lua_api.txt 26 KB

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  1. .. contents::
  2. Math
  3. ====
  4. Vector3
  5. -------
  6. **Vector3** (x, y, z) : Vector3
  7. Constructor.
  8. **x** (v) : float
  9. Returns the x value of the vector.
  10. **y** (v) : float
  11. Returns the y value of the vector.
  12. **z** (v) : float
  13. Returns the z value of the vector.
  14. **.x** : float
  15. Returns/assigns the x value of the vector.
  16. **.y** : float
  17. Returns/assigns the y value of the vector.
  18. **.z** : float
  19. Returns/assigns the z value of the vector.
  20. **set_x** (v, x)
  21. Sets the value of the x value of the vector.
  22. **set_y** (v, y)
  23. Sets the value of the y value of the vector.
  24. **set_z** (v, z)
  25. Sets the value of the z value of the vector.
  26. **values** (v) : float, float, float
  27. Returns the x, y and z values of the vector.
  28. **add** (a, b) : Vector3
  29. Adds the vector *a* to *b* and returns the result.
  30. **subtract** (a, b) : Vector3
  31. Subtracts the vector *b* from *a* and returns the result.
  32. **multiply** (a, k) : Vector3
  33. Multiplies the vector *a* by the scalar *k* and returns the result.
  34. **divide** (a, k) : Vector3
  35. Divides the vector *a* by the scalar *k* and returns the result.
  36. **dot** (a, b) : float
  37. Returns the dot product between the vectors *a* and *b*.
  38. **cross** (a, b) : Vector3
  39. Returns the cross product between the vectors *a* and *b*.
  40. **equal** (a, b) : bool
  41. Returns true whether the vectors *a* and *b* are equal.
  42. **length** (a) : float
  43. Returns the lenght of *a*.
  44. **squared_length** (a) : float
  45. Returns the squared length of *a*.
  46. **set_length** (a, len)
  47. Sets the lenght of *a* to *len*.
  48. **normalize** (a) : Vector3
  49. Normalizes *a* and returns the result.
  50. **distance** (a, b) : float
  51. Returns the distance between the points *a* and *b*.
  52. **angle** (a, b) : float
  53. Returns the angle between the vectors *a* and *b*.
  54. **max** (a, b) : Vector3
  55. Returns a vector that contains the largest value for each component from *a* and *b*.
  56. **min** (a, b) : Vector3
  57. Returns a vector that contains the smallest value for each component from *a* and *b*.
  58. **forward** () : Vector3
  59. **backward** () : Vector3
  60. **left** () : Vector3
  61. **right** () : Vector3
  62. **up** () : Vector3
  63. **down** () : Vector3
  64. Returns the corresponding semantic axis.
  65. **zero** () : Vector3
  66. Returns a vector with all values set to zero.
  67. **to_string** (v) : string
  68. Returns a string representing the vector *v*.
  69. Vector3Box
  70. ----------
  71. **Vector3Box** ()
  72. Creates a new Vector3Box.
  73. **Vector3Box** (v)
  74. Creates a new Vector3Box from the Vector3 *v*.
  75. **Vector3Box** (x, y, z)
  76. Creates a new Vector3Box from components.
  77. **store** (v)
  78. Stores the Vector3 *v* in the box.
  79. **store** (x, y, z)
