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< title > TombEngine 1.5 Lua API< / title >
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< h1 > TombEngine< / h1 >
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< li > < a href = "../index.html" > Index< / a > < / li >
< / ul >
< h2 > 1 Modules< / h2 >
< ul class = "nowrap" >
< li > < a href = "../1 modules/Effects.html" > Effects< / a > < / li >
< li > < a href = "../1 modules/Flow.html" > Flow< / a > < / li >
< li > < here > Input< / here > < / li >
< li > < a href = "../1 modules/Inventory.html" > Inventory< / a > < / li >
< li > < a href = "../1 modules/Logic.html" > Logic< / a > < / li >
< li > < a href = "../1 modules/Objects.html" > Objects< / a > < / li >
< li > < a href = "../1 modules/Sound.html" > Sound< / a > < / li >
< li > < a href = "../1 modules/Strings.html" > Strings< / a > < / li >
< li > < a href = "../1 modules/Util.html" > Util< / a > < / li >
< li > < a href = "../1 modules/View.html" > View< / a > < / li >
< / ul >
< h2 > 2 Classes< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / li >
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< li > < a href = "../2 classes/Flow.Animations.html" > Flow.Animations< / a > < / li >
< li > < a href = "../2 classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
< li > < a href = "../2 classes/Flow.InventoryItem.html" > Flow.InventoryItem< / a > < / li >
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< li > < a href = "../2 classes/Flow.LensFlare.html" > Flow.LensFlare< / a > < / li >
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< li > < a href = "../2 classes/Flow.Level.html" > Flow.Level< / a > < / li >
< li > < a href = "../2 classes/Flow.Mirror.html" > Flow.Mirror< / a > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
< li > < a href = "../2 classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / li >
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< li > < a href = "../2 classes/Flow.Starfield.html" > Flow.Starfield< / a > < / li >
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< li > < a href = "../2 classes/Objects.AIObject.html" > Objects.AIObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Camera.html" > Objects.Camera< / a > < / li >
< li > < a href = "../2 classes/Objects.LaraObject.html" > Objects.LaraObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Moveable.html" > Objects.Moveable< / a > < / li >
< li > < a href = "../2 classes/Objects.Room.html" > Objects.Room< / a > < / li >
< li > < a href = "../2 classes/Objects.Sink.html" > Objects.Sink< / a > < / li >
< li > < a href = "../2 classes/Objects.SoundSource.html" > Objects.SoundSource< / a > < / li >
< li > < a href = "../2 classes/Objects.Static.html" > Objects.Static< / a > < / li >
< li > < a href = "../2 classes/Objects.Volume.html" > Objects.Volume< / a > < / li >
< li > < a href = "../2 classes/Strings.DisplayString.html" > Strings.DisplayString< / a > < / li >
< / ul >
< h2 > 3 Primitive Classes< / h2 >
< ul class = "nowrap" >
< li > < a href = "../3 primitive classes/Color.html" > Color< / a > < / li >
< li > < a href = "../3 primitive classes/Rotation.html" > Rotation< / a > < / li >
< li > < a href = "../3 primitive classes/Vec2.html" > Vec2< / a > < / li >
< li > < a href = "../3 primitive classes/Vec3.html" > Vec3< / a > < / li >
< / ul >
< h2 > 4 Enums< / h2 >
< ul class = "nowrap" >
< li > < a href = "../4 enums/Effects.BlendID.html" > Effects.BlendID< / a > < / li >
< li > < a href = "../4 enums/Effects.EffectID.html" > Effects.EffectID< / a > < / li >
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< li > < a href = "../4 enums/Flow.GameStatus.html" > Flow.GameStatus< / a > < / li >
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< li > < a href = "../4 enums/Input.ActionID.html" > Input.ActionID< / a > < / li >
< li > < a href = "../4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / li >
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< li > < a href = "../4 enums/Objects.MoveableStatus.html" > Objects.MoveableStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.ObjID.html" > Objects.ObjID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / li >
< li > < a href = "../4 enums/Sound.SoundTrackType.html" > Sound.SoundTrackType< / a > < / li >
< li > < a href = "../4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / li >
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< li > < a href = "../4 enums/View.AlignMode.html" > View.AlignMode< / a > < / li >
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< li > < a href = "../4 enums/View.CameraType.html" > View.CameraType< / a > < / li >
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< li > < a href = "../4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / li >
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< li > < a href = "../4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / li >
