argh again

This commit is contained in:
Colby Klein
2011-12-31 18:53:48 -08:00
19 changed files with 431 additions and 239 deletions
-1
View File
@@ -11,7 +11,6 @@ StepMania 5.0 alpha 1 | 201112xx
2011/12/27
----------
* [MusicWheel] Add IsRouletting Lua binding. [AJ]
* [WheelBase] Add GetNumWheelItems Lua binding. [AJ]
* [LuaManager] Remove GetOSName Lua binding; use GetArchName instead. [AJ]
2011/12/26
+20 -16
View File
@@ -10,7 +10,7 @@
<Function name='BoostColor'/>
<Function name='Brightness'/>
<Function name='Center1Player'/>
<Function name='CheckpointsTapsSeparateJudgment'/>
<Function name='ClearEnterMappedKeys'/>
<Function name='CloseConnection'/>
<Function name='ColorDarkTone'/>
<Function name='ColorLightTone'/>
@@ -55,7 +55,6 @@
<Function name='GetGamePrefN'/>
<Function name='GetGradeFromPercent'/>
<Function name='GetLifeDifficulty'/>
<Function name='GetOSName'/>
<Function name='GetPlayerOrMachineProfile'/>
<Function name='GetProTiming'/>
<Function name='GetRandomSongBackground'/>
@@ -68,6 +67,8 @@
<Function name='GetThemeAspectRatio'/>
<Function name='GetThemePref'/>
<Function name='GetTimingDifficulty'/>
<Function name='GetTitleSafeH'/>
<Function name='GetTitleSafeV'/>
<Function name='GetTotalItems'/>
<Function name='GetUnlockEntryIndexToCelebrate'/>
<Function name='GetUserPref'/>
@@ -80,16 +81,14 @@
<Function name='HSVToHex'/>
<Function name='HasAlpha'/>
<Function name='HitCombo'/>
<Function name='HoldHeadStep'/>
<Function name='HoldTiming'/>
<Function name='Hour'/>
<Function name='Hue'/>
<Function name='ImmediateHoldLetGo'/>
<Function name='InitGamePrefs'/>
<Function name='InitUserPrefs'/>
<Function name='InitialHoldLife'/>
<Function name='IsArcade'/>
<Function name='IsFreePlay'/>
<Function name='IsGame'/>
<Function name='IsHome'/>
<Function name='IsNetConnected'/>
<Function name='IsNetSMOnline'/>
@@ -108,7 +107,6 @@
<Function name='LoadFont'/>
<Function name='LoadSongBackground'/>
<Function name='LocalizeOptionItem'/>
<Function name='MaxHoldLife'/>
<Function name='Minute'/>
<Function name='MissCombo'/>
<Function name='MonthOfYear'/>
@@ -129,6 +127,7 @@
<Function name='PositionPerPlayer'/>
<Function name='PrettyPercent'/>
<Function name='PrintTable'/>
<Function name='ProductFamily'/>
<Function name='ProductID'/>
<Function name='ProductVersion'/>
<Function name='RadarCategoryToLocalizedString'/>
@@ -136,13 +135,11 @@
<Function name='ReadPrefFromFile'/>
<Function name='ReportStyle'/>
<Function name='ResolveRelativePath'/>
<Function name='RollBodyIncrementsCombo'/>
<Function name='RoutineSkinP1'/>
<Function name='RoutineSkinP2'/>
<Function name='SMOnlineScreen'/>
<Function name='Saturation'/>
<Function name='ScoreKeeperClass'/>
<Function name='ScoreMissedHoldsAndRolls'/>
<Function name='ScreenMetric'/>
<Function name='ScreenString'/>
<Function name='Second'/>
@@ -184,15 +181,11 @@
<Function name='ToEnumShortString'/>
<Function name='Trace'/>
<Function name='TrailToCustomDifficulty'/>
<Function name='TwoPartConfirmsOnly'/>
<Function name='TwoPartSelection'/>
<Function name='URLEncode'/>
<Function name='UndocumentedFeature'/>
<Function name='UnlockRewardTypeToLocalizedString'/>
<Function name='UserPrefAutoSetStyle'/>
<Function name='UserPrefComboOnRolls'/>
<Function name='UserPrefComboUnderField'/>
<Function name='UserPrefFancyUIBG'/>
<Function name='UserPrefFlashyCombo'/>
<Function name='UserPrefGameplayFooter'/>
<Function name='UserPrefGameplayShowScore'/>
@@ -201,7 +194,6 @@
<Function name='UserPrefNotePosition'/>
<Function name='UserPrefScoringMode'/>
<Function name='UserPrefShowLotsaOptions'/>
<Function name='UserPrefTimingDisplay'/>
<Function name='Var'/>
<Function name='VersionDate'/>
<Function name='VersionTime'/>
@@ -678,6 +670,11 @@
<Function name='ScaleToClipped'/>
<Function name='scaletoclipped'/>
</Class>
<Class name='Game'>
<Function name='CountNotesSeparately'/>
<Function name='GetMapJudgmentTo'/>
<Function name='GetName'/>
</Class>
<Class name='GameCommand'>
<Function name='GetCharacter'/>
<Function name='GetCourse'/>
@@ -1019,6 +1016,8 @@
<Function name='GetWide'/>
<Function name='GetXMod'/>
<Function name='GetXMode'/>
<Function name='IsEasierForCourseAndTrail'/>
<Function name='IsEasierForSongAndSteps'/>
<Function name='SetAlternate'/>
<Function name='SetAttackMines'/>
<Function name='SetBMRize'/>
@@ -1142,6 +1141,7 @@
<Function name='GetPlayerOptionsArray'/>
<Function name='GetPlayerOptionsString'/>
<Function name='GetSongPosition'/>
<Function name='GetSuperMeterLevel'/>
<Function name='SetPlayerOptions'/>
</Class>
<Class name='PrefsManager'>
@@ -1207,6 +1207,7 @@
<Function name='GetProfileDir'/>
<Function name='IsPersistentProfile'/>
<Function name='IsSongNew'/>
<Function name='LastLoadWasTamperedOrCorrupt'/>
<Function name='ProfileWasLoadedFromMemoryCard'/>
<Function name='SaveMachineProfile'/>
</Class>
@@ -1681,6 +1682,7 @@
<Class base='ActorFrame' name='WheelBase'>
<Function name='GetCurrentIndex'/>
<Function name='GetNumItems'/>
<Function name='GetSelectedType'/>
<Function name='GetWheelItem'/>
<Function name='IsLocked'/>
<Function name='IsSettled'/>
@@ -1689,6 +1691,7 @@
<Class base='ActorFrame' name='WheelItemBase'>
<Function name='GetColor'/>
<Function name='GetText'/>
<Function name='GetType'/>
</Class>
<Class base='ActorFrame' name='WorkoutGraph'>
<Function name='SetFromCurrentWorkout'/>
@@ -2285,6 +2288,8 @@
<Constants>
<Constant name='ASPECT_SCALE_FACTOR' value='854'/>
<Constant name='NUM_PLAYERS' value='2'/>
<Constant name='SAFE_HEIGHT' value='36'/>
<Constant name='SAFE_WIDTH' value='64'/>
<Constant name='SCREEN_BOTTOM' value='480'/>
<Constant name='SCREEN_CENTER_X' value='427'/>
<Constant name='SCREEN_CENTER_Y' value='240'/>
@@ -2301,9 +2306,8 @@
<Constant name='left' value='&apos;HorizAlign_Left&apos;'/>
<Constant name='middle' value='&apos;VertAlign_Middle&apos;'/>
<Constant name='right' value='&apos;HorizAlign_Right&apos;'/>
<Constant name='sGame' value='&apos;dance&apos;'/>
<Constant name='top' value='&apos;VertAlign_Top&apos;'/>
</Constants>
<Version>StepMania v5.0 Preview 4</Version>
<Date>2011-11-27</Date>
<Version>StepMania v5.0 alpha 0</Version>
<Date>2011-12-29</Date>
</Lua>
+225 -45
View File
@@ -18,13 +18,18 @@
<Link class='GLOBAL' function='Basename' /> -> Basename()
To add a link to an Enum:
<Link class='ENUM' function='CoinMode' /> -> CoinMode
save yourself some time, copy this for undocumented things:
<Function name='' return='' arguments=''>
</Function>
-->
<Documentation xmlns='http://www.stepmania.com' xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:schemaLocation='http://www.stepmania.com Lua.xsd'>
<!-- Global functions -->
<GlobalFunctions>
<Function name='Alpha' theme='_fallback' return='color' arguments='color c, float percent'>
[03 HSV.lua] Returns a <code>color</code> with the specified alpha.
[02 Colors.lua] Returns a <code>color</code> with the specified alpha.