  80. Stores Vector3(x, y, z) in the box.
  81. **unbox** () : Vector3
  82. Returns the stored vector from the box.
  83. Quaternion
  84. ----------
  85. **Quaternion** (v, w) : Quaternion
  86. Constructor.
  87. **negate** (q) : Quaternion
  88. Negates the quaternion *q* and returns the result.
  89. **identity** () : Quaternion
  90. Returns the identity quaternion.
  91. **multiply** (a, b) : Quaternion
  92. Multiplies the quaternions *a* and *b*. (i.e. rotates first by *a* then by *b*).
  93. **multiply_by_scalar** (a, k) : Quaternion
  94. Multiplies the quaternion *a* by the scalar *k*.
  95. **length** (q) : float
  96. Returns the length of *q*.
  97. **normalize** (q) : Quaternion
  98. Normalizes the quaternion *q* and returns the result.
  99. **conjugate** (q) : Quaternion
  100. Returns the conjugate of quaternion *q*.
  101. **inverse** (q) : Quaternion
  102. Returns the inverse of quaternion *q*.
  103. **power** (q, exp) : Quaternion
  104. Returns the quaternion *q* raised to the power of *exp*.
  105. **elements** (q) : x, y, z, w
  106. Returns the elements of the quaternion.
  107. **look** (dir, [up]) : Quaternion
  108. Returns the quaternion describing the rotation needed to face towards *dir*.
  109. If *up* is not specified, Vector3.up() is used.
  110. **right** (q) : Vector3
  111. Returns the right axis of the rotation described by *q*.
  112. **up** (q) : Vector3
  113. Returns the up axis of the rotation described by *q*.
  114. **forward** (q) : Vector3
  115. Returns the forward axis of the rotation described by *q*.
  116. QuaternionBox
  117. -------------
  118. **QuaternionBox** ()
  119. Creates a new QuaternionBox.
  120. **QuaternionBox** (q)
  121. Creates a new QuaternionBox from the Quaternion *q*.
  122. **QuaternionBox** (x, y, z, w)
  123. Creates a new QuaternionBox from elements.
  124. **store(q)** ()
  125. Stores the Quaternion *q* in the box.
  126. **store** (x, y, z, w)
  127. Stores Quaternion(x, y, z, w) in the box.
  128. **unbox** () : Quaternion
  129. Returns the stored quaternion from the box.
  130. Matrix4x4
  131. ---------
  132. **Matrix4x4** (m0, m1, ..., m15) : Matrix4x4
  133. Constructor.
  134. **from_quaternion** (q) : Matrix4x4
  135. Returns a new matrix from *q*.
  136. **from_translation** (t) : Matrix4x4
  137. Returns a new matrix from *t*.
  138. **from_quaternion_translation** (q, t) : Matrix4x4
  139. Returns a new matrix from *q* and *t*.
  140. **from_axes** (x, y, z, t) : Matrix4x4
  141. Returns a new matrix from *x*, *y*, *z* and *t*.
  142. **copy** (m) : Matrix4x4
  143. Returns a copy of the matrix *m*.
  144. **add** (a, b) : Matrix4x4
  145. Adds the matrix *a* to *b* and returns the result.
  146. **subtract** (a, b) : Matrix4x4
  147. Subtracts the matrix *b* from *a* and returns the result.
  148. **multiply** (a, b) : Matrix4x4
  149. Multiplies the matrix *a* by *b* and returns the result. (i.e. transforms first by *a* then by *b*)
  150. **transpose** (m) : Matrix4x4
  151. Transposes the matrix *m* and returns the result.
  152. **determinant** (m) : float
  153. Returns the determinant of the matrix *m*.
  154. **invert** (m) : Matrix4x4
  155. Inverts the matrix *m* and returns the result.
  156. **x** (m) : Vector3
  157. Returns the x asis of the matrix *m*.
  158. **y** (m) : Vector3
  159. Returns the y asis of the matrix *m*.
  160. **z** (m) : Vector3
  161. Returns the z asis of the matrix *m*.
  162. **set_x** (m, x)
  163. Sets the x axis of the matrix *m*.
  164. **set_y** (m, y)
  165. Sets the y axis of the matrix *m*.
  166. **set_z** (m, z)
  167. Sets the z axis of the matrix *m*.
  168. **rotation** (m) : Quaternion
  169. Returns the rotation portion of the matrix *m*.
  170. **set_rotation** (m, r)