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< / ul >
< h2 > 5 Lua utility modules< / h2 >
< ul class = "nowrap" >
< li > < a href = "../5 lua utility modules/EventSequence.html" > EventSequence< / a > < / li >
< li > < a href = "../5 lua utility modules/Timer.html" > Timer< / a > < / li >
< / ul >
< / div >
< div id = "content" >
< h1 > Table < code > Input< / code > < / h1 >
< p > Functions for input management.< / p >
< p >
< / p >
< h2 > < a href = "#Functions" > Functions< / a > < / h2 >
< table class = "function_list" >
< tr >
< td class = "name" > < a href = "#Vibrate" > Vibrate(strength, time)< / a > < / td >
< td class = "summary" > Vibrate the game controller if the function is available and the setting is on.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#KeyIsHeld" > KeyIsHeld(action)< / a > < / td >
< td class = "summary" > Check if an action key is being held.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#KeyIsHit" > KeyIsHit(action)< / a > < / td >
< td class = "summary" > Check if an action key is being hit or clicked.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#KeyPush" > KeyPush(action)< / a > < / td >
< td class = "summary" > Simulate an action key push.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#KeyClear" > KeyClear(action)< / a > < / td >
< td class = "summary" > Clear an action key.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#KeyClearAll" > KeyClearAll()< / a > < / td >
< td class = "summary" > Clear all action keys.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#GetMouseDisplayPosition" > GetMouseDisplayPosition()< / a > < / td >
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< td class = "summary" > Get the display position of the cursor in percent.< / td >
< / tr >
< / table >
< br / >
< br / >
< h2 class = "section-header " > < a name = "Functions" > < / a > Functions< / h2 >
< dl class = "function" >
< dt >
< a name = "Vibrate" > < / a >
< strong > Vibrate(strength, time)< / strong >
< / dt >
< dd >
Vibrate the game controller if the function is available and the setting is on.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > strength< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
Vibration strength.
< / li >
< li > < span class = "parameter" > time< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
< strong > (default 0.3)< / strong > Vibration time in seconds.
< / li >
< / ul >
< / dd >
< dt >
< a name = "KeyIsHeld" > < / a >
< strong > KeyIsHeld(action)< / strong >
< / dt >
< dd >
Check if an action key is being held.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > action< / span >
< span class = "types" > < a class = "type" href = "../4 enums/Input.ActionID.html#" > ActionID< / a > < / span >
Action ID to check.
< / li >
< / ul >
< / dd >
< dt >
< a name = "KeyIsHit" > < / a >
< strong > KeyIsHit(action)< / strong >
< / dt >
< dd >
Check if an action key is being hit or clicked.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > action< / span >
< span class = "types" > < a class = "type" href = "../4 enums/Input.ActionID.html#" > ActionID< / a > < / span >
Action ID to check.
< / li >
< / ul >
< / dd >
< dt >
< a name = "KeyPush" > < / a >
< strong > KeyPush(action)< / strong >
< / dt >
< dd >
Simulate an action key push.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > action< / span >
< span class = "types" > < a class = "type" href = "../4 enums/Input.ActionID.html#" > ActionID< / a > < / span >
Action ID to push.
< / li >
< / ul >
< / dd >
< dt >
< a name = "KeyClear" > < / a >
< strong > KeyClear(action)< / strong >
< / dt >
< dd >
Clear an action key.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > action< / span >
< span class = "types" > < a class = "type" href = "../4 enums/Input.ActionID.html#" > ActionID< / a > < / span >
Action ID to clear.
< / li >
< / ul >
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< / dd >
< dt >
< a name = "KeyClearAll" > < / a >
< strong > KeyClearAll()< / strong >
< / dt >
< dd >
Clear all action keys.
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< / dd >
< dt >
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< a name = "GetMouseDisplayPosition" > < / a >
< strong > GetMouseDisplayPosition()< / strong >
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< / dt >
< dd >
Get the display position of the cursor in percent. ()
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec2.html#" > Vec2< / a > < / span >
Cursor display position in percent.
< / ol >
< / dd >
< / dl >
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< i > generated by < a href = "https://github.com/hispidence/TEN-LDoc" > TEN-LDoc< / a > (a fork of < a href = "http://github.com/stevedonovan/LDoc" > LDoc 1.4.6< / a > )< / i >
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