</Function>
<Function name='AreStagePlayerModsForced' theme='_fallback' return='bool' arguments=''>
[02 StageMods.lua]
@@ -42,10 +47,10 @@
[02 Colors.lua] Boosts the specified color by multiplying its values by <code>fBoost</code>.
</Function>
<Function name='Brightness' theme='_fallback' return='color' arguments='color c, float percent'>
[03 HSV.lua] Modifies the brightness of the specified color.
[02 Colors.lua] Modifies the brightness of the specified color.
</Function>
<Function name='Center1Player' theme='_fallback' return='bool' arguments=''>
[03 ProductivityHelpers.lua] Returns <code>true</code> if Center 1P is being used.
[02 Utilities.lua] Returns <code>true</code> if Center 1P is being used.
</Function>
<Function name='CheckpointsTapsSeparateJudgment' theme='_fallback' return='bool' arguments=''>
[03 Gameplay.lua] Returns <code>true</code> if checkpoint judgments and tap judgments
@@ -55,6 +60,9 @@
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>
@@ -74,10 +82,10 @@
[02 Colors.lua] Returns a midtone of the color. (Specifically <code>c[1]/1.5, c[2]/1.5, c[3]/1.5, c[4]</code>)
</Function>
<Function name='ColorToHex' theme='_fallback' return='string' arguments='color c'>
[03 HSV.lua] Returns a hex representation for the specified color.
[02 Colors.lua] Returns a hex representation for the specified color.
</Function>
<Function name='ColorToHSV' theme='_fallback' return='table' arguments='color c'>
[03 HSV.lua] Takes in a color and returns a table with the HSV values.
[02 Colors.lua] Takes in a color and returns a table with the HSV values.
</Function>
<Function name='ComboContinue' theme='_fallback' return='TapNoteScore' arguments=''>
[03 Gameplay.lua] Determines what TapNoteScore allows for continuing the combo.
@@ -97,6 +105,15 @@
<Function name='ConnectToServer' return='bool' arguments='string sAddress'>
Tries to connect to the server at <code>sAddress</code>.
</Function>
<Function name='CustomDifficultyToColor' theme='_fallback' return='color' arguments='string cd'>
[02 Colors.lua]
</Function>
<Function name='CustomDifficultyToDarkColor' theme='_fallback' return='color' arguments='string cd'>
[02 Colors.lua]
</Function>
<Function name='CustomDifficultyToLightColor' theme='_fallback' return='color' arguments='string cd'>
[02 Colors.lua]
</Function>
<Function name='DayOfMonth' return='int' arguments=''>
Returns the current day of the month.
</Function>
@@ -109,6 +126,12 @@
<Function name='dofile' theme='_fallback' return='chunk' arguments='string sFilePath'>
[01 base.lua] "Override Lua's dofile to use our <Link function="loadfile">loadfile</Link>."
</Function>
<Function name='EvalUsesCheckpointsWithJudgments' theme='_fallback' return='bool' arguments=''>
[03 Gameplay.lua]
</Function>
<Function name='FailCombo' theme='_fallback' return='int' arguments=''>
[03 Gameplay.lua]
</Function>
<Function name='fapproach' theme='_fallback' return='float' arguments='float val, float other_val, float to_move'>
[02 Utilities.lua]
</Function>
@@ -124,12 +147,16 @@
<Function name='FormatNumberAndSuffix' return='string' arguments='int num'>
Returns the number passed to the function followed by its suffix (&quot;th&quot;, &quot;nd&quot;, and so on).
</Function>
<!-- FormatNumSongsPlayed -->
<Function name='FormatPercentScore' return='string' arguments='float fPercentDancePoints'>
Returns <code>fPercentDancePoints</code> formatted as a percentage.
</Function>
<Function name='GameCompatibleModes' theme='_fallback' return='string' arguments=''>
[03 Gameplay.lua] Returns a list of valid styles for the current gametype.
</Function>
<Function name='GetCodeForGame' theme='_fallback' return='string' arguments=''>
[03 Gameplay.lua]
</Function>
<Function name='GetCustomDifficulty' return='string' arguments='StepsType st, Difficulty d, CourseType ct'>
Returns the corresponding CustomDifficulty string for a StepsType/Difficulty (/optional CourseType) combination.
</Function>
@@ -155,7 +182,7 @@
Returns a string representing the name of the operating system being used. (e.g. "Windows", "Linux", "Mac, "Unknown")
</Function>
<Function name='GetPlayerOrMachineProfile' theme='_fallback' return='Profile' arguments='PlayerNumber pn'>
[03 ProductivityHelpers.lua] "This returns a profile, preferably a player one. If there isn't one, [it falls] back on the machine profile."
[02 Utilities.lua] "This returns a profile, preferably a player one. If there isn't one, [it falls] back on the machine profile."
</Function>
<Function name='GetProTiming' theme='default' return='bool' arguments='PlayerNumber pn'>
[03 ThemePrefs.lua] Returns <code>true</code> if player <code>pn</code> is using ProTiming.
@@ -164,10 +191,10 @@
[02 Utilities.lua] Returns a path to a random song background.
</Function>
<Function name='GetReal' theme="_fallback" return='float' arguments=''>
[03 ProductivityHelpers.lua]
[02 Actor.lua]
</Function>
<Function name='GetRealInverse' theme="_fallback" return='float' arguments=''>
[03 ProductivityHelpers.lua]
[02 Actor.lua]
</Function>
<Function name='GetScreenAspectRatio' return='float' arguments=''>
Returns the display aspect ratio.
@@ -190,6 +217,12 @@
<Function name='GetTimingDifficulty' return='int' arguments=''>
Returns the current Timing difficulty.
</Function>
<Function name='GetTitleSafeH' theme='_fallback' return='float' arguments='float fPercent'>
[01 alias.lua]
</Function>
<Function name='GetTitleSafeV' theme='_fallback' return='float' arguments='float fPercent'>
[01 alias.lua]
</Function>
<Function name='GetTotalItems' theme='_fallback' return='float' arguments='RadarValues radars'>
[04 Scoring.lua] "Retrieve the amount of taps/holds/rolls involved." Used in some scoring formulas.
</Function>
@@ -206,7 +239,7 @@
[03 UserPreferences2.lua] Themer-facing function for getting a user preference as a number.
</Function>
<Function name='HasAlpha' theme='_fallback' return='float' arguments='color c'>
[03 HSV.lua] Returns the color's alpha if it has any, otherwise returns 1.
[02 Colors.lua] Returns the color's alpha if it has any, otherwise returns 1.
</Function>
<Function name='HitCombo' theme='_fallback' return='int' arguments=''>
[03 Gameplay.lua] Returns the value to start showing the combo at.
@@ -221,36 +254,39 @@
Returns the current hour.
</Function>
<Function name='HSV' theme='_fallback' return='color' arguments='float h, float s, float v'>
[03 HSV.lua] Converts a color from HSV values to something StepMania can understand.
[02 Colors.lua] Converts a color from HSV values to something StepMania can understand.
hue is from <code>0-360</code>, saturation and value are <code>0..1</code>
</Function>
<Function name='HSVA' theme='_fallback' return='color' arguments='float h, float s, float v, float a'>
[03 HSV.lua] Converts a color from HSV values with alpha to something StepMania can understand.
[02 Colors.lua] Converts a color from HSV values with alpha to something StepMania can understand.
hue is from <code>0-360</code>, saturation, value, and alpha are <code>0..1</code>
</Function>
<Function name='HSVToColor' theme='_fallback' return='color' arguments='table hsv'>
[03 HSV.lua] "Converts a set of HSV values to a color."
[02 Colors.lua] "Converts a set of HSV values to a color."
</Function>
<Function name='HSVToHex' theme='_fallback' return='string' arguments='table hsv'>
[03 HSV.lua] "Takes in a normal color and returns the hex representation. (Adapted from code in LuaBit)"
[02 Colors.lua] "Takes in a normal color and returns the hex representation. (Adapted from code in LuaBit)"
</Function>
<Function name='Hue' theme='_fallback' return='color' arguments='color c, int newHue'>
[03 HSV.lua] Changes the hue of the input color.
[02 Colors.lua] Changes the hue of the input color.
</Function>
<Function name='InitUserPrefs' theme='default' return='void' arguments=''>
[03 ThemePrefs.lua] Initializes various user preferences.
</Function>
<Function name='IsArcade' theme="_fallback" return='bool' arguments=''>
[03 ProductivityHelpers.lua] Returns <code>true</code> if the coin mode is not set to <Link class='ENUM' function='CoinMode'>CoinMode_Home</Link>.
[02 Utilities.lua] Returns <code>true</code> if the coin mode is not set to <Link class='ENUM' function='CoinMode'>CoinMode_Home</Link>.
</Function>
<Function name='IsEventMode' return='bool' arguments=''>
Returns <code>true</code> if Event Mode is turned on.