  171. Sets the rotation portion of the matrix *m*.
  172. **translation** (m, a) : Vector3
  173. Returns the translation portion of the matrix *m*.
  174. **set_translation** (m, t)
  175. Sets the translation portion of the matrix *m*.
  176. **identity** ()
  177. Returns the identity matrix.
  178. **transform** (m, v) : Vector3
  179. Transforms the vector *v* by the matrix *m* and returns the result.
  180. **to_string** (m) : string
  181. Returns a string representing the matrix *m*.
  182. Matrix4x4Box
  183. ------------
  184. **Matrix4x4Box** (m)
  185. Creates a new Matrix4x4Box from the Matrix4x4 *m*.
  186. **store** (m)
  187. Stores the Matrix4x4 *m* in the box.
  188. **unbox** () : Matrix4x4
  189. Returns the stored matrix from the box.
  190. Math
  191. ----
  192. **ray_plane_intersection** (from, dir, point, normal) : float
  193. Returns the distance along ray (from, dir) to intersection point with plane defined by
  194. *point* and *normal* or -1.0 if no intersection.
  195. **ray_disc_intersection** (from, dir, center, radius, normal) : float
  196. Returns the distance along ray (from, dir) to intersection point with disc defined by
  197. *center*, *radius* and *normal* or -1.0 if no intersection.
  198. **ray_sphere_intersection** (from, dir, center, radius) : float
  199. Returns the distance along ray (from, dir) to intersection point with sphere defined by
  200. *center* and *radius* or -1.0 if no intersection.
  201. **ray_obb_intersection** (from, dir, tm, extents) : float
  202. Returns the distance along ray (from, dir) to intersection point with the oriented
  203. bounding box (tm, extents) or -1.0 if no intersection.
  204. World
  205. =====
  206. **spawn_unit** (world, name, [position, rotation]) : Unit
  207. Spawns a new instance of the unit *name* at the given *position* and *rotation*.
  208. **destroy_unit** (world, unit)
  209. Destroys the given *unit*.
  210. **num_units** (world) : int
  211. Returns the number of units in the *world*.
  212. **units** (world) : Table
  213. Returns all the the units in the world in a table.
  214. **update_animations** (world, dt)
  215. Update all animations with *dt*.
  216. **update_scene** (world, dt)
  217. Updates the scene with *dt*.
  218. **update** (world, dt)
  219. Updates the world with *dt*.
  220. **play_sound** (world, name, [loop, volume, position, range]) : SoundInstanceId
  221. Plays the sound with the given *name* at the given *position*, with the given
  222. *volume* and *range*. *loop* controls whether the sound must loop or not.
  223. **stop_sound** (world, id)
  224. Stops the sound with the given *id*.
  225. **link_sound** (world, id, unit, node)
  226. Links the sound *id* to the *node* of the given *unit*.
  227. After this call, the sound *id* will follow the unit *unit*.
  228. **set_listener_pose** (world, pose)
  229. Sets the *pose* of the listener.
  230. **set_sound_position** (world, position)
  231. Sets the *position* of the sound *id*.
  232. **set_sound_range** (world, range)
  233. Sets the *range* of the sound *id*.
  234. **set_sound_volume** (world, volume)
  235. Sets the *volume* of the sound *id*.
  236. **create_window_gui** (world) : Gui
  237. Creates a new window-space Gui of size *width* and *height*.
  238. **destroy_gui** (world, id)
  239. Destroys the gui with the given *id*.
  240. **create_debug_line** (world, depth_test) : DebugLine
  241. Creates a new DebugLine. *depth_test* controls whether to
  242. enable depth test when rendering the lines.
