='PlayerNumber pn, int iProfileIndex'>
Sets the profile index of Player <code>pn</code> to <code>iProfileIndex</code>.
Sets the profile index of Player <code>pn</code> to <code>iProfileIndex</code>.<br/>
The following values of <code>iProfileIndex</code> have special, hardcoded behavior:<br/>
<code>-1</code>: join the player and play the theme's start sound effect<br/>
<code>-2</code>: unjoin the player, unlock their MemoryCard, and unmount their MemoryCard
</Function>
</Class>
<Class name='ScreenTextEntry'>
@@ -5497,8 +5496,12 @@ save yourself some time, copy this for undocumented things:
<Function name='GetStyleType' return='StyleType' arguments=''>
Returns the StyleType for this Style.
</Function>
<Function name='GetColumnInfo' return='{int, int, string}' arguments='int column'>
Returns a table containing the Track, XOffset, and Name of the column.
<Function name='GetColumnInfo' return='{int, int, string}' arguments='PlayerNumber pn, int column'>
Returns a table containing the <code>Track</code>, <code>XOffset</code>, and <code>Name</code> of the column.<br/>
For example, calling <code>GAMESTATE:GetCurrentStyle():GetColumnInfo('PlayerNumber_P1', 2)</code> when the current
game is dance will return <code>{Track=2, XOffset=-32, Name="Down"}</code>.<br/>
Calling <code>GAMESTATE:GetCurrentStyle():GetColumnInfo('PlayerNumber_P1', 1)</code> when the current
game is pump will return <code>{Track=1, XOffset=-96, Name="DownLeft"}</code>.<br/>
</Function>
<Function name='GetColumnDrawOrder' return='int' arguments='int column'>
Returns the draw order of the column.