</Function>
<Function name='IsFreePlay' theme="_fallback" return='bool' arguments=''>
[03 ProductivityHelpers.lua] Returns <code>true</code> <Link function='IsArcade'>if Arcade</Link> and the coin mode is <Link class='ENUM' function='CoinMode'>CoinMode_Free</Link>.
[02 Utilities.lua] Returns <code>true</code> <Link function='IsArcade'>if Arcade</Link> and the coin mode is <Link class='ENUM' function='CoinMode'>CoinMode_Free</Link>.
</Function>
<Function name='IsGame' theme='_fallback' return='bool' arguments='string sGame'>
[03 Gameplay.lua] Returns <code>true</code> if the current game is <code>sGame</code>.
</Function>
<Function name='IsHome' theme="_fallback" return='bool' arguments=''>
[03 ProductivityHelpers.lua] Returns <code>true</code> if the coin mode is set to <Link class='ENUM' function='CoinMode'>CoinMode_Home</Link>.
[02 Utilities.lua] Returns <code>true</code> if the coin mode is set to <Link class='ENUM' function='CoinMode'>CoinMode_Home</Link>.
</Function>
<Function name='IsNetConnected' return='bool' arguments=''>
Returns <code>true</code> if connected to the Internet.
@@ -261,6 +297,9 @@
<Function name='IsSMOnlineLoggedIn' return='bool' arguments='PlayerNumber pn'>
Returns <code>true</code> if Player <code>pn</code> is logged on to a SMOnline server.
</Function>
<Function name='IsW1Allowed' theme='_fallback' return='bool' arguments='TapNoteScore tns'>
[04 Scoring.lua] Returns <code>true</code> if W1 is allowed (and <code>tns == 'TapNoteScore_W2'</code>)
</Function>
<Function name='IsRoutine' theme='_fallback' return='bool' arguments=''>
[02 Branches.lua] Returns <code>true</code> if Routine mode is being played.
</Function>
@@ -273,6 +312,12 @@
<Function name='join' theme='_fallback' return='string' arguments='string delimiter, table list'>
[02 Utilities.lua] Joins a table, splitting each item with <code>delimiter</code>, returning a string of the results.
</Function>
<Function name='JudgmentLineToColor' theme='_fallback' return='color' arguments='JudgmentLine jl'>
[02 Colors.lua]
</Function>
<Function name='JudgmentLineToStrokeColor' theme='_fallback' return='color' arguments='JudgmentLine jl'>
[02 Colors.lua]
</Function>
<Function name='LoadActor' return='ActorDef' arguments='string sPath, ...'>
Returns an Actor definition for the actor at <code>sPath</code>. If <code>sPath</code> points to a Lua file, any additional arguments will be passed to that script.
</Function>
@@ -329,11 +374,17 @@
so that the construction <code>for k,v in pairs(t) do body end</code>
will iterate over all keyvalue pairs of table <code>t</code>."
</Function>
<Function name='PlayerColor' theme='_fallback' return='color' arguments='PlayerNumber pn'>
[02 Colors.lua]
</Function>
<Function name='PlayerScoreColor' theme='_fallback' return='color' arguments='PlayerNumber pn'>
[02 Colors.lua]
</Function>
<Function name='pname' theme='_fallback' return='string' arguments='PlayerNumber pn'>
[03 ProductivityHelpers.lua] Converts a PlayerNumber into a short string (e.g. "P1", "P2").
[02 Utilities.lua] Converts a PlayerNumber into a short string (e.g. "P1", "P2").
</Function>
<Function name='PositionPerPlayer' theme='_fallback' return='float' arguments='PlayerNumber pn, float p1val, float p2val'>
[03 ProductivityHelpers.lua] Returns either <code>p1val</code> or <code>p2val</code> depending on <code>pn</code>.
[02 Actor.lua] Returns either <code>p1val</code> or <code>p2val</code> depending on <code>pn</code>.
</Function>
<Function name='print' theme='_fallback' return='void' arguments='string s'>
[00 init.lua]
@@ -341,8 +392,11 @@
<Function name='PrintTable' theme='_fallback' return='void' arguments='table t'>
[03 ThemePrefs.lua] Prints a table's contents to the log.
</Function>
<Function name='ProductFamily' return='string' arguments=''>
Returns the product family. (e.g. "StepMania")
</Function>
<Function name='ProductID' return='string' arguments=''>
Returns the product ID.
Returns the product ID. (e.g. "StepMania 5")
</Function>
<Function name='ProductVersion' return='string' arguments=''>
Returns the product version.
@@ -375,8 +429,14 @@
<Function name='round' theme='_fallback' return='int' arguments='float val, int decimal'>
[02 Utilities.lua] Round a number.
</Function>
<Function name='RoutineSkinP1' theme='_fallback' return='string' arguments=''>
[03 Gameplay.lua] Returns the routine noteskin for player .
</Function>
<Function name='RoutineSkinP2' theme='_fallback' return='string' arguments=''>
[03 Gameplay.lua] Returns the routine noteskin for player 2.
</Function>
<Function name='Saturation' theme='_fallback' return='color' arguments='color c, float percent'>
[03 HSV.lua] Modifies the saturation of the specified color
[02 Colors.lua] Modifies the saturation of the specified color
</Function>
<Function name='ScoreKeeperClass' theme='_fallback' return='string' arguments=''>
[03 Gameplay.lua] Returns the primary ScoreKeeper class to use.
@@ -428,6 +488,9 @@
<Function name='SetUserPref' theme='_fallback' return='bool' arguments='string name, string value'>
[03 UserPreferences2.lua] Themer-facing function for setting a user preference.
</Function>
<Function name='ShowHoldJudgments' theme='_fallback' return='bool' arguments=''>
[03 Gameplay.lua]
</Function>
<Function name='ShowStandardDecoration' theme='_fallback' return='bool' arguments='string sMetricsName'>
[02 ActorDef.lua] Returns <code>true</code> if a decoration should be shown on the current screen or not.
</Function>
@@ -437,6 +500,12 @@
<Function name='split' theme='_fallback' return='table' arguments='string delimiter, string text'>
[02 Utilities.lua] Splits a string at every occurence of <code>delimiter</code>, returning a table of the results.
</Function>
<Function name='StageToColor' theme='_fallback' return='color' arguments='Stage s'>
[02 Colors.lua]
</Function>
<Function name='StageToStrokeColor' theme='_fallback' return='color' arguments='Stage s'>
[02 Colors.lua]
</Function>
<Function name='StandardDecorationFromTable' theme='_fallback' return='Actor' arguments='string sMetricsName, table t'>
[02 ActorDef.lua]
</Function>
@@ -459,7 +528,7 @@
[02 TextBanner.lua] This function defines how the TextBanner is laid out.
</Function>
<Function name='tobool' theme='_fallback' return='bool' arguments='various v'>
[03 ProductivityHelpers.lua] Converts a string or number to a bool.
[02 Utilities.lua] Converts a string or number to a bool.
</Function>
<Function name='tonumber' return='float' arguments='various e, int base'>
Tries to convert <code>e</code> to a number. Returns <code>nil</code> if
@@ -686,6 +755,9 @@
<Function name='accelerate' return='void' arguments='float fRate'>
Plays the commands that follow at an accelerated rate (<code>fRate</code> * <code>fRate</code>), where <code>fRate</code> is in seconds.
</Function>
<Function name='addcommand' return='void' arguments='string sName, ActorCommand cmd'>
Adds a command to the Actor.
</Function>
<Function name='addrotationx' return='void' arguments='float rot'>
Adds <code>rot</code> to the Actor's current x rotation.
</Function>
@@ -759,10 +831,10 @@
[02 Actor.lua] Centers an Actor on the screen. (equivalent to <code>x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y</code>)
</Function>
<Function name='CenterX' theme='_fallback' return='void' arguments=''>
[03 ProductivityHelpers.lua] Centers an Actor on the X axis. (equivalent to <code>x,SCREEN_CENTER_X</code>)
[02 Actor.lua] Centers an Actor on the X axis. (equivalent to <code>x,SCREEN_CENTER_X</code>)
</Function>
<Function name='CenterY' theme='_fallback' return='void' arguments=''>
[03 ProductivityHelpers.lua] Centers an Actor on the y axis. (equivalent to <code>y,SCREEN_CENTER_Y</code>)
[02 Actor.lua] Centers an Actor on the y axis. (equivalent to <code>y,SCREEN_CENTER_Y</code>)
</Function>
<Function name='clearzbuffer' return='void' arguments='bool bClear'>
Determines if the z-buffer should be cleared or not.
@@ -796,6 +868,9 @@
<Function name='diffusealpha' return='void' arguments='float fAlpha'>
Sets the Actor's alpha level to <code>fAlpha</code>, where <code>fAlpha</code> is in the range 0..1.
</Function>
<Function name='diffuseblink' return='void' arguments=''>
Makes the Actor switch between two colors immediately.
</Function>
<Function name='diffusebottomedge' return='void' arguments=''>
Sets the Actor's bottom edge color to <code>c</code>.