  243. **destroy_debug_line** (world, line)
  244. Destroys the debug *line*.
  245. **load_level** (world, name) : Level
  246. Loads the level *name* into the world.
  247. **physics_world** (world) : PhysicsWorld
  248. Returns the physics sub-world.
  249. **sound_world** (world) : SoundWorld
  250. Returns the sound sub-world.
  251. Unit
  252. ----
  253. **local_position** (unit) : Vector3
  254. Returns the local position of the unit.
  255. **local_rotation** (unit) : Quaternion
  256. Returns the local rotation of the unit.
  257. **local_scale** (unit) : Vector3
  258. Returns the local scale of the unit.
  259. **local_pose** (unit) : Matrix4x4
  260. Returns the local pose of the unit.
  261. **world_position** (unit) : Vector3
  262. Returns the world position of the unit.
  263. **world_rotation** (unit) : Quaternion
  264. Returns the world rotation of the unit.
  265. **world_pose** (unit) : Matrix4x4
  266. Returns the world pose of the unit.
  267. **set_local_position** (unit, position)
  268. Sets the local position of the unit.
  269. **set_local_rotation** (unit, rotation)
  270. Sets the local rotation of the unit.
  271. **set_local_scale** (unit, scale)
  272. Sets the local scale of the unit.
  273. **set_local_pose** (unit, n, pose)
  274. Sets the local pose of the unit.
  275. **camera** (unit, name)
  276. Returns the camera *name*.
  277. **material** (unit, name)
  278. Returns the material *name*.
  279. **mesh** (unit, name)
  280. Returns the mesh *name*.
  281. **sprite** (unit, name)
  282. Returns the sprite *name*.
  283. **actor** (unit, name)
  284. Returns the actor *name*.
  285. **controller** (unit, name)
  286. Returns the controller *name*.
  287. **is_a** (unit, type)
  288. Returns whether the unit is of the given *type*.
  289. **play_sprite_animation** (unit, name, loop)
  290. Plays the sprite animation *name*.
  291. **stop_sprite_animation** (unit)
  292. Stops the current playing animation.
  293. Camera
  294. ------
  295. **set_projection_type** (camera, type)
  296. Sets the projection type of the camera.
  297. **projection_type** (camera) : int
  298. Returns the projection type of the camera.
  299. **fov** (camera) : float
  300. Returns the field-of-view of the camera in degrees.
  301. **set_fov** (camera, degrees)
  302. Sets the field-of-view of the camera in degrees.
  303. **aspect** (camera) : float
  304. Returns the aspect ratio of the camera. (Perspective projection only.)
  305. **set_aspect** (camera)
  306. Sets the aspect ratio of the camera. (Perspective projection only.)
  307. **near_clip_distance** (camera) : float
  308. Returns the near clip distance of the camera.
  309. **set_near_clip_distance** (camera, near)
  310. Sets the near clip distance of the camera.
  311. **far_clip_distance** (camera) : float
  312. Returns the far clip distance of the camera.
  313. **set_far_clip_distance** (camera, far)
  314. Sets the far clip distance of the camera.
  315. **set_orthographic_metrics** (camera, left, right, bottom, top)
  316. Sets the coordinates for orthographic clipping planes. (Orthographic projection only.)
  317. **set_viewport_metrics** (camera, x, y, width, height)
  318. Sets the coordinates for the camera viewport in pixels.
  319. **screen_to_world** (camera, pos) : Vector3
  320. Returns *pos* from screen-space to world-space coordinates.
  321. **world_to_screen** (camera, pos) : Vector3
  322. Returns *pos* from world-space to screen-space coordinates.
  323. Sprite
  324. ------
  325. **set_frame** (sprite, num)
  326. Sets the frame of the sprite.
  327. **set_depth** (sprite, depth)
  328. Sets the depth of the sprite.
  329. Sprites with higher depth values are drawn in front of sprites
  330. whith lower depth values.
