612 lines
20 KiB
Markdown
612 lines
20 KiB
Markdown
# Wicked Engine Scripting API Documentation
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This is a collection and explanation of scripting features in Wicked Engine.
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The documentation completion is still pending....
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## Contents
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1. Introduction and usage
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2. Common Tools
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3. Engine manipulation
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1. BackLog (Console)
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2. Renderer
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4. Utility Tools
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1. Font
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2. Sprite
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1. ImageEffects
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2. SpriteAnim
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3. MovingTexAnim
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4. DrawRecAnim
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3. Texture
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4. Sound
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1. SoundEffect
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2. Music
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5. Vector
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6. Matrix
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7. Scene
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1. Node
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2. Transform
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3. Cullable
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4. Object
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5. Armature
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6. Ray
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7. AABB
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8. Emitter
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9. Decal
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10. Material
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11. Camera
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8. MainComponent
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9. RenderableComponent
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1. Renderable2DComponent
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2. Renderable3DComponent
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1. ForwardRenderableComponent
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2. DeferredRenderableComponent
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4. LoadingScreenComponent
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10. Network
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1. Server
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2. Client
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11. Input Handling
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12. ResourceManager
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## Introduction and usage
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Scripting in Wicked Engine is powered by Lua, meaning that the user can make use of the
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syntax and features of the widely used Lua language, accompanied by its fast interpreter.
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Apart from the common features, certain engine features are also available to use.
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You can load lua script files and execute them, or the engine scripting console (also known as the BackLog)
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can also be used to execute single line scripts (or you can execute file scripts by the dofile command here).
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Upon startup, the engine will try to load a startup script file named startup.lua in the root directory of
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the application. If not found, an error message will be thrown follwed by the normal execution by the program.
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In the startup file, you can specify any startup logic, for example loading content or anything.
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The setting up and usage of the BackLog is the responsibility of the target application, but the recommended way to set it up
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is included in all of the demo projects. It is mapped to te HOME button by default.
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## Common Tools
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This section describes the common tools for scripting which are not necessarily engine features.
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- signal(string name)
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- waitSignal(string name)
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- runProcess(function func)
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- waitSeconds(float seconds)
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- getprops(table object)
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- len(table object)
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- backlog_post_list(table list)
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- fixedupdate()
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- update()
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- render()
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- math.lerp(float a,b,t)
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- math.clamp(float x,min,max)
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- math.saturate(float x)
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- math.round(float x)
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## Engine manipulation
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The scripting API provides functions for the developer to manipulate engine behaviour or query it for information.
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### BackLog
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The scripting console of the engine. Input text with the keyboard, run the input with the RETURN key. The script errors
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are also displayed here.
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The scripting API provides some functions which manipulate the BackLog. These functions are in he global scope:
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- backlog_clear()
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- backlog_post(string params,,,)
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- backlog_fontsize(int size)
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- backlog_isactive() : boolean result
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- backlog_fontrowspacing(int spacing)
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### Renderer
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This is the graphics renderer, which is also responsible for managing the scene graph which consists of keeping track of
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parent-child relationships between the scene hierarchy, updating the world, animating armatures.
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You can use the Renderer with the following functions, all of which are in the global scope:
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- GetTransforms() : string result
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- GetTransform(String name) : Transform? result
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- GetArmatures() : string result
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- GetArmature(String name) : Armature? result
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- GetObjects() : string result
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- GetObject(String name) : Object? result
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- GetEmitters() : string result
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- GetEmitter(string name) : Emitter? result1,result2,...