</Function>
@@ -811,9 +886,15 @@
<Function name='diffuselowerright' return='void' arguments='color c'>
Sets the Actor's lower right corner color to <code>c</code>.
</Function>
<Function name='diffuseramp' return='void' arguments=''>
Makes the Actor switch between two colors, jumping back to the first after reaching the second.
</Function>
<Function name='diffuserightedge' return='void' arguments='color c'>
Sets the Actor's right edge color to <code>c</code>.
</Function>
<Function name='diffuseshift' return='void' arguments=''>
Makes the Actor shift between two colors smoothly.
</Function>
<Function name='diffusetopedge' return='void' arguments='color c'>
Sets the Actor's top edge color to <code>c</code>.
</Function>
@@ -823,6 +904,9 @@
<Function name='diffuseupperright' return='void' arguments='color c'>
Sets the Actor's upper right corner color to <code>c</code>.
</Function>
<Function name='Draw' return='void' arguments=''>
Tells the Actor to draw itself.
</Function>
<Function name='draworder' return='void' arguments='int iOrder'>
Sets the Actor's draworder to <code>iOrder</code>, where larger values display first.
</Function>
@@ -913,6 +997,7 @@
<Function name='GetHeight' return='float' arguments=''>
Returns the Actor's current height.
</Function>
<!-- todo: GetRotation() returns three numbers, the x, y, and z -->
<Function name='GetRotationX' return='float' arguments=''>
Returns the Actor's current X rotation.
</Function>
@@ -943,12 +1028,19 @@
<Function name='glow' return='void' arguments='color c'>
Sets the Actor's glow color.
</Function>
<Function name='glowblink' return='void' arguments=''>
Makes the Actor glow between two colors immediately.
</Function>
<Function name='glowramp' return='void' arguments=''>
<!-- oh shit how do I document this -aj -->
Makes the Actor glow between two colors smoothly, jumping back to the first at the end.
</Function>
<Function name='glowshift' return='void' arguments=''>
Makes the Actor glow between two colors smoothly.
</Function>
<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.
</Function>
<!-- heading -->
<Function name='hibernate' return='void' arguments='float fTime'>
Hides the Actor for the specified amount of time.
</Function>
@@ -976,6 +1068,7 @@
<Function name='pause' return='void' arguments=''>
Stops the Actor's movement. (Usually used for Sprites or Models.)
</Function>
<!-- pitch -->
<Function name='play' return='void' arguments=''>
Starts the Actor's movement. (Usually used for Sprites or Models.)
</Function>
@@ -997,6 +1090,7 @@
<Function name='rainbow' return='void' arguments=''>
Makes the Actor change colors continually using colors of the rainbow.
</Function>
<!-- roll -->
<Function name='rotationx' return='void' arguments='float fRotation'>
Set the Actor's rotation on the X axis to <code>fAlign</code>.
</Function>
@@ -1006,6 +1100,7 @@
<Function name='rotationz' return='void' arguments='float fRotation'>
Set the Actor's rotation on the Z axis to <code>fAlign</code>.
</Function>
<!-- RunCommandsRecursively -->
<Function name='scale_or_crop_alternative' theme="_fallback" return='void' arguments=''>
[02 Actor.lua] An alternative version of <Link function='scale_or_crop_background' />.
</Function>
@@ -1060,6 +1155,7 @@
<Function name='spin' return='void' arguments=''>
Tells the Actor to spin. Can use <Link function='effectmagnitude' /> to define different spinning behavior.
</Function>
<!-- spring -->
<Function name='stopeffect' return='void' arguments=''>
Stops any effect the Actor has.
</Function>
@@ -1069,6 +1165,10 @@
<Function name='stretchto' return='void' arguments='float x1, float y1, float x2, float y2'>
Stretches the Actor to a rectangle of a specific size.
</Function>
<Function name='texturewrapping' return='void' arguments='bool bWrap'>
Determines if the Actor should use texture wrapping or not.
</Function>
<!-- tween -->
<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.
</Function>
@@ -1081,6 +1181,9 @@
<Function name='visible' return='void' arguments='bool b'>
Sets an Actor's visibility to b.
</Function>
<Function name='wag' return='void' arguments=''>
Makes the Actor wag. Use <Link function='effectmagnitude' /> to define different wag behavior.
</Function>
<Function name='x' return='void' arguments='float xPos'>
Set the x position of the Actor to <code>xPos</code>.
</Function>
@@ -1134,29 +1237,30 @@
[02 Actor.lua] Stretches an Actor to cover the screen. (equivalent to <code>stretchto,0,0,SCREEN_WIDTH,SCREEN_HEIGHT</code>)
</Function>
<Function name='heartbeat' theme='_fallback' return='void' arguments='float fEffectPeriod'>
[03 ProductivityHelpers.lua] A customized version of pulse that is more appealing for on-beat effects.
[02 Actor.lua] A customized version of pulse that is more appealing for on-beat effects.
</Function>
<Function name='MaskDest' theme='_fallback' return='void' arguments=''>
[03 ProductivityHelpers.lua] Sets and Actor as a mask destination.
[02 Actor.lua] Sets and Actor as a mask destination.
</Function>
<Function name='MaskSource' theme='_fallback' return='void' arguments=''>
[03 ProductivityHelpers.lua] Sets an Actor as a mask source. (Also clears zbuffer; other mask sources need to not clear the zbuffer)
[02 Actor.lua] Sets an Actor as a mask source. (Also clears zbuffer; other mask sources need to not clear the zbuffer)
</Function>
<Function name='Real' theme='_fallback' return='void' arguments='float f'>
[03 ProductivityHelpers.lua] Make graphics their true size at any resolution.
[02 Actor.lua] Make graphics their true size at any resolution.
</Function>
<Function name='RealInverse' theme='_fallback' return='void' arguments='float f'>
[03 ProductivityHelpers.lua] Scale things back up after they have already been scaled down.
[02 Actor.lua] Scale things back up after they have already been scaled down.
</Function>
<Function name='thump' theme='_fallback' return='void' arguments='float fEffectPeriod'>
[03 ProductivityHelpers.lua] A customized version of pulse that is more appealing for on-beat effects.
[02 Actor.lua] A customized version of pulse that is more appealing for on-beat effects.
</Function>
<Function name='xy' theme='_fallback' return='void' arguments='float actorX, float actorY'>
[03 ProductivityHelpers.lua] Sets the x and y location of the Actor in one command.
[02 Actor.lua] Sets the x and y location of the Actor in one command.
</Function>
</Class>
<Class name='ActorFrame'>
<Function name='AddChildFromPath' return='bool' arguments='string sPath'>
Adds a child to the ActorFrame from the specified path.
</Function>
<Function name='fov' return='void' arguments='float fFOV'>
Sets the field of view for the ActorFrame.
@@ -1231,12 +1335,44 @@
Sets the vanishing point for the ActorFrame.
</Function>
</Class>
<Class name='ActorFrameTexture'>
<Function name='Create' return='void' arguments=''>
Creates the ActorFrameTexture.
</Function>
<Function name='EnableAlphaBuffer' return='void' arguments='bool bEnable'>
Enables/disables the Alpha Buffer.
</Function>
<Function name='EnableDepthBuffer' return='void' arguments='bool bEnable'>
Enables/disables the Depth Buffer.
</Function>
<Function name='EnableFloat' return='void' arguments='bool bEnable'>
Enables/disables
</Function>
<Function name='EnablePreserveTexture' return='void' arguments='bool bEnable'>
Enables/disables the Preserve Texture option.
</Function>
<Function name='GetTexture' return='RageTexture' arguments=''>
Returns the texture.
</Function>
<Function name='SetTextureName' return='void' arguments='string sName'>
Sets the Texture's name to <code>sName</code>.
</Function>
</Class>
<Class name='ActorMultiTexture'>
<Function name='AddTexture' return='int' arguments='RageTexture tex'>
Adds a texture to the ActorMultiTexture. Returns the number of texture units.
</Function>
<Function name='ClearTextures' return='void' arguments=''>
Clears all the textures from the MultiTexture.
Clears all the textures from the ActorMultiTexture.
</Function>
<Function name='SetEffectMode' return='void' arguments='EffectMode em'>
Sets the EffectMode on the MultiTexture.
Sets the EffectMode on the ActorMultiTexture.
</Function>
<Function name='SetSizeFromTexture' return='void' arguments='RageTexture tex'>
Sets the size of the ActorMultiTexture from the specified texture.
</Function>
<Function name='SetTextureCoords' return='void' arguments='float x1, float y1, float x2, float y2'>
Sets the coordinates of the ActorMultiTexture.
</Function>
<Function name='SetTextureMode' return='void' arguments='int iIndex, TextureMode tm'>
Sets a TextureMode on the specified index.
@@ -1447,7 +1583,7 @@
Clear all attributes associated with the BitmapText.