  331. Mesh
  332. ----
  333. **local_position** (mesh) : Vector3
  334. Returns the local position of the mesh.
  335. **local_rotation** (mesh) : Quaternion
  336. Returns the local rotation of the mesh.
  337. **local_pose** (mesh) : Matrix4x4
  338. Returns the local pose of the mesh.
  339. **set_local_position** (mesh, unit, position)
  340. Sets the local position of the mesh.
  341. **set_local_rotation** (mesh, unit, rotation)
  342. Sets the local rotation of the mesh.
  343. **set_local_pose** (mesh, unit, pose)
  344. Sets the local pose of the mesh.
  345. Material
  346. --------
  347. **set_float** (material, variable, value)
  348. Sets the material variable to the given value.
  349. **set_vector2** (material, variable, value)
  350. Sets the material variable to the given value.
  351. **set_vector3** (material, variable, value)
  352. Sets the material variable to the given value.
  353. Gui
  354. ---
  355. resolution
  356. TODO
  357. move
  358. TODO
  359. screen_to_gui
  360. TODO
  361. draw_rectangle
  362. TODO
  363. draw_image
  364. TODO
  365. draw_image_uv
  366. TODO
  367. draw_text
  368. TODO
  369. PhysicsWorld
  370. =============
  371. **gravity** (physics_world) : Vector3
  372. Returns the gravity.
  373. **set_gravity** (physics_world, gravity)
  374. Sets the gravity.
  375. **make_raycast**
  376. TODO
  377. **overlap_test**
  378. TODO
  379. Controller
  380. ----------
  381. **move** (controller, position)
  382. Moves the controller to *position*.
  383. **position** (controller) : Vector3
  384. Returns the position of the controller.
  385. **collides_up** (controller) : bool
  386. Returns whether the contoller collides upwards.
  387. **collides_down** (controller) : bool
  388. Returns whether the controller collides downwards.
  389. **collides_sides** (controller) : bool
  390. Returns whether the controller collides sidewards.
  391. Actor
  392. -----
  393. **world_position** (actor) : Vector3
  394. Returns the world position of the actor.
  395. **world_rotation** (actor) : Quaternion
  396. Returns the world rotation of the actor.
  397. **world_pose** (actor) : Matrix4x4
  398. Returns the world pose of the actor.
  399. **teleport_world_position** (actor, position)
  400. Teleports the actor to the given world position.
  401. **teleport_world_rotation** (actor, rotation)
  402. Teleports the actor to the given world rotation.
  403. **teleport_world_pose** (actor, pose)
  404. Teleports the actor to the given world pose.
  405. **center_of_mass** (actor) : Vector3
  406. Returns the center of mass of the actor.
  407. **enable_gravity** (actor)
  408. Enables gravity for the actor.
  409. **disable_gravity** (actor)
  410. Disables gravity for the actor.
  411. **enable_collision** (actor)
  412. Enables collision detection for the actor.
  413. **disable_collision** (actor)
  414. Disables collision detection for the actor.
  415. **set_collision_filter** (actor, name)
  416. Sets the collision filter of the actor.
  417. **set_kinematic** (actor, kinematic)
  418. Sets whether the actor is kinematic or not.
  419. Note that this call has no effect on static actors.
  420. **move** (actor, position)
  421. Moves the actor to *pos*
  422. Note that this call only affects nonkinematic actors.
  423. **is_static** (actor) : bool
  424. Returns whether the actor is static.
  425. **is_dynamic** (actor) bool
  426. Returns whether the actor is dynamic.
  427. **is_kinematic** (actor) : bool
  428. Returns whether the actor is kinematic (keyframed).
  429. **is_nonkinematic** (actor) : bool
  430. Returns whether the actor is nonkinematic (i.e. dynamic and not kinematic).
  431. **linear_damping** (actor) : float
  432. Returns the linear damping of the actor.
  433. **set_linear_damping** (actor, damping)
  434. Sets the linear damping of the actor.
  435. **angular_damping** (actor) : float
  436. Returns the angular damping of the actor.
  437. **set_angular_damping** (actor, rate)
  438. Sets the angular damping of the actor.
  439. **linear_velocity** (actor) : Vector3
  440. Returns the linear velocity of the actor.
  441. **set_linear_velocity** (actor, velocity)
