This commit is contained in:
Tim Felgentreff 2022-04-10 13:41:46 +02:00
commit 86f08104dc
4 changed files with 116 additions and 28 deletions

View file

@ -1800,6 +1800,10 @@ static int CclInverseVideo(lua_State *l)
** @param l Lua state.
**
** @return equivalent lua table.
**
** Example:
**
** <div class="example"><code>u_data = <strong>UnitType</strong>("unit-footman")</code></div>
*/
static int CclUnitName(lua_State *l)
{

View file

@ -505,7 +505,7 @@ static int CclGiveUnitsToPlayer(lua_State *l)
**
** Example:
**
** <div class="example"><code>GetThisPlayer()</code></div>
** <div class="example"><code><strong>GetThisPlayer</strong>()</code></div>
*/
static int CclGetThisPlayer(lua_State *l)
{
@ -545,11 +545,11 @@ static int CclSetThisPlayer(lua_State *l)
** Example:
**
** <div class="example"><code>-- 9 units can be selected together.
** SetMaxSelectable(9)
** <strong>SetMaxSelectable</strong>(9)
** -- 18 units can be selected together.
** SetMaxSelectable(18)
** <strong>SetMaxSelectable</strong>(18)
** -- 50 units can be selected together.
** SetMaxSelectable(50)</code></div>
** <strong>SetMaxSelectable</strong>(50)</code></div>
*/
static int CclSetMaxSelectable(lua_State *l)
{
@ -569,7 +569,7 @@ static int CclSetMaxSelectable(lua_State *l)
**
** Example:
**
** <div class="example"><code>SetAllPlayersUnitLimit(200)</code></div>
** <div class="example"><code><strong>SetAllPlayersUnitLimit</strong>(200)</code></div>
*/
static int CclSetAllPlayersUnitLimit(lua_State *l)
{
@ -591,7 +591,7 @@ static int CclSetAllPlayersUnitLimit(lua_State *l)
**
** Example:
**
** <div class="example"><code>SetAllPlayersBuildingLimit(200)</code></div>
** <div class="example"><code><strong>SetAllPlayersBuildingLimit</strong>(200)</code></div>
*/
static int CclSetAllPlayersBuildingLimit(lua_State *l)
{
@ -613,7 +613,7 @@ static int CclSetAllPlayersBuildingLimit(lua_State *l)
**
** Example:
**
** <div class="example"><code>SetAllPlayersTotalUnitLimit(400)</code></div>
** <div class="example"><code><strong>SetAllPlayersTotalUnitLimit</strong>(400)</code></div>
*/
static int CclSetAllPlayersTotalUnitLimit(lua_State *l)
{
@ -637,11 +637,11 @@ static int CclSetAllPlayersTotalUnitLimit(lua_State *l)
**
** Example:
**
** <div class="example"><code>SetDiplomacy(0,"allied",1)
** SetDiplomacy(1,"allied",0)
** <div class="example"><code><strong>SetDiplomacy</strong>(0,"allied",1)
** <strong>SetDiplomacy</strong>(1,"allied",0)
**
** SetDiplomacy(0,"enemy",2)
** SetDiplomacy(1,"enemy",2)</code></div>
** <strong>SetDiplomacy</strong>(0,"enemy",2)
** <strong>SetDiplomacy</strong>(1,"enemy",2)</code></div>
*/
static int CclSetDiplomacy(lua_State *l)
{
@ -710,11 +710,11 @@ static int CclGetDiplomacy(lua_State *l)