</Function>
<Function name='DiffuseAndStroke' theme='_fallback' return='void' arguments='color diffuseColor, color strokeColor'>
[03 ProductivityHelpers.lua] Sets the diffuse and stroke color of text in one command.
[02 Actor.lua] Sets the diffuse and stroke color of text in one command.
</Function>
<Function name='GetText' return='string' arguments=''>
Returns the text that is currently set.
@@ -1462,10 +1598,10 @@
Set the maximum width of the unzoomed text to <code>fWidth</code>. If <code>fWidth</code> is <code>0</code>, then there is no maximum width.
</Function>
<Function name='NoStroke' theme='_fallback' return='void' arguments=''>
[03 ProductivityHelpers.lua] Remove any stroke color.
[02 Actor.lua] Remove any stroke color.
</Function>
<Function name='PixelFont' theme='_fallback' return='void' arguments=''>
[03 ProductivityHelpers.lua] Alias for setting <Link class='Actor' function='SetTextureFiltering' /> to <code>false</code>.
[02 Actor.lua] Alias for setting <Link class='Actor' function='SetTextureFiltering' /> to <code>false</code>.
</Function>
<Function name='rainbowscroll' return='void' arguments='bool bRainbowScroll'>
If <code>true</code>, set each character of the text in turn to the rainbow colors in the metrics <code>BitmapText::RainbowColor#</code>.
@@ -1474,10 +1610,10 @@
Set the text to <code>sText</code>. This clears all attributes.
</Function>
<Function name='settextf' theme='_fallback' return='void' arguments='string sFormat, ...'>
[03 ProductivityHelpers.lua] Sets text using <code>string.format(sFormat, ...)</code>.
[02 Actor.lua] Sets text using <code>string.format(sFormat, ...)</code>.
</Function>
<Function name='Stroke' theme='_fallback' return='void' arguments='color c'>
[03 ProductivityHelpers.lua] Alias for <Link function='strokecolor' />.
[02 Actor.lua] Alias for <Link function='strokecolor' />.
</Function>
<Function name='strokecolor' return='void' arguments='color c'>
Sets the stroke color to <code>c</code>.
@@ -1775,6 +1911,12 @@
</Function>
</Class>
<Class name='Game'>
<Function name='CountNotesSeparately' return='bool' arguments=''>
Returns <code>true</code> if notes are counted separately in this game.
</Function>
<Function name='GetMapJudgmentTo' return='TapNoteScore' arguments='TapNoteScore tns'>
Returns the mapped judgment for <code>tns</code>.
</Function>
<Function name='GetName' return='string' arguments=''>
Returns the name of the game such as &quot;dance&quot; or &quot;pump&quot;.
</Function>
@@ -2295,6 +2437,7 @@
</Class>
<Class name='InputFilter'>
<Function name='GetMouseWheel' return='float' arguments=''>
Returns the mouse wheel value.
</Function>
<Function name='GetMouseX' return='float' arguments=''>
Returns the X position of the mouse.
@@ -2497,6 +2640,17 @@
Sets the PercentageDisplay from the specified PlayerState and PlayerStageStats.
</Function>
</Class>
<Class name='Player'>
<Function name='GetPlayerTimingData' return='TimingData' arguments=''>
Returns the current TimingData for this player.
</Function>
<Function name='SetActorWithComboPosition' return='void' arguments='Actor a'>
Sets Actor with Combo position.
</Function>
<Function name='SetActorWithJudgmentPosition' return='void' arguments='Actor a'>
Sets Actor with Judgment position.
</Function>
</Class>
<Class name='PlayerInfo'>
<Description>(PlayerInfo is a part of ScreenGameplay.)</Description>
<Function name='GetLifeMeter' return='LifeMeter' arguments='PlayerNumber pn'>
@@ -2955,6 +3109,12 @@
<Function name='GetXMode' return='float' arguments=''>
Returns the value of X Mode.
</Function>
<Function name='IsEasierForCourseAndTrail' return='bool' arguments='Course c, Trail t'>
Returns <code>true</code> if the current PlayerOptions makes the current Course/Trail easier.
</Function>
<Function name='IsEasierForSongAndSteps' return='bool' arguments='Song so, Steps st'>
Returns <code>true</code> if the current PlayerOptions makes the current Song/Steps easier.
</Function>
<Function name='SetXMode' return='void' arguments='float fXModeVal'>
Sets the X Mode percentage to <code>fXModeVal</code>.
</Function>
@@ -3103,6 +3263,9 @@
<Function name='GetSongPosition' return='SongPosition' arguments=''>
Returns the SongPosition for this PlayerState.
</Function>
<Function name='GetSuperMeterLevel' return='float' arguments=''>
Returns the current Super Meter level for this PlayerState.
</Function>
<Function name='SetPlayerOptions' return='string' arguments='ModsLevel ml, string sPlayerOptions'>
Sets the player options to <code>sPlayerOptions</code> for the specified ModsLevel.
</Function>
@@ -3218,6 +3381,9 @@
<Function name='GetTotalTrailsWithTopGrade' return='int' arguments='StepsType st, Difficulty d, Grade g'>
Returns the number of trails with the specified StepsType and Difficulty that you've scored a certain Grade <code>g</code> on.
</Function>
<Function name='GetUserTable' return='table' arguments=''>
Returns the user table for this Profile.
</Function>
<Function name='GetWeightPounds' return='int' arguments=''>
Returns how much the player weighs.
</Function>
@@ -3750,7 +3916,7 @@
<Function name='HasEdits' return='bool' arguments='StepsType st'>
Returns <code>true</code> if the song has edits.
</Function>
<Function name='HasCDJacket' return='bool' arguments=''>
<Function name='HasJacket' return='bool' arguments=''>
Returns <code>true</code> if the song has a jacket graphic.
</Function>
<Function name='HasLyrics' return='bool' arguments=''>
@@ -3963,7 +4129,7 @@
<Function name='GetTexture' return='RageTexture' arguments=''>
Returns the Sprite's texture.
</Function>
<Function name='LinearFrames' theme='_fallback' return='{Frame}' arguments='int iNumFrames, float fSeconds'>
<Function name='LinearFrames' theme='_fallback' return='table' arguments='int iNumFrames, float fSeconds'>
[02 Sprite.lua] Returns a <code>Frames</code> table consisting of <code>iNumFrames</code> frames lasting for a total of <code>fSeconds</code> seconds. This function is not a member function and should be used as <code>Frames = Sprite.LinearFrames( 5, 2.6 )</code>.
</Function>
<Function name='Load' return='void' arguments='string sPath'>
@@ -4218,7 +4384,7 @@
Returns <code>true</code> if the specified theme exists.
</Function>
<Function name='GetAbsolutePath' theme='_fallback' return='string' arguments='string sPath'>
[03 ProductivityHelpers.lua] Returns the absolute path of a file in the theme.
[02 Utilities.lua] Returns the absolute path of a file in the theme.
</Function>
<Function name='GetCurLanguage' return='string' arguments=''>
Returns the current language.
@@ -4277,7 +4443,7 @@
<Function name='ReloadMetrics' return='void' arguments=''>
Reloads the current theme's metrics.
</Function>
<Function name='RunLuaScripts' return='void' arguments='string s'>
<Function name='RunLuaScripts' return='void' arguments='string sMask'>
</Function>
</Class>
@@ -4433,6 +4599,12 @@
<Function name='GetSong' return='Song' arguments=''>
Returns the Song related to the UnlockEntry.
</Function>
<Function name='GetStepByStepsType' return='Steps' arguments=''>
Get all of the steps locked based on StepsType.
</Function>
<Function name='GetStepOfAllTypes' return='{Steps}' arguments=''>
Get all of the steps locked based on difficulty.
</Function>
<Function name='GetUnlockRewardType' return='UnlockRewardType' arguments=''>
Returns the UnlockRewardType for this entry.
</Function>
@@ -4448,12 +4620,14 @@
<Function name='requirepasshardsteps' return='void' arguments=''>
Makes the UnlockEntry require passing Hard steps.
</Function>
<Function name='requirepasschallengesteps' return='void' arguments=''>
Makes the UnlockEntry require passing Challenge steps.
</Function>
<Function name='roulette' return='void' arguments=''>
Makes the UnlockEntry hide in Roulette.
</Function>
<Function name='song' return='void' arguments='string sSongName'>
Sets the UnlockEntry's song to <code>sSongName</code>.<br />
<code>sSongName</code> also requires the group.<br />
Sets the UnlockEntry's song to <code>sSongName</code>. <code>sSongName</code> also requires the group.<br />
Example: <code>song,"In The Groove/Pandemonium"</code>
</Function>
<Function name='steps' return='void' arguments='string sSong, string sSteps'>
@@ -4518,6 +4692,9 @@
</Function>
<Function name='GetNumItems' return='int' arguments=''>
Returns the total number of items in the wheel.
