LuaDocs/FrameManager
From Data Realms Wiki
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* Whether to show the performance stats or not. | * Whether to show the performance stats or not. | ||
+ | |||
+ | '''Return value:''' | ||
+ | |||
+ | None. | ||
+ | |||
+ | |||
+ | ===FlashScreen=== | ||
+ | Flashes any of the players' screen red for this frame. | ||
+ | |||
+ | '''Arguments:''' | ||
+ | |||
+ | * Which screen to flash. | ||
+ | * What color to flash it. -1 means no color or flash. | ||
+ | * How long a period to fill the frame with color. If 0, a single-frame flash will happen. | ||
'''Return value:''' | '''Return value:''' |
Revision as of 22:00, 5 June 2012
Has no parent class
Generic Class. The singleton manager over the composition and display of frames.
Properties
PPM
The ratio between on-screen pixels and the physics engine's meters.A float describing the current PPM ratio.
MPP
Read-only property. The ratio between the physics engine's meters and on-screen pixels.A float describing the current MPP ratio.
PPL
Read-only property. The ratio between the on-screen pixels and the physics engine's Litres.A float describing the current PPL ratio.
LPP
Read-only property. The ratio between the physics engine's Litres and on-screen pixels.A float describing the current LPP ratio.
ResX
Read-only property. The horizontal resolution of the screen.An int describing the horizontal resolution of the screen in pixels.
ResY
Read-only property. The vertical resolution of the screen.An int describing the vertical resolution of the screen in pixels.
ResBPP
Read-only property. The bits per pixel color depthAn int describing the number of bits per pixel of the current color depth.
HSplit
Gets whether the screen is split horizontally across the screen, ie as two splitscreens one above the other.Whether or not screen has a horizontal split.
VSplit
Gets whether the screen is split vertically across the screen, ie as two splitscreens side by side.Whether screen has a vertical split.
PlayerScreenWidth
Read-only property. The width of the individual player screens. This will only be less than the backbuffer resolution if there are split screens.The width of the player screens.
PlayerScreenHeight
Read-only property. The height of the individual player screens. This will only be less than the backbuffer resolution if there are split screens.The height of the player screens.
ResY
Read-only property. The vertical resolution of the screen.An int describing the vertical resolution of the screen in pixels.
ResY
Read-only property. The vertical resolution of the screen.An int describing the vertical resolution of the screen in pixels.
ResY
Read-only property. The vertical resolution of the screen.An int describing the vertical resolution of the screen in pixels.
PostProcessing
Indicates whether we're postprocessing or notWhether post processing is enabled or not.
PostPixelGlow
Indicates whether we're postprocessing the pixel glow effect or notWhether post processing is enabled or not.
Functions
ResetSplitScreens
Sets new values for the split screen configuration.
Arguments:
- Whether the new setting should be horizontally split (over and under).
- Whether the new setting should be vertically split (side by side)
Return value:
None.
SetScreenText
Sets the message to be displayed on top of each player's screen
Arguments:
- An std::string that specifies what should be displayed.
- Which screen you want to set text to.
- The interval with which the screen will be blinking, in ms. 0 means no blinking.
- The duration, in MS to force this message to display. No other message can be displayed before this expires. ClearScreenText overrides it though.
- Vertically centered on the screen
Return value:
None.
ClearScreenText
Clears the message to be displayed on top of each player's screen
Arguments:
- Which screen you want to set text to.
Return value:
None.
IsFullscreen
Indicates whether we're in fullscreen mode or not.
Arguments:
- None.
Return value:
Whether we're in fullscreen mode.
LoadPalette
Loads a palette from a .dat file and sets it as the currently used screen palette.
Arguments:
- String with the data path to the palette data object within a .dat.
Return value:
Whether palette laoded successfully or not.
FadeInPalette
Fades the palette in from black at a specified speed.
Arguments:
- Speed specififed from (slowest) 1 - 64 (fastest)
Return value:
None.
FadeOutPalette
Fades the palette out to black at a specified speed.
Arguments:
- Speed specififed from (slowest) 1 - 64 (fastest)
Return value:
None.
SaveScreenToBMP
Dumps a bitmap of the screen back buffer to a 8bpp BMP file.
Arguments:
- The filename of the file to save to, WITHOUT EXTENSION. eg, If "Test" is passed in, this func will save to Test000.bmp, if that file does not already exist. If it does exist, it will attempt 001, and so on.
Return value:
Success >=0, or failure < 0.
SaveBitmapToBMP
Dumps a bitmap to a 8bpp BMP file.
Arguments:
- A pointer to a BITMAP to save.
- The filename of the file to save to, WITHOUT EXTENSION. eg, If "Test" is passed in, this func will save to Test000.bmp, if that file does not already exist. If it does exist, it will attempt 001, and so on.
Return value:
Success >=0, or failure < 0.
ResetFrameTimer
Resets the frame timer to restart counting.
Arguments:
- None.
Return value:
None.
ResetRTE
Orders to reset the entire Retro Terrain Engine system next iteration.
Arguments:
- None.
Return value:
None.
IsResettingRTE
Indicated whether the system is about to be reset before the next loop starts.
Arguments:
- None.
Return value:
Whether the RTE is about to reset next iteration of the loop or not.
ToggleFullscreen
Toggles to and from fullscreen and windowed mode.
Arguments:
- None.
Return value:
Error code, anything other than 0 is error..
ClearBackBuffer8
Clears the 8bpp backbuffer with black.
Arguments:
- None.
Return value:
None.
ClearBackBuffer32
Clears the 32bpp backbuffer with black.
Arguments:
- None.
Return value:
None.
ShowPerformanceStats
Sets whetehr to display the performance stats on-screen or not.
Arguments:
- Whether to show the performance stats or not.
Return value:
None.
FlashScreen
Flashes any of the players' screen red for this frame.
Arguments:
- Which screen to flash.
- What color to flash it. -1 means no color or flash.
- How long a period to fill the frame with color. If 0, a single-frame flash will happen.
Return value:
None.
DrawText
Draws a text string to the bitmap of choice, using the internal fontsets.
Arguments:
- A pointer to a BITMAP to draw on.
- The string containing the text to draw. the position the upper right corner of the first char of the text string will have on the bitmap.
- Whether to draw text with black chars or not (white).
Return value:
None.
DrawLine
Draws a line that can be dotted or with other effects.
Arguments:
- The Bitmap to draw to. Ownership is NOT transferred.
- The absolute Start point.
- The absolute end point.
- The color value of the line.
- A color to alternate with every other pixel drawn will have this if !0.
- How many pixels to skip drawing between drawn ones. 0 means solid line
- 2 means there's a gap of two pixels between each drawn one.
- The start of the skipping phase. If skip is 10 and this is 5, the first dot will will be drawn after 5 pixels.
- Whether the line should take the shortest possible route across scene wraps.
Return value:
The end state of the skipping phase. Eg if 4 is returned here the last dot was placed 4 pixels ago.
DrawDotLine
Draws a line that can be dotted with bitmaps.
Arguments:
- The Bitmap to draw to. Ownership is NOT transferred.
- The absolute Start point.
- The absolute end point.
- The bitmap to be used for dots; will be centered.
- How many pixels to gap between drawing dots. Should be more than 0
- The start of the skipping phase. If skip is 10 and this is 5, the first dot will will be drawn after 5 pixels.
- Whether the line should take the shortest possible route across scene wraps.
Return value:
The end state of the skipping phase. Eg if 4 is returned here the last dot was placed 4 pixels ago.