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- GetMeshes() : string result
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- GetLights() : string result
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- GetMaterials() : string result
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- GetGameSpeed() : float result
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- SetResolutionScale(float scale)
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- SetGamma(float gamma)
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- SetGameSpeed(float speed)
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- GetScreenWidth() : float result
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- GetScreenHeight() : float result
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- GetRenderWidth() : float result
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- GetRenderHeight(): float result
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- GetCamera() : Camera? result
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- LoadModel(string directory, string name, opt string identifier, opt Matrix transform) : Model? result
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- LoadWorldInfo(string directory, string name)
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- FinishLoading()
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- SetEnvironmentMap(Texture cubemap)
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- SetColorGrading(Texture texture2D)
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- HairParticleSettings(opt int lod0, opt int lod1, opt int lod2)
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- SetShadowProps2D(int resolution, int count, int softShadowQuality)
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- SetShadowPropsCube(int resolution, int count)
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- SetDebugPartitionTreeEnabled(bool enabled)
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- SetDebugBonesEnabled(bool enabled)
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- SetDebugEittersEnabled(bool enabled)
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- SetDebugForceFieldsEnabled(bool enabled)
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- SetVSyncEnabled(opt bool enabled)
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- SetOcclusionCullingEnabled(bool enabled)
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- SetPhysicsParams(opt bool rigidBodyPhysicsEnabled, opt bool softBodyPhysicsEnabled, opt int softBodyIterationCount)
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- Pick(Ray ray, opt PICKTYPE pickType, opt string id="", opt string disableID="") : Object? object, Vector position,normal, float distance
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- DrawLine(Vector origin,end, opt Vector color)
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- PutWaterRipple(String imagename, Vector position)
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- PutDecal(Decal decal)
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- PutEnvProbe(Vector pos, opt int resolution = 256)
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- ClearWorld()
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- ReloadShaders(opt string path)
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## Utility Tools
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The scripting API provides certain engine features to be used in development.
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- Tip: You can inspect any object's functionality by calling
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getprops(YourObject) on them (where YourObject is the object which is to be inspected). The result will be displayed on the BackLog.
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- Tags:
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- [constructor] : The method is a constructor for the same type of object.
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- [void-constructor] : The method is a constructor for the same type of object, but the object it creates is empty, so cannot be used.
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- [outer] : The method or value is in the global scope, so not a method of any objects.
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### Font
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Gives you the ability to render text with a custom font.
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- [constructor]Font(opt string text)
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- SetStyle(string fontstyle)
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- SetText(opt string text)
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- SetSize(int size)
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- SetPos(Vector pos)
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- SetSpacing(Vector spacing)
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- SetAlign(WIFALIGN Halign, opt WIFALIGN Valign)
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- [outer]WIFALIGN_LEFT : int
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- [outer]WIFALIGN_CENTER : int
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- [outer]WIFALIGN_MID : int
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- [outer]WIFALIGN_RIGHT : int
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- [outer]WIFALIGN_TOP : int
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- [outer]WIFALIGN_BOTTOM : int
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- GetText() : string result
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- GetSize() : int result
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- GetPos() : Vector result
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- GetSpacing() : Vector result
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- GetAlign() : WIFALIGN halign,valign
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- Destroy()
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### Sprite
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Render images on the screen.
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- [constructor]Sprite(opt string texture, opt string maskTexture, opt string normalMapTexture)
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- SetEffects(ImageEffects effects)
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- GetEffects() : ImageEffects result
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- SetAnim(SpriteAnim anim)
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- GetAnim() : SpriteAnim result
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- Destroy()
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#### ImageEffects
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Specify Sprite properties, like position, size, etc.
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- [constructor]ImageEffects(opt float width, opt float height)
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- [constructor]ImageEffects(float posX, float posY, float width, opt float height)
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- GetPos() : Vector result
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- GetSize() : Vector result
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- GetOpacity() : float result
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- GetFade() : float result
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- GetRotation() : float result
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- GetMipLevel() : float result
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- SetPos(Vector pos)
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- SetSize(Vector size)
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- SetOpacity(float opacity)
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- SetFade(float fade)
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- SetRotation(float rotation)
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- SetMipLevel(float mipLevel)
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#### SpriteAnim
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Animate Sprites easily with this helper.