</Function>
<Function name='GetSelectedType' return='int' arguments=''>
</Function>
<Function name='GetWheelItem' return='WheelItemBase' arguments='int iIndex'>
Returns the WheelItem at index <code>iIndex</code>.
@@ -4542,6 +4719,9 @@
<Function name='GetText' return='string' arguments=''>
Returns the text of this wheel item.
</Function>
<Function name='GetType' return='WheelItemDataType' arguments=''>
Returns the type of this wheel item.
</Function>
</Class>
<Class name='WorkoutGraph'>
<Function name='SetFromCurrentWorkout' return='void' arguments=''>
+39 -62
View File
@@ -108,62 +108,60 @@ function EvalUsesCheckpointsWithJudgments()
return (CurGameName() == "pump") and true or false
end
-- these need cleanup really.
local ComboThresholds = {
dance = { Hit = 2, Miss = 2, Fail = -1 },
pump = { Hit = 4, Miss = 4, Fail = 51 },
beat = { Hit = 1, Miss = 0, Fail = -1 },
kb7 = { Hit = 1, Miss = 0, Fail = -1 },
para = { Hit = 2, Miss = 0, Fail = -1 },
-------------------------------------------
default = { Hit = 2, Miss = 2, Fail = -1 }
}
function HitCombo()
local Combo = {
dance = 2,
pump = 4,
beat = 2,
kb7 = 2,
para = 2
}
return Combo[CurGameName()]
if ComboThresholds[CurGameName()] then
return ComboThresholds[CurGameName()].Hit
end
return ComboThresholds["default"].Hit
end
function MissCombo()
local Combo = {
dance = 2,
pump = 4,
beat = 0,
kb7 = 0,
para = 0
}
return Combo[CurGameName()]
if ComboThresholds[CurGameName()] then
return ComboThresholds[CurGameName()].Miss
end
return ComboThresholds["default"].Miss
end
-- FailCombo:
-- [en] The combo that causes game failure.
function FailCombo()
local Combo = {
dance = -1, -- ITG uses 30
pump = 51, -- Pump Pro uses 30, real Pump uses 51
beat = -1,
kb7 = -1,
para = -1
}
return Combo[CurGameName()]
-- ITG (dance) uses 30. Pump Pro uses 30, real Pump uses 51
if ComboThresholds[CurGameName()] then
return ComboThresholds[CurGameName()].Fail
end
return ComboThresholds["default"].Fail
end
local RoutineSkins = {
dance = { P1 = "midi-routine-p1", P2 = "midi-routine-p1" },
pump = { P1 = "cmd-routine-p1", P2 = "cmd-routine-p2" },
kb7 = { P1 = "default", P2 = "retrobar" },
-------------------------------------------------------------
default = { P1 = "default", P2 = "default" }
}
function RoutineSkinP1()
local Combo = {
dance = "midi-routine-p1",
pump = "cmd-routine-p1",
beat = "default",
kb7 = "default",
para = "default"
}
return Combo[CurGameName()]
if RoutineSkins[CurGameName()] then
return RoutineSkins[CurGameName()].P1
end
return RoutineSkins["Default"].P1
end
function RoutineSkinP2()
local Combo = {
dance = "midi-routine-p2",
pump = "cmd-routine-p2",
beat = "default",
kb7 = "retrobar",
para = "default"
}
return Combo[CurGameName()]
if RoutineSkins[CurGameName()] then
return RoutineSkins[CurGameName()].P2
end
return RoutineSkins["Default"].P2
end
-- todo: use tables for some of these -aj
@@ -175,27 +173,6 @@ function ShowHoldJudgments()
return not IsGame("pump")
end
local tNotePositions = {
-- StepMania 3.9/4.0
Normal = { -144, 144, },
-- ITG
Lower = { -125, 145, }
}
function GetTapPosition( sType )
bCategory = (sType == 'Standard') and 1 or 2
-- true: Normal
-- false: Lower
bPreference = ThemePrefs.Get("NotePosition") and "Normal" or "Lower"
tNotePos = tNotePositions[bPreference]
return tNotePos[bCategory]
end
function ComboUnderField()
--return ThemePrefs.Get("ComboUnderField")
return false
end
local CodeDetectorCodes = {
-- steps
PrevSteps1 = {
@@ -23,14 +23,14 @@ function InitGamePrefs()
end;
end
function InitUserPrefs()
if GetUserPrefB("UserPrefShowLotsaOptions") == nil then
SetUserPref("UserPrefShowLotsaOptions", true);
if GetUserPrefB("ShowLotsaOptions") == nil then
SetUserPref("ShowLotsaOptions", true);
end;
local Prefs =
{
{ "UserPrefGameplayShowStepsDisplay", true },
{ "UserPrefGameplayShowScore", false},
{ "GameplayShowStepsDisplay", true },
{ "GameplayShowScore", false},
--[[ { "ProTimingP1", false},
{ "ProTimingP2", false},
--]]
@@ -38,13 +38,13 @@ function InitUserPrefs()
local BPrefs =
{
{ "UserPrefAutoSetStyle", false },
{ "UserPrefComboUnderField", true },
{ "UserPrefLongFail", false},
{ "UserPrefNotePosition", true },
{ "AutoSetStyle", false },
{ "ComboUnderField", true },
{ "LongFail", false},
{ "NotePosition", true },
{ "UserPrefProtimingP1", false},
{ "UserPrefProtimingP2", false},
{ "UserPrefShowLotsaOptions", true},
{ "ShowLotsaOptions", true},
{ "ComboOnRolls", false},
{ "FlashyCombos", false},
{ "GameplayFooter", false},
+18 -17
View File
@@ -1,24 +1,25 @@
--People sometimes have problems where they rebind the enter key and thus cannot press start.
--To work around this problem, this script deletes every key binding to Enter.
--[[ People sometimes have problems where they rebind the enter key and thus
cannot press start. To work around this problem, this script deletes every key
binding to Enter. --]]
function ClearEnterMappedKeys()
--load Keymaps.ini
local keymaps = IniFile.ReadFile("/Save/Keymaps.ini")
-- load Keymaps.ini
local keymaps = IniFile.ReadFile("/Save/Keymaps.ini")
--iterate through the games
for k,v in pairs(keymaps) do
--iterate through the potential key mappings
for l,w in pairs(v) do
--check for enter
w:gsub("Key_enter","")
--write back
keymaps[k][l] = w
-- iterate through the games
for k,v in pairs(keymaps) do
-- iterate through the potential key mappings
for l,w in pairs(v) do
-- check for enter
w:gsub("Key_enter","")
-- write back
keymaps[k][l] = w
end
end
-- write Keymaps.ini back out. yay.
IniFile.WriteFile("/Save/Keymaps.ini",keymaps)
end
--write Keymaps.ini back out. yay.
IniFile.WriteFile("/Save/Keymaps.ini",keymaps)
end
--actually run it.
-- actually run it.
ClearEnterMappedKeys()
+4 -11
View File
@@ -24,7 +24,7 @@ ScreenHeight=480
# Allows you to pick all available game modes for your gametype: for example,
# inserting enough coins for 1p would let you choose between solo, single
# and double before each game
AutoSetStyle=GetUserPrefB("UserPrefAutoSetStyle")
AutoSetStyle=false
# Default modifiers and noteskin.
DefaultModifiers="1x"
@@ -1019,15 +1019,8 @@ GradeTier02IsFullCombo=false
NumGradeTiersUsed=7
[Player]
# In The Groove
# ReceptorArrowsYStandard=-125
# ReceptorArrowsYReverse=145
# StepMania Alpha 4
# ~ ReceptorArrowsYStandard=-144
# ~ ReceptorArrowsYReverse=144
# SM5 uses a UserPreference for this.
ReceptorArrowsYStandard=GetTapPosition('Standard')
ReceptorArrowsYReverse=GetTapPosition('Reverse')
ReceptorArrowsYStandard=-144
ReceptorArrowsYReverse=144
ReceptorNoSinkScoreCutoff=4
JudgmentTransformCommand=%JudgmentTransformCommand
JudgmentOnCommand=
@@ -1044,7 +1037,7 @@ DrawDistanceBeforeTargetsPixels=SCREEN_HEIGHT
DrawDistanceAfterTargetsPixels=-128
TapJudgmentsUnderField=false
HoldJudgmentsUnderField=false
ComboUnderField=ComboUnderField()
ComboUnderField=false
PenalizeTapScoreNone=false
JudgeHoldNotesOnSameRowTogether=false
HoldCheckpoints=IsGame("pump")
+24 -24
View File
@@ -91,34 +91,34 @@ ITG DP:=ITG DP:
MIGS DP:=MIGS DP:
[OptionTitles]
UserPrefAutoSetStyle=Auto Set Style
UserPrefNotePosition=Note Positions
UserPrefComboOnRolls=Rolls Increment Combo
UserPrefComboUnderField=Combo Under Field
AutoSetStyle=Auto Set Style
NotePosition=Note Positions
ComboOnRolls=Rolls Increment Combo
ComboUnderField=Combo Under Field
UserPrefGameplayShowScore=Show Score
UserPrefGameplayShowStepsDisplay=Show Steps
UserPrefShowLotsaOptions=Options Density
UserPrefLongFail=Fail Length
UserPrefFlashyCombo=Flashy Combo
UserPrefGameplayFooter=Gameplay Footer
UserPrefFancyUIBG=Fancy UI Background
UserPrefTimingDisplay=Timing Display
GameplayShowScore=Show Score
GameplayShowStepsDisplay=Show Steps
ShowLotsaOptions=Options Density
LongFail=Fail Length
FlashyCombo=Flashy Combo
GameplayFooter=Gameplay Footer
FancyUIBG=Fancy UI Background
TimingDisplay=Timing Display
[OptionExplanations]
UserPrefAutoSetStyle=Allow the game to list all one player and two player modes at once instead of one style only. This might require a restart of StepMania (or press Shift+F2).
