This updates Actor classes, class methods, and Enums listed in the
bundled copy of Lua.xml to be current.
I used the command-line arg --ExportLuaInformation, to generate a wholly
new file, then manually removed some methods (e.g. literally numbered
PlayerOptions methods ported from notitg, CamelCase aliases of
spline-related methods) to keep previous manual modifications intact.
This doesn't touch GlobalFunctions in Lua.xml; those need further
review.
Before, this ended up calling a virtual method in the constructor,
which C++ does not allow, and I got weird crashes.
This removes a lot of unused code and gets rid of unnecessary abstractions.
This adds choices for 21:9 (Ultrawide) and 9:16 (widescreen display in
portrait mode) to the _fallback theme. Previously, users would have to
manually edit Preferences.ini to achieve either of these.
Since "21:9" is the common marketing term for what is actually 64:27,
I've slightly extended GenChoices() in ConfAspectRatio() to use a "name"
string from the winFracs table is one is provided. If not, the original
behavior of generating user-facing choices from the raw values is
preserved.
See: https://wikipedia.org/wiki/21:9_aspect_ratio
I updated the global AspectRatios table in _fallback/02 Utilities.lua to
match.
* removed ClearEnterMappedKeys from global functions
* typo fix in rawequal
* fix explanations of global SecondsToXXXX functions
* add to explanation of lua.ReportScriptError
* explain how ActorSound class can be used in Lua as "Sound"
* fix explanation for Course.GetCouseDir
* fix specified args for GAMESTATE.GetPreferredDifficulty
* remove HighScore.GetHighScore since it doesn't exist
* document special args for ScreenSelectProfile.SetProfileIndex
* fix specified args for Style.GetColumnInfo
* add examples of return value for Style.GetColumnInfo
* remove lingering mentions of SM4
The setjmp/longjmp error handling mechanism may fail with Microsoft C++ since
they utilize the same stack-unwinding mechanism with C++ exception handling.
Lua calling longjmp after luaD_rawrunprotected returns causes unpredictable
behaviour. On Windows x64 build, this causes lua_error to crash the whole
StepMania program.
Lua provides the same macros to utilize C++ throw/catch, which effectively
solve the problem. Just specify Lua library as C++ code to enable them.
Reference: https://docs.microsoft.com/en-us/cpp/c-runtime-library/reference/longjmp
Running StepMania with the command line argument of --ExportLuaInformation while the current 5.1's default theme (Lambda) was selected added some seemingly stray Lua variables to the Constants table in ./Docs/Luadoc/Lua.xml.
I spotted them here: http://dguzek.github.io/Lua-For-SM5/LuaAPI#Constants
I'm assuming num, bPreference, and bCategory don't need global scope, so I added the local keyword where appropriate.
The statistics are updated in the generic codepath, which is not used by
RageDisplay_Legacy::DrawLineStripInternal() when rendering smooth lines.
Note, that the output vertex count can differ a lot between smooth lines
(2) and non-smooth lines (~38 output vertices per input vertex), so
updating the statistics can not be done in RageDisplay::DrawLineStrip()
like it is donw for the other draw functions.
The IsUsingWideScreen() function only checked 16:10 and 16:9, now we just
check that the ratio is greater than 16:10. (Coincidentally that's also
what the documentation states about this function.)
* Remove unused function
* Sort input devices on Linux
The readdir() function doesn't guarantee any specific ordering, so the
numbers of joysticks might change when restarting StepMania.
(Empirically this usually only happens after a reboot.)
Let's sort the input devices alphabetically before opening them to have
more consistent numbering and avoid annoying remapping of controllers.