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- [constructor]SpriteAnim()
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- SetRot(float val)
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- SetRotation(float val)
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- SetOpacity(float val)
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- SetFade(float val)
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- SetRepeatable(boolean val)
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- SetVelocity(Vector val)
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- SetScaleX(float val)
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- SetScaleY(float val)
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- SetMovingTexAnim(MovingTexAnim val)
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- SetDrawRecAnim(DrawRecAnim val)
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- GetRot() : float result
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- GetRotation() : float result
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- GetOpacity() : float result
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- GetFade() : float result
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- GetRepeatable() : boolean result
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- GetVelocity() : Vector result
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- GetScaleX() : float result
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- GetScaleY() : float result
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- GetMovingTexAnim() : GetMovingTexAnim result
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- GetDrawRecAnim() : GetDrawRecAnim result
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#### MovingTexAnim
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Move texture continuously along the sprite.
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- [constructor]MovingTexAnim(opt float speedX,speedY)
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- SetSpeedX(float val)
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- SetSpeedY(float val)
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- GetSpeedX() : float result
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- GetSpeedY() : float result
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#### DrawRecAnim
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Animate sprite frame by frame.
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- [constructor]DrawRecAnim()
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- SetOnFrameChangeWait(float val)
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- SetFrameCount(float val)
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- SetJumpX(float val)
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- SetJumpY(float val)
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- SetSizX(float val)
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- SetSizY(float val)
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- GetOnFrameChangeWait() : float result
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- GetFrameCount() : float result
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- GetJumpX() : float result
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- GetJumpY() : float result
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- GetSizX() : float result
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- GetSizY() : float result
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### Texture
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Just holds texture information in VRAM.
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- [void-constructor]Texture()
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### Sound
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Load a Sound file, either sound effect or music.
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- [outer]SoundVolume(opt float volume)
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- [outer]MusicVolume(opt float volume)
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- [void-constructor]Sound()
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- Play(opt int delay)
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- Stop()
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#### SoundEffect
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Sound Effects are for playing a sound file once. Inherits the methods from Sound.
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- [constructor]SoundEffect(string soundFile)
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#### Music
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Music is for playing sound files in the background, along with sound effects. Inherits the methods from Sound.
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- [constructor]Music(string soundFile)
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### Vector
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A four component floating point vector. Provides efficient calculations with SIMD support.
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- [outer]vector
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- [constructor]Vector(opt float x, opt float y, opt float z, opt float w)
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- GetX() : float result
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- GetY() : float result
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- GetZ() : float result
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- GetW() : float result
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- SetX(float value)
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- SetY(float value)
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- SetZ(float value)
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- SetW(float value)
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- Transform(Matrix matrix)
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- Length() : float result
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- Normalize() : Vector result
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- QuaternionNormalize() : Vector result
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- Add(Vector v1,v2) : Vector result
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- Subtract(Vector v1,v2) : Vector result
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- Multiply(Vector v1,v2) : Vector result
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- Dot(Vector v1,v2) : Vector result
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- Cross(Vector v1,v2) : Vector result
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- Lerp(Vector v1,v2, float t) : Vector result
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- QuaternionMultiply(Vector v1,v2) : Vector result
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- QuaternionFromRollPitchYaw(Vector rotXYZ) : Vector result
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- QuaternionSlerp(Vector v1,v2, float t) : Vector result
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### Matrix
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A four by four matrix, efficient calculations with SIMD support.
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- [outer]matrix
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- [constructor]Matrix(opt float m00,m01,m02,m03,m10,m11,m12,m13,m20,m21,m22,m23,m30,m31,m32,m33)
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- Translation(opt Vector vector) : Matrix result
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- Rotation(opt Vector rollPitchYaw) : Matrix result
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- RotationX(opt float angleInRadians) : Matrix result
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- RotationY(opt float angleInRadians) : Matrix result
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- RotationZ(opt float angleInRadians) : Matrix result
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- RotationQuaternion(opt Vector quaternion) : Matrix result
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- Scale(opt Vector scaleXYZ) : Matrix result
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- LookTo(Vector eye,direction, opt Vector up) : Matrix result
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- LookAt(Vector eye,focusPos, opt Vector up) : Matrix result
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- Multiply(Matrix m1,m2) : Matrix result
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- Add(Matrix m1,m2) : Matrix result
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- Transpose(Matrix m) : Matrix result
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- Inverse(Matrix m) : Matrix result, float determinant
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### Scene
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Manipulate the 3D scene with these objects.