UserPrefNotePosition=Determines where the arrow receptors are placed in gameplay.
UserPrefComboOnRolls=Choose if rolls should increment the combo or not.
UserPrefComboUnderField=Determine if the combo should display under the notes or not.
AutoSetStyle=Allow the game to list all one player and two player modes at once instead of one style only. This might require a restart of StepMania (or press Shift+F2).
NotePosition=Determines where the arrow receptors are placed in gameplay.
ComboOnRolls=Choose if rolls should increment the combo or not.
ComboUnderField=Determine if the combo should display under the notes or not.
UserPrefGameplayShowScore=Show or Hide the score display in gameplay.
UserPrefGameplayShowStepsDisplay=Show or Hide the step information display in gameplay.
UserPrefShowLotsaOptions=Choose how many lines/rows of options to choose from. &oq;Few&cq; keeps the list to a minimum. &oq;Many&cq; adds various show-off mods.
UserPrefLongFail=Choose between the original "Long" sm-ssc fail or the "Short" fail adopted later.
UserPrefFlashyCombo=Determine if combo flashes should be shown or not.
UserPrefGameplayFooter=If on, displays a footer that blocks visibility of incoming arrows for a certain region ( DDR's score frame ).
UserPrefFancyUIBG=Toggles the fancy background. "Off" is recommended for older computers. Changes will take effect at the title screen.
UserPrefTimingDisplay=Toggles the display of timing segments on the song progress meter.
GameplayShowScore=Show or Hide the score display in gameplay.
GameplayShowStepsDisplay=Show or Hide the step information display in gameplay.
ShowLotsaOptions=Choose how many lines/rows of options to choose from. &oq;Few&cq; keeps the list to a minimum. &oq;Many&cq; adds various show-off mods.
LongFail=Choose between the original "Long" sm-ssc fail or the "Short" fail adopted later.
FlashyCombo=Determine if combo flashes should be shown or not.
GameplayFooter=If on, displays a footer that blocks visibility of incoming arrows for a certain region ( DDR's score frame ).
FancyUIBG=Toggles the fancy background. "Off" is recommended for older computers. Changes will take effect at the title screen.
TimingDisplay=Toggles the display of timing segments on the song progress meter.
ScoringType=Defines which scoring method to use. If Special is selected, you can select a Special Scoring Mode in Theme Options.
+24 -24
View File
@@ -88,34 +88,34 @@ MachineRecord=Récord de esta máquina: %i
PersonalRecord=Récord personal: %i
[OptionTitles]
UserPrefAutoSetStyle=Auto Set Style
UserPrefNotePosition=Note Positions
UserPrefComboOnRolls=Golpear incrementa el Combo
UserPrefComboUnderField=Combo Under Field
AutoSetStyle=Auto Set Style
NotePosition=Note Positions
ComboOnRolls=Golpear incrementa el Combo
ComboUnderField=Combo Under Field
UserPrefGameplayShowScore=Show Score
UserPrefGameplayShowStepsDisplay=Show Steps
UserPrefShowLotsaOptions=Options Density
UserPrefLongFail=Tiempo de fallo
UserPrefFlashyCombo=Flashy Combo
UserPrefGameplayFooter=Gameplay Footer
UserPrefFancyUIBG=Fancy UI Background
UserPrefTimingDisplay=Timing Display
GameplayShowScore=Show Score
GameplayShowStepsDisplay=Show Steps
ShowLotsaOptions=Options Density
LongFail=Tiempo de fallo
FlashyCombo=Flashy Combo
GameplayFooter=Gameplay Footer
FancyUIBG=Fancy UI Background
TimingDisplay=Timing Display
[OptionExplanations]
UserPrefAutoSetStyle=Allow the game to list all one player and two player modes at once instead of one style only. This might require a restart of StepMania (or press Shift+F2).
UserPrefNotePosition=Determines where the arrow receptors are placed in gameplay.
UserPrefComboOnRolls=Choose if rolls should increment the combo or not.
UserPrefComboUnderField=Determine if the combo should display under the notes or not.
AutoSetStyle=Allow the game to list all one player and two player modes at once instead of one style only. This might require a restart of StepMania (or press Shift+F2).
NotePosition=Determines where the arrow receptors are placed in gameplay.
ComboOnRolls=Choose if rolls should increment the combo or not.
ComboUnderField=Determine if the combo should display under the notes or not.
UserPrefGameplayShowScore=Show or Hide the score display in gameplay.
UserPrefGameplayShowStepsDisplay=Show or Hide the step information display in gameplay.
UserPrefShowLotsaOptions=Choose how many lines/rows of options to choose from. &oq;Few&cq; keeps the list to a minimum. &oq;Many&cq; adds various show-off mods.
UserPrefLongFail=Elige entre el fallo "Largo" original de sm-ssc o el "Corto" adoptado más tarde.
UserPrefFlashyCombo=Determine if combo flashes should be shown or not.
UserPrefGameplayFooter=If on, displays a footer that blocks visibility of incoming arrows for a certain region ( DDR's score frame ).
UserPrefFancyUIBG=Toggles the fancy background. "Off" is recommended for older computers. Changes will take effect at the title screen.
UserPrefTimingDisplay=Toggles the display of timing segments on the song progress meter.
GameplayShowScore=Show or Hide the score display in gameplay.
GameplayShowStepsDisplay=Show or Hide the step information display in gameplay.
ShowLotsaOptions=Choose how many lines/rows of options to choose from. &oq;Few&cq; keeps the list to a minimum. &oq;Many&cq; adds various show-off mods.
LongFail=Elige entre el fallo "Largo" original de sm-ssc o el "Corto" adoptado más tarde.
FlashyCombo=Determine if combo flashes should be shown or not.
GameplayFooter=If on, displays a footer that blocks visibility of incoming arrows for a certain region ( DDR's score frame ).
FancyUIBG=Toggles the fancy background. "Off" is recommended for older computers. Changes will take effect at the title screen.
TimingDisplay=Toggles the display of timing segments on the song progress meter.
ScoringType=Defines which scoring method to use. If Special is selected, you can select a Special Scoring Mode in Theme Options.
+24 -24
View File
@@ -88,34 +88,34 @@ MachineRecord=Rekord Maszyny #%i!
PersonalRecord=Rekord Życiowy #%i!
[OptionTitles]
UserPrefAutoSetStyle=Automatycznie Ustaw Styl
UserPrefNotePosition=Pozycja Strzałek
UserPrefComboOnRolls=Narastające combo w Rolls
UserPrefComboUnderField=Combo Pod Strzałkami
AutoSetStyle=Automatycznie Ustaw Styl
NotePosition=Pozycja Strzałek
ComboOnRolls=Narastające combo w Rolls
ComboUnderField=Combo Pod Strzałkami
UserPrefGameplayShowScore=Pokazuj wyniki
UserPrefGameplayShowStepsDisplay=Pokazuj Kroki
UserPrefShowLotsaOptions=Ilość opcji
UserPrefLongFail=Tryb Fail`a
UserPrefFlashyCombo=Błyskające Combo
UserPrefGameplayFooter=Stopka Na Ekranie Gry
UserPrefFancyUIBG=Ozdobne Tło Interfejsu
UserPrefTimingDisplay=Wyświetlanie Timing`u
GameplayShowScore=Pokazuj wyniki
GameplayShowStepsDisplay=Pokazuj Kroki
ShowLotsaOptions=Ilość opcji
LongFail=Tryb Fail`a
FlashyCombo=Błyskające Combo
GameplayFooter=Stopka Na Ekranie Gry
FancyUIBG=Ozdobne Tło Interfejsu
TimingDisplay=Wyświetlanie Timing`u
[OptionExplanations]
UserPrefAutoSetStyle=Pozwala grze jednoczesne wyświetlenie trybów dla dwóch graczy a nie tylko dla jednego. Wprowadzenie zmiany możne wymagać restartu Stepmanii (lub naciśnięcia klawisza Shift+F2)
UserPrefNotePosition=Określa pozycje receptorów strzałek podczas gry.