  442. Sets the linear velocity of the actor.
  443. Note that this call only affects nonkinematic actors.
  444. **angular_velocity** (actor) : Vector3
  445. Returns the angular velocity of the actor.
  446. **set_angular_velocity** (actor, velocity)
  447. Sets the angular velocity of the actor.
  448. Note that this call only affects nonkinematic actors.
  449. **add_impulse** (actor, impulse)
  450. Adds a linear impulse (acting along the center of mass) to the actor.
  451. Note that this call only affects nonkinematic actors.
  452. **add_impulse_at** (actor, impulse, position)
  453. Adds a linear impulse (acting along the world position *pos*) to the actor.
  454. Note that this call only affects nonkinematic actors.
  455. **add_torque_impulse** (actor, impulse)
  456. Adds a torque impulse to the actor.
  457. **push** (actor, velocity, mass)
  458. Pushes the actor as if it was hit by a point object with the given *mass*
  459. travelling at the given *velocity*.
  460. Note that this call only affects nonkinematic actors.
  461. **push_at** (actor, velocity, mass, position)
  462. Like push() but applies the force at the world position *pos*.
  463. Note that this call only affects nonkinematic actors.
  464. **is_sleeping** (actor) : bool
  465. Returns whether the actor is sleeping.
  466. **wake_up** (actor)
  467. Wakes the actor up.
  468. **unit** (actor) : Unit
  469. Returns the unit that owns the actor or nil;
  470. SoundWorld
  471. ===========
  472. **stop_all** (sound_world)
  473. Stops all the sounds in the world.
  474. **pause_all** (sound_world)
  475. Pauses all the sounds in the world
  476. **resume_all** (sound_world)
  477. Resumes all previously paused sounds in the world.
  478. **is_playing** (sound_world, id) : bool
  479. Returns wheter the sound *id* is playing.
  480. ResourcePackage
  481. ================
  482. **load** (package)
  483. Loads all the resources in the package.
  484. Note that the resources are not immediately available after the call is made,
  485. instead, you have to poll for completion with has_loaded().
  486. **unload** (package)
  487. Unloads all the resources in the package.
  488. **flush** (package)
  489. Waits until the package has been loaded.
  490. **has_loaded** (package) : bool
  491. Returns whether the package has been loaded.
  492. Device
  493. ======
  494. **platform** () : string
  495. Returns a string identifying what platform the engine is running on.
  496. **architecture** () : string
  497. Returns a string identifying what architecture the engine is running on.
  498. **version** () : string
  499. Returns a string identifying the engine version.
  500. **last_delta_time** () : float
  501. Returns the time in seconds needed to render the last frame
  502. **quit** ()
  503. Quits the application.
  504. **resolution** () : Table
  505. Returns the main window resolution.
  506. **create_world** () : World
  507. Creates a new world.
  508. **destroy_world** (world)
  509. Destroys the given *world*.
  510. **render_world** (world, camera)
  511. Renders the given *world* from the point of view of the given *camera*.
  512. **create_resource_package** (name) : ResourcePackage
  513. Returns the resource package with the given *package_name* name.
  514. **destroy_resource_package** (package)
  515. Destroy a previously created resource *package*.
  516. Note that to unload the resources loaded by the package, you have to call
  517. ResourcePackage.unload() first.
  518. **console_send** (table)
  519. Sends the given lua *table* to clients connected to the engine.
  520. Note that the current version only supports explicitly escaped strings as key/value pairs.
  521. **can_get** (type, name) : bool
  522. Returns whether the resource (type, name) is loaded.
  523. When resource autoload is enabled it always returns true.
  524. **enable_resource_autoload** (enable)
  525. Sets whether resources should be automatically loaded when accessed.
  526. DebugLine
  527. =========
  528. **add_line** (debug_line, start, end, color)
  529. Adds a line from *start* to *end* with the given *color*.
  530. **add_axes** (debug_line, tm, length)
  531. Adds lines for each axis with the given *length*.
  532. **add_circle** (debug_line, center, radius, normal, color, [segments = 36])
  533. Adds a circle at *center* with the given *radius* and *normal* vector.
  534. **add_cone** (debug_line, from, to, radius, color, [segments = 36])
  535. Adds a cone with the base centered at *from* and the tip at *to*.
  536. **add_sphere** (debug_line, center, radius, color, [segments = 36])
  537. Adds a sphere at *center* with the given *radius*.
  538. **add_obb** (debug_line, tm, extents, color)
  539. Adds an orientd bounding box. *tm* describes the position and orientation of
  540. the box. *extents* describes the size of the box along the axis.