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#### Node
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The basic entity in the scene. It has a name.
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- [constructor]Node()
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- GetName() : string
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- SetName(string name)
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#### Transform
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Everything in the scene is a transform. It defines a point in the space by location, size, and rotation.
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It provides several key features of parenting.
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It inherits functions from Node.
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- [constructor]Transform()
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- AttachTo(Transform parent, opt boolean translation,rotation,scale)
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- Detach()
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- Scale(Vector vector)
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- Rotate(Vector vectorRollPitchYaw)
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- Translate(Vector vector)
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- MatrixTransform(Matrix matrix)
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- GetMatrix() : Matrix result
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- ClearTransform()
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- SetTransform(Transform t)
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- GetPosition() : Vector result
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- GetRotation() : Vector resultQuaternion
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- GetScale() : Vector resultXYZ
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#### Cullable
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Can be tested againt the view frustum, AABBs, rays, space partitioning trees.
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It inherits functions from Transform.
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- [constructor]Cullable()
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- Intersects(Cullable cullable) : boolean result
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- Intersects(Ray cullable) : boolean result
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- Intersects(Vector cullable) : boolean result
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- GetAABB() : AABB result
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- SetAABB(AABB aabb)
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#### Object
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It is a renderable entity (optionally), which contains a Mesh.
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It inherits functions from Cullable.
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- [void-constructor]Object()
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- EmitTrail(Vector color, opt float fadeSpeed=0.06)
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- SetTrailTex(Texture tex)
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- SetTrailDistortTex(Texture tex)
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- SetTransparency(float value)
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- GetTransparency() : float? result
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- SetColor(Vector rgb)
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- GetColor() : Vector? rgb
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- IsValid() : boolean result
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#### Armature
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It animates meshes.
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It inherits functions from Transform.
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- [void-constructor]Armature()
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- GetAction(opt string animLayer = "") : string? result
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- GetActions() : string? result
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- GetBones() : string? result
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- GetBone(string name) : Transform? result
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- GetFrame(opt string animLayer = "") : float? result
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- GetFrameCount(opt string animLayer = "") : float? result
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- IsValid() : boolean result
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- ChangeAction(opt string name = "", opt float blendFrames = 0, opt string animLayer = "", opt float weight = 1.0)
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- StopAction(opt string animLayer = "")
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- PauseAction(opt string animLayer = "")
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- PlayAction(opt string animLayer = "")
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- ResetAction(opt string animLayer = "")
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- AddAnimLayer(string animLayer)
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- DeleteAnimLayer(string animLayer)
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- SetAnimLayerWeight(float weight, opt string animLayer="")
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- SetAnimLayerLooped(float weight, opt string animLayer="")
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#### Ray
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Can intersect with AABBs, Cullables.
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- [constructor]Ray(opt Vector origin, direction)
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- GetOrigin() : Vector result
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- GetDirection() : Vector result
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#### AABB
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Axis Aligned Bounding Box. Can be intersected with any shape, or ray.
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- [constructor]AABB(opt Vector min,max)
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- Intersects(AABB aabb)
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- Transform(Matrix mat)
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- GetMin() : Vector result
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- GetMax() : Vector result
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#### Emitter
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Emitter particlesystem.
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- [void-constructor]Emitter()
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- GetName() : string? name
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- SetName(string name)
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- GetMotionBlur() : float? amount
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- SetMotionBlur(float amount)
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- Burst(float amount)
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- IsValid() : bool value
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#### Decal
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Decal is a texture sticker placeable onto any surface. It is a Transform and a Cullable.
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- [constructor]Decal(opt Vector tra=Vector(0,0,0), sca=Vector(1,1,1), rotQuaternion=Vector(0,0,0,1), opt string tex="", nor="")
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- SetTexture(string tex)
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- SetNormal(string tex)
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- SetLife(float life)
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- GetLife() : float result
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- SetFadeStart(float start)
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- GetFadeStart() : float result
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#### Material
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- [constructor]Material(opt string name="")
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- GetName() : string name
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- SetName(string value)
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#### Camera
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Main camera looking at the scene. It is a Transform.
