ANNOUNCER.
+ sAnnouncer exists.
HOOKS.
+ true if the application presently has focus.
CHARMAN.
+ CRYPTMAN.
+ GAMEMAN.
+ game.
SOUND.
+ fVolume for fDuration seconds.
GAMESTATE.
+ INPUTFILTER.
+ MEMCARDMAN.
+ true if player pn's card is locked.
MESSAGEMAN.
+ sMessage. The
second argument is an optional table of parameters. It may be omitted or explicitly
@@ -3339,6 +3369,9 @@ save yourself some time, copy this for undocumented things:
NOTESKIN.
+ PREFSMAN.
+ sPreference.
PROFILEMAN.
+ DISPLAY.
+ FILEMAN.
+ true if a file exists at sPath.
INPUTMAN.
+ SCREENMAN.
+ sMessage is an optional ScreenMessage posted once the new screen is finished.)
SONGMAN.
+ true if the specified course group exists.
STATSMAN.
+ THEME.
+ true if the specified language exists in the current theme.
UNLOCKMAN.
+ true if there are any unlocks to celebrate.
PlayerNumber and Difficulty as arguments.
+ Each of these is valid way to set P1's preferred difficulty to hard:
+-- using strings
+GAMESTATE:SetPreferredDifficulty( "PlayerNumber_P1", "Difficulty_Hard" )
+-- using values
+GAMESTATE:SetPreferredDifficulty( 0, 3 )
+-- using global Lua tables
+GAMESTATE:SetPreferredDifficulty( PlayerNumber[1], Difficulty[4] )
+
+DISPLAY, NOTESKIN, etc.).
+-- use GameState's singleton to get the current song
+local song = GAMESTATE:GetCurrentSong()
+
+-- use ScreenManager's singleton to briefly show text on-screen
+SCREENMAN:SystemMessage("hello from Lua!")
+
+