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a crumb of extra readability
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poco0317 committed Aug 5, 2024
1 parent b4bc6a7 commit 0c69535
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10 changes: 5 additions & 5 deletions Themes/_fallback/docs/Actors/ComboGraph.luadoc
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--
-- The ComboGraph will display the combos for a score on a graph.
-- Although, it's a bit more integrated with PlayerStageStats than one might desire...
-- A ComboGraph can be created directly with `Def.ComboGraph`
-- Its primary use is in ScreenEvaluation
-- A ComboGraph can be created directly with `Def.ComboGraph`.
-- Its primary use is in ScreenEvaluation.
-- @classmod ComboGraph


--- Initialize the ComboGraph using the given metrics group.
-- This is the way to customize a ComboGraph via metrics, creating a section as [groupName]. Children components are also loaded from Theme Graphics.
-- The children components are Actors named `<groupName> Backing` `<groupName> NormalCombo` `<groupName> MaxCombo`
-- Another child component that must be a @{BitmapText} is `<groupName> ComboNumber`
-- In metrics.ini, the metrics that must be defined are `BodyWidth` and `BodyHeight` under the section [groupName]
-- The children components are Actors named `<groupName> Backing` `<groupName> NormalCombo` `<groupName> MaxCombo`.
-- Another child component that must be a @{BitmapText} is `<groupName> ComboNumber`.
-- In metrics.ini, the metrics that must be defined are `BodyWidth` and `BodyHeight` under the section [groupName].
-- @tparam string metricsGroup The group to load from metrics.ini and Theme Graphics.
-- @return self
function ComboGraph:Load(metricsGroup)
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8 changes: 4 additions & 4 deletions Themes/_fallback/docs/Actors/MusicWheel.luadoc
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--
-- This class inherits methods from the @{WheelBase} class. A MusicWheel is the structure responsible for
-- allowing the user to scroll through songs and make a selection to play.
-- The easiest way to acquire the existing MusicWheel on a screen is `SCREENMAN:GetTopScreen():GetMusicWheel()`
-- The easiest way to acquire the existing MusicWheel on a screen is `SCREENMAN:GetTopScreen():GetMusicWheel()`.
-- @classmod MusicWheel

--- Change the @{SortOrder} for the MusicWheel. This is the equivalent of pressing UpDown UpDown then making a choice.
Expand Down Expand Up @@ -30,9 +30,9 @@ end
--- Use super-search to filter the MusicWheel
-- This can be used to search for specific metadata for all Charts in the current Game.
-- Multiple metadata fields can be searched by separating them with a `;`. When given multiple fields to search, any results must match all fields.
-- For example, to search for both the title and artist, `title=xxx;artist=yyy`
-- For example, to search for both the title and artist, `title=xxx;artist=yyy`.
-- If the search returned no results, then the previous successful search is executed again.
-- Valid metadata fields: `artist=` `author=` `title=` `subtitle=` `group=` `charter=` `stepper=` `pack=` `ck=`
-- Valid metadata fields: `artist=` `author=` `title=` `subtitle=` `group=` `charter=` `stepper=` `pack=` `ck=`.
-- @tparam string searchString The full search you want to run
-- @return nil
function MusicWheel:SongSearch(searchString)
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function MusicWheel:FilterByAndAgainstStepKeys(requireChartkeys, excludeChartkeys)
end

--- Set the state of the Common Pack Filter for Multiplayer
--- Set the state of the Common Pack Filter for Multiplayer.
-- Turning this on filters out any packs that you do not have in common with other players in the lobby.
-- @tparam bool toggle Turn the Common Pack Filter on or off.
-- @treturn bool The new state of the Common Pack Filter
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20 changes: 10 additions & 10 deletions Themes/_fallback/docs/Actors/NoteField.luadoc
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--- NoteField class
--
-- This class contains the components responsible for displaying notes in gameplay.
-- The simplest way to get the NoteField in gameplay is `SCREENMAN:GetTopScreen():GetChild("PlayerP1"):GetChild("NoteField")`
-- The simplest way to get the NoteField in gameplay is `SCREENMAN:GetTopScreen():GetChild("PlayerP1"):GetChild("NoteField")`.
-- @classmod NoteField


--- Set the function that executes every time the player steps.
-- The callback function has the parameters `(intColumn, TapNoteScore)`.
-- The callback function returns 2 values, `intColumn, TapNoteScore`
-- The callback function returns 2 values, `intColumn, TapNoteScore`.
-- The point of passing and returning these values is to be able to redirect them.
-- @see NoteField:Step
-- @tparam func callback A function to execute later
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end

--- Set the function that executes every time the player presses a column.
-- The callback function has the parameter `(intColumn)`
-- The callback function returns 1 value, `intColumn`
-- The callback function has the parameter `(intColumn)`.
-- The callback function returns 1 value, `intColumn`.
-- The point of passing and returning the column is to be able to redirect column numbers.
-- @see NoteField:set_pressed
-- @tparam func callback A function to execute later
Expand All @@ -26,21 +26,21 @@ function NoteField:set_set_pressed_callback(callback)
end