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- [constructor]Camera()
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- SetFarPlane(float val)
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- SetNearPlane(float val)
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- GetFarPlane() : float result
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- GetNearPlane() : float result
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#### Model
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Collection of Objects, Armatures, Lights, Decals. Also a transform by itself
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- [constructor]Model()
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### MainComponent
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The main component which holds information and manages the running of the current program.
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- [outer]main : MainComponent
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- [void-constructor]MainComponent()
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- GetContent() : Resource? result
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- GetActiveComponent() : RenderableComponent? result
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- SetActiveComponent(RenderableComponent component, opt int fadeFrames,fadeColorR,fadeColorG,fadeColorB)
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- SetFrameSkip(bool enabled)
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- SetInfoDisplay(bool active)
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- SetWatermarkDisplay(bool active)
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- SetFPSDisplay(bool active)
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- SetCPUDisplay(bool active)
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- SetColorGradePaletteDisplay(bool active)
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- [outer]SetProfilerEnabled(bool enabled)
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### RenderableComponent
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A RenderableComponent describes a scene wich can render itself.
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- [constructor]RenderableComponent()
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- GetContent() : Resource result
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- Initialize()
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- Load()
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- Unload()
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- Start()
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- Stop()
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- FixedUpdate()
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- Update(opt float dt = 0)
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- Render()
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- Compose()
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- OnStart(string task)
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- OnStop(string task)
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#### Renderable2DComponent
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It can hold Sprites and Fonts and can sort them by layers, update and render them.
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- [constructor]Renderable2DComponent()
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- AddSprite(Sprite sprite, opt string layer)
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- AddFont(Font font, opt string layer)
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- RemoveFont(Font font)
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- ClearSprites()
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- ClearFonts()
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- GetSpriteOrder(Sprite sprite) : int? result
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- GetFontOrder(Font font) : int? result
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- AddLayer(string name)
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- GetLayers() : string? result
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- SetLayerOrder(string name, int order)
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- SetSpriteOrder(Sprite sprite, int order)
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- SetFontOrder(Font font, int order)
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#### Renderable3DComponent
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A 3D scene can either be rendered by a Forward or Deferred render path.
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It inherits functions from Renderable2DComponent, so it can render a 2D overlay.
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- [void-constructor]Renderable3DComponent()
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- SetSSAOEnabled(bool value)
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- SetSSREnabled(bool value)
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- SetShadowsEnabled(bool value)
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- SetReflectionsEnabled(bool value)
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- SetFXAAEnabled(bool value)
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- SetBloomEnabled(bool value)
|
|
- SetColorGradingEnabled(bool value)
|
|
- SetEmitterParticlesEnabled(bool value)
|
|
- SetHairParticlesEnabled(bool value)
|
|
- SetHairParticlesReflectionEnabled(bool value)
|
|
- SetVolumeLightsEnabled(bool value)
|
|
- SetLightShaftsEnabled(bool value)
|
|
- SetLensFlareEnabled(bool value)
|
|
- SetMotionBlurEnabled(bool value)
|
|
- SetSSSEnabled(bool value)
|
|
- SetDepthOfFieldEnabled(bool value)
|
|
- SetDepthOfFieldFocus(float value)
|
|
- SetDepthOfFieldStrength(float value)
|
|
- SetPreferredThreadingCount(int value)
|
|
- SetTessellationEnabled(bool value)
|
|
- SetMSAASampleCount(int count)
|
|
- SetHairParticleAlphaCompositionEnabled(bool value)
|
|
- SetStereogramEnabled(bool value)
|
|
- SetSharpenFilterEnabled(bool value)
|
|
- SetSharpenFilterAmount(bool value)
|
|
|
|
##### ForwardRenderableComponent
|
|
It renders the scene contained by the Renderer in a forward render path. The component does not hold the scene information,
|
|
only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
|
|
It inherits functions from Renderable3DComponent.
|
|
- [constructor]ForwardRenderableComponent()
|
|
|
|
##### TiledForwardRenderableComponent
|
|
It renders the scene contained by the Renderer in a tiled forward render path. The component does not hold the scene information,
|
|
only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
|
|
It inherits functions from ForwardRenderable3DComponent.