  541. **reset** (debug_line)
  542. Resets all the lines.
  543. **submit** (debug_line)
  544. Submits the lines to renderer for drawing.
  545. Input
  546. =====
  547. Keyboard
  548. --------
  549. **name** () : string
  550. Returns the name of the input device.
  551. **connected** () : bool
  552. Returns whether the input device is connected and functioning.
  553. **num_buttons** () : int
  554. Returns the number of buttons of the input device.
  555. **num_axes** () : int
  556. Returns the number of axes of the input device.
  557. **pressed** (id) : bool
  558. Returns whether the button *id* is pressed in the current frame.
  559. **released** (id) : bool
  560. Returns whether the button *id* is released in the current frame.
  561. **any_pressed** () : bool
  562. Returns wheter any button is pressed in the current frame.
  563. **any_released** () : bool
  564. Returns whether any button is released in the current frame.
  565. **button_id** (name) : int
  566. Returns the *id* of the button *name*.
  567. Keyboard Button Names
  568. ~~~~~~~~~~~~~~~~~~~~~
  569. * ``tab``, ``enter``, ``escape``, ``space``, ``backspace``
  570. * ``num_lock``, ``numpad_enter``, ``numpad_.``, ``numpad_*``, ``numpad_+``, ``numpad_-``, ``numpad_/``, ``numpad_0``, ``numpad_1``, ``numpad_2``, ``numpad_3``, ``numpad_4``, ``numpad_5``, ``numpad_6``, ``numpad_7``, ``numpad_8``, ``numpad_9``
  571. * ``f1``, ``f2``, ``f3``, ``f4``, ``f5``, ``f6``, ``f7``, ``f8``, ``f9``, ``f10``, ``f11``, ``f12``
  572. * ``home``, ``left``, ``up``, ``right``, ``down``, ``page_up``, ``page_down``, ``delete``, ``end``
  573. * ``left_ctrl``, ``right_ctrl``, ``left_shift``, ``right_shift``, ``caps_lock``, ``left_alt``, ``right_alt``, ``left_super``, ``right_super``
  574. * ``0``, ``1``, ``2``, ``3``, ``4``, ``5``, ``6``, ``7``, ``8``, ``9``
  575. * ``a``, ``b``, ``c``, ``d``, ``e``, ``f``, ``g``, ``h``, ``i``, ``j``, ``k``, ``l``, ``m``, ``n``, ``o``, ``p``, ``q``, ``r``, ``s``, ``t``, ``u``, ``v``, ``w``, ``x``, ``y``, ``z``
  576. Keyboard Axis Names
  577. ~~~~~~~~~~~~~~~~~~~
  578. None.
  579. Mouse
  580. -----
  581. **name** () : string
  582. Returns the name of the input device.
  583. **connected** () : bool
  584. Returns whether the input device is connected and functioning.
  585. **num_buttons** () : int
  586. Returns the number of buttons of the input device.
  587. **num_axes** () : int
  588. Returns the number of axes of the input device.
  589. **pressed** (id) : bool
  590. Returns whether the button *id* is pressed in the current frame.
  591. **released** (id) : bool
  592. Returns whether the button *id* is released in the current frame.
  593. **any_pressed** () : bool
  594. Returns wheter any button is pressed in the current frame.
  595. **any_released** () : bool
  596. Returns whether any button is released in the current frame.
  597. **axis** (id) : Vector3
  598. Returns the value of the axis *id*.
  599. The returned vector holds x and y coordinates of the pointer
  600. in window-space.