**
** Example:
**
** <div class="example"><code>SetSharedVision(0,true,1)
** SetSharedVision(1,true,0)
** <div class="example"><code><strong>SetSharedVision</strong>(0,true,1)
** <strong>SetSharedVision</strong>(1,true,0)
**
** SetSharedVision(0,false,2)
** SetSharedVision(1,false,2)</code></div>
** <strong>SetSharedVision</strong>(0,false,2)
** <strong>SetSharedVision</strong>(1,false,2)</code></div>
*/
static int CclSetSharedVision(lua_State *l)
{
@ -750,9 +750,9 @@ static int CclSharedVision(lua_State *l)
**
** Example:
**
** <div class="example"><code>SetRevelationType("no-revelation")
** SetRevelationType("buildings-only")
** SetRevelationType("all-units")</code></div>
** <div class="example"><code><strong>SetRevelationType</strong>("no-revelation")
** <strong>SetRevelationType</strong>("buildings-only")
** <strong>SetRevelationType</strong>("all-units")</code></div>
**
*/
static int CclSetRevelationType(lua_State *l)
@ -835,7 +835,7 @@ static int CclDefineRaceNames(lua_State *l)
**
** Example:
**
** <div class="example"><code>DefinePlayerColors({
** <div class="example"><code><strong>DefinePlayerColors</strong>({
** "red", {{164, 0, 0}, {124, 0, 0}, {92, 4, 0}, {68, 4, 0}},
** "blue", {{12, 72, 204}, {4, 40, 160}, {0, 20, 116}, {0, 4, 76}},
** "green", {{44, 180, 148}, {20, 132, 92}, {4, 84, 44}, {0, 40, 12}},
@ -950,7 +950,7 @@ static int CclDefinePlayerColorIndex(lua_State *l)
**
** Example:
**
** <div class="example"><code>GetPlayerData(0,"TotalNumUnits")</code></div>
** <div class="example"><code><strong>GetPlayerData</strong>(0,"TotalNumUnits")</code></div>
*/
static int CclGetPlayerData(lua_State *l)
{
@ -1112,10 +1112,10 @@ static int CclGetPlayerData(lua_State *l)
** Example:
**
** <div class="example"><code>
** SetPlayerData(0,"Name","Nation of Stromgarde") -- set the name of this player
** SetPlayerData(0,"RaceName","human") -- the the race to human
** SetPlayerData(0,"Resources","gold",1700) -- set the player to have 1700 gold
** SetPlayerData(0, "Allow", "upgrade-paladin", "R") -- give the player the Paladin upgrade
** <strong>SetPlayerData</strong>(0,"Name","Nation of Stromgarde") -- set the name of this player
** <strong>SetPlayerData</strong>(0,"RaceName","human") -- the the race to human
** <strong>SetPlayerData</strong>(0,"Resources","gold",1700) -- set the player to have 1700 gold
** <strong>SetPlayerData</strong>(0, "Allow", "upgrade-paladin", "R") -- give the player the Paladin upgrade
** </code></div>
*/
static int CclSetPlayerData(lua_State *l)
@ -1231,7 +1231,7 @@ static int CclSetPlayerData(lua_State *l)
** Example:
**
** <div class="example"> <code> -- Player 1 has a passive A.I
** SetAiType(1, "Passive")</code></div>
** <strong>SetAiType</strong>(1, "Passive")</code></div>
*/
static int CclSetAiType(lua_State *l)
{