|
|
- [constructor]TiledForwardRenderableComponent()
|
|
|
|
##### DeferredRenderableComponent
|
|
It renders the scene contained by the Renderer in a deferred render path. The component does not hold the scene information,
|
|
only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
|
|
It inherits functions from Renderable3DComponent.
|
|
- [constructor]DeferredRenderableComponent()
|
|
|
|
#### LoadingScreenComponent
|
|
It is a Renderable2DComponent but one that internally manages resource loading and can display information about the process.
|
|
It inherits functions from Renderable2DComponent.
|
|
- [constructor]LoadingScreenComponent()
|
|
- AddLoadingTask(string taskScript)
|
|
- OnFinished(string taskScript)
|
|
|
|
### Network
|
|
Here are the network communication features.
|
|
- TODO
|
|
|
|
#### Server
|
|
A TCP host to which clients can connect and communicate with each other or the server.
|
|
- TODO
|
|
|
|
#### Client
|
|
A TCP client which provides features to communicate with other clients over the internet or local area network connection.
|
|
- TODO
|
|
|
|
### Input Handling
|
|
These provide functions to check the state of the input devices.
|
|
|
|
#### InputManager
|
|
Query input devices
|
|
- [outer]input : InputManager
|
|
- [void-constructor]InputManager()
|
|
- Down(int code, opt int type = KEYBOARD)
|
|
- Press(int code, opt int type = KEYBOARD)
|
|
- Hold(int code, opt int duration = 30, opt boolean continuous = false, opt int type = KEYBOARD)
|
|
- GetPointer() : Vector result
|
|
- SetPointer(Vector pos)
|
|
- HidePointer(bool visible)
|
|
- GetTouches() : Touch result[]
|
|
|
|
#### Touch
|
|
Describes a touch contact point
|
|
- [constructor]Touch()
|
|
- GetState() : TOUCHSTATE result
|
|
- GetPos() : Vector result
|
|
|
|
#### TOUCHSTATE
|
|
- [outer]TOUCHSTATE_PRESSED : int
|
|
- [outer]TOUCHSTATE_RELEASED : int
|
|
- [outer]TOUCHSTATE_MOVED : int
|
|
|
|
#### Input types
|
|
- [outer]DIRECTINPUT_JOYPAD : int
|
|
- [outer]XINPUT_JOYPAD : int
|
|
- [outer]KEYBOARD : int
|
|
|
|
#### Keyboard Key codes
|
|
- [outer]VK_UP : int
|
|
- [outer]VK_DOWN : int
|
|
- [outer]VK_LEFT : int
|
|
- [outer]VK_RIGHT : int
|
|
- [outer]VK_SPACE : int
|
|
- [outer]VK_RETURN : int
|
|
- [outer]VK_RSHIFT : int
|
|
- [outer]VK_LSHIFT : int
|
|
- [outer]VK_F1 : int
|
|
- [outer]VK_F2 : int
|
|
- [outer]VK_F3 : int
|
|
- [outer]VK_F4 : int
|
|
- [outer]VK_F5 : int
|
|
- [outer]VK_F6 : int
|
|
- [outer]VK_F7 : int
|
|
- [outer]VK_F8 : int
|
|
- [outer]VK_F9 : int
|
|
- [outer]VK_F10 : int
|
|
- [outer]VK_F11 : int
|
|
- [outer]VK_F12 : int
|
|
- You can also generate a key code by calling string.byte(char uppercaseLetter) where the parameter represents the desired key of the keyboard
|
|
|
|
#### Mouse Key Codes
|
|
- [outer]VK_LBUTTON : int
|
|
- [outer]VK_MBUTTON : int
|
|
- [outer]VK_RBUTTON : int
|
|
|
|
### ResourceManager
|
|
Stores and manages resources such as textures, sounds and shaders.
|
|
- [outer]globalResources : Resource
|
|
- [void-constructor]Resource()
|
|
- Get(string name)
|
|
- Add(string name)
|
|
- Del(string name)
|
|
- List() : string result
|