--- Set the function that executes every time the player tapped on a note.
-- The callback function has the parameters `(intColumn, TapNoteScore, boolBright)`
-- The callback function returns 3 values, `intColumn, TapNoteScore, boolBright`
-- The callback function has the parameters `(intColumn, TapNoteScore, boolBright)`.
-- The callback function returns 3 values, `intColumn, TapNoteScore, boolBright`.
-- The point of passing and returning these values is to be able to redirect them.
-- The boolBright parameter is usually true when the current combo has passed BrightGhostComboThreshold
-- The boolBright parameter is usually true when the current combo has passed BrightGhostComboThreshold.
-- @see NoteField:did_tap_note
-- @tparam func callback A function to execute later
-- @return nil
function NoteField:set_did_tap_note_callback(callback)
end

--- Set the function that executes every time the player taps on the head of a hold or roll.
-- The callback function has the parameters `(intColumn, HoldNoteScore, boolBright)`
-- The callback function returns 3 values, `intColumn, HoldNoteScore, boolBright`
-- The callback function has the parameters `(intColumn, HoldNoteScore, boolBright)`.
-- The callback function returns 3 values, `intColumn, HoldNoteScore, boolBright`.
-- The point of passing and returning these values is to be able to redirect them.
-- The boolBright parameter is usually true when the current combo has passed BrightGhostComboThreshold
-- The boolBright parameter is usually true when the current combo has passed BrightGhostComboThreshold.
-- @see NoteField:did_hold_note
-- @tparam func callback A function to execute later
-- @return nil
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6 changes: 3 additions & 3 deletions Themes/_fallback/docs/Actors/Player.luadoc
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--- Player control class
--
-- This controls the user interaction with the current chart being played in gameplay.
-- One way to retrieve the Player in gameplay is `SCREENMAN:GetTopScreen():GetChild("PlayerP1")`
-- One way to retrieve the Player in gameplay is `SCREENMAN:GetTopScreen():GetChild("PlayerP1")`.
-- The Player owns the @{NoteField}, Combo, Tap Judgments, and Hold Judgments, among other things.
-- Most of these children can be found via GetChild by name, such as "Combo", "Judgment", "NoteField"
-- Most of these children can be found via GetChild by name, such as "Combo", "Judgment", "NoteField".
-- @classmod Player

--- Set the Lifebar to a new given value.
Expand All @@ -22,7 +22,7 @@ end

--- Retrieve the @{TimingData} that the Player is relying on.
-- Normally, this is just the TimingData of the current @{Steps}.
-- This is like an alias of `GAMESTATE:GetCurrentSteps():GetTimingData()`
-- This is like an alias of `GAMESTATE:GetCurrentSteps():GetTimingData()`.
-- @treturn TimingData The TimingData of the currently playing Steps.
function Player:GetPlayerTimingData()
end
4 changes: 2 additions & 2 deletions Themes/_fallback/docs/Actors/WheelBase.luadoc
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--- Selection Wheel base class
--
-- This is the base class for other wheel classes such as @{MusicWheel} and @{RoomWheel}
-- The easiest way to acquire the existing Wheel on a screen is `SCREENMAN:GetTopScreen():GetMusicWheel()`
-- This is the base class for other wheel classes such as @{MusicWheel} and @{RoomWheel}.
-- The easiest way to acquire the existing Wheel on a screen is `SCREENMAN:GetTopScreen():GetMusicWheel()`.
-- @classmod WheelBase

--- Move the wheel a given amount of choices in some direction.
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1 change: 1 addition & 0 deletions Themes/_fallback/docs/Enums/HoldNoteScore.luadoc
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--
-- HoldNoteScore is the enum representing the score for a hold or roll.
-- The simplest way to pass them around in Lua is by directly referencing as a string.
--
-- Valid HoldNoteScores:
-- "HoldNoteScore_None" (The lack of a score)
-- "HoldNoteScore_LetGo" (The hold was dropped after hitting the head)
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1 change: 1 addition & 0 deletions Themes/_fallback/docs/Enums/SortOrder.luadoc
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--
-- SortOrder is the enum representing a SortOrder for Songs.
-- The simplest way to pass them around in Lua is by directly referencing as a string.
--
-- Valid SortOrders:
-- "SortOrder_Group"
-- "SortOrder_Title"
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1 change: 1 addition & 0 deletions Themes/_fallback/docs/Enums/TapNoteScore.luadoc
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--
-- TapNoteScore is the enum representing the score for a tap.
-- The simplest way to pass them around in Lua is by directly referencing as a string.
--
-- Valid TapNoteScores:
-- "TapNoteScore_None" (The lack of a score)
-- "TapNoteScore_HitMine"
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1 change: 1 addition & 0 deletions Themes/_fallback/docs/Enums/WheelItemDataType.luadoc
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--
-- WheelItemDataType is the enum representing the type for a WheelItem.
-- The simplest way to pass them around in Lua is by directly referencing as a string.
--
-- Valid WheelItemDataTypes:
-- "WheelItemDataType_Generic"
-- "WheelItemDataType_Section"
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