View file

@ -94,6 +94,11 @@ static int CclSetTrainingQueue(lua_State *l)
** @param l Lua state.
**
** @return The old state of the flag
**
** Example:
**
** <div class="example"><code><strong>SetBuildingCapture</strong>(true)
** <strong>SetBuildingCapture</strong>(false)</code></div>
*/
static int CclSetBuildingCapture(lua_State *l)
{
@ -108,6 +113,11 @@ static int CclSetBuildingCapture(lua_State *l)
** @param l Lua state.
**
** @return The old state of the flag
**
** Example:
**
** <div class="example"><code><strong>SetRevealAttacker</strong>(true)
** <strong>SetRevealAttacker</strong>(false)</code></div>
*/
static int CclSetRevealAttacker(lua_State *l)
{
@ -120,6 +130,15 @@ static int CclSetRevealAttacker(lua_State *l)
** Set cost multiplier to RepairCost for buildings additional workers helping (0 = no additional cost)
**
** @param l Lua state.
**
** Example:
**
** <div class="example"><code>-- No cost
** <strong>ResourcesMultiBuildersMultiplier</strong>(0)
** -- Each builder helping will cost 1 resource
** <strong>ResourcesMultiBuildersMultiplier</strong>(1)
** -- Each builder helping will cost 10 resource
** <strong>ResourcesMultiBuildersMultiplier</strong>(10)</code></div>
*/
static int CclResourcesMultiBuildersMultiplier(lua_State *l)
{
@ -282,6 +301,26 @@ static void CclParseOrders(lua_State *l, CUnit &unit)
**
** @todo Verify that vision table is always correct (transporter)
** @todo (PlaceUnit() and host-info).
**
** Example:
**
** <div class="example"><code>footman = CreateUnit("unit-footman", 0, {0, 1})
** -- The unit will appear selected
** <strong>Unit</strong>(footman,{"selected"})
** -- The unit will be considered destroyed
** <strong>Unit</strong>(footman,{"destroyed"})
** -- The unit will be considered removed
** <strong>Unit</strong>(footman,{"removed"})
** -- The unit will be considered as a summoned unit
** <strong>Unit</strong>(footman,{"summoned",500})
** -- The unit will face on south
** <strong>Unit</strong>(footman,{"direction",0})
** -- The unit will be displayed with his 3rd frame
** <strong>Unit</strong>(footman,{"frame", 3})
** -- The footman will have a high sight
** <strong>Unit</strong>(footman,{"current-sight-range",9})
** -- Change the unit color to be the ones from player 1
** <strong>Unit</strong>(footman,{"rescued-from",1})</code></div>
*/
static int CclUnit(lua_State *l)
{
@ -615,6 +654,13 @@ static int CclUnit(lua_State *l)
** @param l Lua state.
**
** @return Returns the slot number of the made placed.
**
** Example:
**
** <div class="example"><code>-- Create the unit
** footman = CreateUnit("unit-footman", 0, {7, 4})
** -- Move the unit to position 20 (x) and 10 (y)
** <strong>MoveUnit</strong>(footman,{20,10})</code></div>
*/
static int CclMoveUnit(lua_State *l)
{
@ -1065,6 +1111,14 @@ static int CclKillUnitAt(lua_State *l)
** @param l Lua state.
**
** @return Array of units.
**
** Example:
**
** <div class="example"><code>-- Get units from player 0
** units = <strong>GetUnits</strong>(0)
** for i, id_unit in ipairs(units) do
** print(id_unit)
** end</code></div>
*/
static int CclGetUnits(lua_State *l)
{
@ -1294,9 +1348,7 @@ static int CclGetUnitVariable(lua_State *l)
**
** Example:
**
** <div class="example">
** <code>
** -- Create a blacksmith for player 2
** <div class="example"><code>-- Create a blacksmith for player 2
** blacksmith = CreateUnit("unit-human-blacksmith", 2, {66, 71})
** -- Specify the amount of hit points to assign to the blacksmith
** <strong>SetUnitVariable</strong>(blacksmith,"HitPoints",344)

View file

@ -402,6 +402,16 @@ bool RenderWithShader(SDL_Renderer *renderer, SDL_Window* win, SDL_Texture* back
return true;
}
/**
** <b>Description</b>
**
** Get the active shader.
**
** Example:
**
** <div class="example"><code>shader_name = <strong>GetShader</strong>()
** print(shader_name)</code></div>
*/
static int CclGetShader(lua_State *l) {
LuaCheckArgs(l, 0);
const char* shaderName = shaderNames[currentShaderIdx];
@ -413,6 +423,16 @@ static int CclGetShader(lua_State *l) {
return 1;
}
/**
** <b>Description</b>
**
** Apply a shader.
**
** Example:
**
** <div class="example"><code>-- Apply a VHS shader
** <strong>SetShader</strong>("VHS")</code></div>
*/
static int CclSetShader(lua_State *l) {
LuaCheckArgs(l, 1);
const char* shaderName = LuaToString(l, 1);
@ -434,6 +454,18 @@ static int CclSetShader(lua_State *l) {
return 1;
}
/**
** <b>Description</b>
**
** Get the list of shaders.
**
** Example:
**
** <div class="example"><code>shaders = <strong>GetShaderNames</strong>()
** for i,name in ipairs(shaders) do
** print(name)
** end</code></div>
*/
static int CclGetShaderNames(lua_State *l) {
LuaCheckArgs(l, 0);
lua_newtable(l);