  601. **button_id** (name) : int
  602. Returns the *id* of the button *name*.
  603. **axis_id** (name) : int
  604. Returns the *id* of the axis *name*.
  605. Mouse Button Names
  606. ~~~~~~~~~~~~~~~~~~
  607. ``left``, ``middle``, ``right``, ``extra_1``, ``extra_2``
  608. Mouse Axis Names
  609. ~~~~~~~~~~~~~~~~
  610. * ``cursor``: Returns the cursor position (x, y) in screen coordinates.
  611. * ``cursor_delta``: Returns the delta of the cursor position (x, y) since last frame.
  612. * ``wheel``: Returns the movement of the mouse wheel in the y axis. Positive values of y mean upward scrolling, negative values mean downward scrolling.
  613. Touch
  614. -----
  615. **name** () : string
  616. Returns the name of the input device.
  617. **connected** () : bool
  618. Returns whether the input device is connected and functioning.
  619. **num_buttons** () : int
  620. Returns the number of buttons of the input device.
  621. **num_axes** () : int
  622. Returns the number of axes of the input device.
  623. **pressed** (id) : bool
  624. Returns whether the button *id* is pressed in the current frame.
  625. **released** (id) : bool
  626. Returns whether the button *id* is released in the current frame.
  627. **any_pressed** () : bool
  628. Returns wheter any button is pressed in the current frame.
  629. **any_released** () : bool
  630. Returns whether any button is released in the current frame.
  631. **axis** (id) : Vector3
  632. Returns the value of the axis *id*.
  633. The returned vector holds x and y coordinates of the pointer
  634. in window-space.
  635. Pad1, Pad2, Pad3, Pad4
  636. ----------------------
  637. **name** () : string
  638. Returns the name of the input device.
  639. **connected** () : bool
  640. Returns whether the input device is connected and functioning.
  641. **num_buttons** () : int
  642. Returns the number of buttons of the input device.
  643. **num_axes** () : int
  644. Returns the number of axes of the input device.
  645. **pressed** (id) : bool
  646. Returns whether the button *id* is pressed in the current frame.
  647. **released** (id) : bool
  648. Returns whether the button *id* is released in the current frame.
  649. **any_pressed** () : bool
  650. Returns wheter any button is pressed in the current frame.
  651. **any_released** () : bool
  652. Returns whether any button is released in the current frame.
  653. **axis** (id) : Vector3
  654. Returns the value of the axis *id*.
  655. The returned vector holds values in the range [-1;+1]
  656. **button_id** (name) : int
  657. Returns the *id* of the button *name*.
  658. **axis_id** (name) : int
  659. Returns the *id* of the axis *name*.
  660. Pad Button Names
  661. ~~~~~~~~~~~~~~~~
  662. * ``up``, ``down``, ``left``, ``right``
  663. * ``start``, ``back``, ``guide``
  664. * ``left_thumb``, ``right_thumb``
  665. * ``left_shoulder``, ``right_shoulder``
  666. * ``a``, ``b``, ``x``, ``y``
  667. Pad Axis Names
  668. ~~~~~~~~~~~~~~
  669. * ``left``, ``right``: Returns the direction (x, y) of the left or right thumbstick [-1; +1]. The z component represents the left or right trigger [0; +1].
  670. Window
  671. ======
  672. **show** ()
  673. Shows the window.
  674. **hide** ()
  675. Hides the window.
  676. **resize** (width, height)
  677. Resizes the window to *width* and *height*.
  678. **move** (x, y)
  679. Moves the window to *x* and *y*.
  680. **minimize** ()
  681. Minimizes the window.
  682. **restore** ()
  683. Restores the window.
  684. **is_resizable** () : bool
  685. Returns whether the window is resizable.
  686. **set_resizable** (resizable)
  687. Sets whether the window is resizable.
  688. **title** () : string
  689. Returns the title of the window.
  690. **set_title** (title)
  691. Sets the title of the window.