UserPrefComboOnRolls=Włącza naliczanie licznika Combo w sposób narastający dla strzałek typu ROLL.
UserPrefComboUnderField=Określa czy wskaźnik Combo powinien być wyświetlany nad czy pod strzałkami.
AutoSetStyle=Pozwala grze jednoczesne wyświetlenie trybów dla dwóch graczy a nie tylko dla jednego. Wprowadzenie zmiany możne wymagać restartu Stepmanii (lub naciśnięcia klawisza Shift+F2)
NotePosition=Określa pozycje receptorów strzałek podczas gry.
ComboOnRolls=Włącza naliczanie licznika Combo w sposób narastający dla strzałek typu ROLL.
ComboUnderField=Określa czy wskaźnik Combo powinien być wyświetlany nad czy pod strzałkami.
UserPrefGameplayShowScore=Wyświetla lub ukrywa licznik punktów podczas gry.
UserPrefGameplayShowStepsDisplay=Wyświetla lub ukrywa statystykę strzałek podczas gry.
UserPrefShowLotsaOptions=Określa jak dużo modyfikatorów wyświetlić na ekranie opcji piosenki.
UserPrefLongFail=Określa długość czasu animacji ogrywanej po niezaliczanej piosence. Oryginalny z SM5 (Długi) , nowy (Krotki)
UserPrefFlashyCombo=Określa czy licznik Combo może błyskać czy nie.
UserPrefGameplayFooter=Włączona opcja wyświetla, ograniczająca widoczność nadlatujących strzałek, stopkę u dołu ekranu.
UserPrefFancyUIBG=Zarządzanie wyświetlaniem ozdobnego tła interfejsu. Wyłączenie jest zalecane dla straszych komputerów.
UserPrefTimingDisplay=Wyświetlanie segementów z timingiem na pasku postępu piosenki podczas gry.
GameplayShowScore=Wyświetla lub ukrywa licznik punktów podczas gry.
GameplayShowStepsDisplay=Wyświetla lub ukrywa statystykę strzałek podczas gry.
ShowLotsaOptions=Określa jak dużo modyfikatorów wyświetlić na ekranie opcji piosenki.
LongFail=Określa długość czasu animacji ogrywanej po niezaliczanej piosence. Oryginalny z SM5 (Długi) , nowy (Krotki)
FlashyCombo=Określa czy licznik Combo może błyskać czy nie.
GameplayFooter=Włączona opcja wyświetla, ograniczająca widoczność nadlatujących strzałek, stopkę u dołu ekranu.
FancyUIBG=Zarządzanie wyświetlaniem ozdobnego tła interfejsu. Wyłączenie jest zalecane dla straszych komputerów.
TimingDisplay=Wyświetlanie segementów z timingiem na pasku postępu piosenki podczas gry.
ScoringType=Opcja pozwala na określenie metody naliczania punktacji.
Speed=Regulacja prędkości nadlatujących strzałek.
+26
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@@ -0,0 +1,26 @@
-- StepMania 5 default theme | script ring 03 | Gameplay.lua
-- someone thought it'd be a good idea to put theme preferences into the fallback
-- when they should've been in default instead. there is no emoticon for how i feel
-- at this moment right now -freem
-- for example, not every theme wants to worry about custom receptor positions.
local tNotePositions = {
-- StepMania 3.9/4.0
Normal = { -144, 144, },
-- ITG
Lower = { -125, 145, }
}
function GetTapPosition( sType )
bCategory = (sType == 'Standard') and 1 or 2
-- true: Normal
-- false: Lower
bPreference = ThemePrefs.Get("NotePosition") and "Normal" or "Lower"
tNotePos = tNotePositions[bPreference]
return tNotePos[bCategory]
end
-- combo under field is another thing that doesn't always need to be custom
function ComboUnderField()
return ThemePrefs.Get("ComboUnderField")
end
+12 -1
View File
@@ -4,6 +4,7 @@ FallbackTheme=_fallback
[Common]
FirstAttractScreen=""
AutoSetStyle=ThemePrefs.Get("AutoSetStyle")
# 02 #
[LightsManager]
@@ -296,6 +297,16 @@ ShowBoard=GAMESTATE:GetCurrentGame():GetName() == "kb7"
[PlayerStageStats]
[Player]
# In The Groove
# ReceptorArrowsYStandard=-125
# ReceptorArrowsYReverse=145
# StepMania Alpha 4
# ~ ReceptorArrowsYStandard=-144
# ~ ReceptorArrowsYReverse=144
# SM5's default uses a UserPreference for this.
ReceptorArrowsYStandard=GetTapPosition('Standard')
ReceptorArrowsYReverse=GetTapPosition('Reverse')
ComboUnderField=ComboUnderField()
[PlayerOptions]
@@ -1251,7 +1262,7 @@ ItemsLongRowSharedX=SCREEN_CENTER_X
[ScreenOptionsSystemDirection]
LineNames="1,2,3,4,5,6,7,8,9,FlashyCombo,RollCombo,10,11,12,13,14,16,LF,17,18,19,20,21,22"
LineLF="lua,UserPrefLongFail()"
LineLF="lua,ThemePrefRow('LongFail')"
LineRollCombo="lua,ThemePrefRow('ComboOnRolls')"
LineFlashyCombo="lua,ThemePrefRow('FlashyCombo')"
+4 -1
View File
@@ -282,6 +282,9 @@ RString GetInfoLog( GLhandleARB h )
GLhandleARB CompileShader( GLenum ShaderType, RString sFile, vector<RString> asDefines )
{
if (!glewIsSupported("GL_ARB_fragment_shader"))
return 0;
RString sBuffer;
{
RageFile file;
@@ -1661,7 +1664,7 @@ void RageDisplay_Legacy::SetTextureFiltering( TextureUnit tu, bool b )
void RageDisplay_Legacy::SetEffectMode( EffectMode effect )
{
if (!GLEW_ARB_fragment_program && !GLEW_ARB_shading_language_100)
if (!GLEW_ARB_fragment_program || !GLEW_ARB_shading_language_100 || !GLEW_ARB_shader_objects)
return;
GLhandleARB hShader = 0;
+2 -2
View File
@@ -3645,7 +3645,7 @@ void ScreenEdit::DisplayTimingMenu()
float fBeat = GetBeat();
TimingData &pTime = GetAppropriateTiming();
bool bHasSpeedOnThisRow = pTime.GetSpeedSegmentAtBeat( fBeat )->GetBeat() == fBeat;
bool bIsSelecting = ( (m_NoteFieldEdit.m_iEndMarker != -1) && (m_NoteFieldEdit.m_iBeginMarker != -1) );
// bool bIsSelecting = ( (m_NoteFieldEdit.m_iEndMarker != -1) && (m_NoteFieldEdit.m_iBeginMarker != -1) );
g_TimingDataInformation.rows[beat_0_offset].SetOneUnthemedChoice( ssprintf("%.6f", pTime.m_fBeat0OffsetInSeconds) );
@@ -3675,7 +3675,7 @@ void ScreenEdit::DisplayTimingMenu()
g_TimingDataInformation.rows[scroll].SetOneUnthemedChoice( ssprintf("%.6f", pTime.GetScrollAtBeat( fBeat ) ) );
g_TimingDataInformation.rows[fake].SetOneUnthemedChoice( ssprintf("%.6f", pTime.GetFakeAtBeat( fBeat ) ) );
g_TimingDataInformation.rows[speed_percent].bEnabled = !bIsSelecting;
// g_TimingDataInformation.rows[speed_percent].bEnabled = !bIsSelecting;
g_TimingDataInformation.rows[speed_wait].bEnabled = bHasSpeedOnThisRow;
g_TimingDataInformation.rows[speed_mode].bEnabled = bHasSpeedOnThisRow;
-2
View File
@@ -521,7 +521,6 @@ public:
return 1;
}
static int GetNumWheelItems( T* p, lua_State *L ){ lua_pushnumber( L, p->GetNumItems() ); return 1; }
static int IsSettled( T* p, lua_State *L ){ lua_pushboolean( L, p->IsSettled() ); return 1; }
static int IsLocked( T* p, lua_State *L ){ lua_pushboolean( L, p->WheelIsLocked() ); return 1; }
static int SetOpenSection( T* p, lua_State *L ){ p->SetOpenSection( SArg(1) ); return 0; }
@@ -539,7 +538,6 @@ public:
LunaWheelBase()
{
ADD_METHOD( GetWheelItem );
ADD_METHOD( GetNumWheelItems );
ADD_METHOD( IsSettled );
ADD_METHOD( IsLocked );
ADD_METHOD( SetOpenSection );