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author | CppCXY <812125110@qq.com> | 2024-02-22 20:29:13 +0800 |
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committer | CppCXY <812125110@qq.com> | 2024-02-22 20:29:13 +0800 |
commit | 9b6df71d97a70ee7179949ef9f15368cbf29dcbd (patch) | |
tree | bf7a7e62ed7c164a12bdce437c17262a5235bcec /meta/3rd/Defold/library/system.lua | |
parent | 483fe246b6ae8c25d433aa15e43f04f0e71a74d5 (diff) | |
parent | 3e6fd3ce1f2f0528336ded939d776a29bbfaf2eb (diff) | |
download | lua-language-server-9b6df71d97a70ee7179949ef9f15368cbf29dcbd.zip |
Merge branch 'master' of github.com:CppCXY/lua-language-server
Diffstat (limited to 'meta/3rd/Defold/library/system.lua')
m--------- | meta/3rd/Defold | 0 | ||||
-rw-r--r-- | meta/3rd/Defold/library/system.lua | 161 |
2 files changed, 0 insertions, 161 deletions
diff --git a/meta/3rd/Defold b/meta/3rd/Defold new file mode 160000 +Subproject 05379b40fb3084d82f7270475e42da8d521c4da diff --git a/meta/3rd/Defold/library/system.lua b/meta/3rd/Defold/library/system.lua deleted file mode 100644 index 039f7490..00000000 --- a/meta/3rd/Defold/library/system.lua +++ /dev/null @@ -1,161 +0,0 @@ ----System API documentation ----Functions and messages for using system resources, controlling the engine, ----error handling and debugging. ----@class sys -sys = {} ----network connected through other, non cellular, connection -sys.NETWORK_CONNECTED = nil ----network connected through mobile cellular -sys.NETWORK_CONNECTED_CELLULAR = nil ----no network connection found -sys.NETWORK_DISCONNECTED = nil ----deserializes buffer into a lua table ----@param buffer string # buffer to deserialize from ----@return table # lua table with deserialized data -function sys.deserialize(buffer) end - ----Terminates the game application and reports the specified code to the OS. ----@param code number # exit code to report to the OS, 0 means clean exit -function sys.exit(code) end - ----Returns a table with application information for the requested app. ---- On iOS, the app_string is an url scheme for the app that is queried. Your ----game needs to list the schemes that are queried in an LSApplicationQueriesSchemes array ----in a custom "Info.plist". ---- On Android, the app_string is the package identifier for the app. ----@param app_string string # platform specific string with application package or query, see above for details. ----@return table # table with application information in the following fields: -function sys.get_application_info(app_string) end - ----The path from which the application is run. ----@return string # path to application executable -function sys.get_application_path() end - ----Get config value from the game.project configuration file. ----In addition to the project file, configuration values can also be passed ----to the runtime as command line arguments with the --config argument. ----@param key string # key to get value for. The syntax is SECTION.KEY ----@return string # config value as a string. nil if the config key doesn't exists -function sys.get_config(key) end - ----Get config value from the game.project configuration file with default value ----@param key string # key to get value for. The syntax is SECTION.KEY ----@param default_value string # default value to return if the value does not exist ----@return string # config value as a string. default_value if the config key does not exist -function sys.get_config(key, default_value) end - ---- Returns the current network connectivity status ----on mobile platforms. ----On desktop, this function always return sys.NETWORK_CONNECTED. ----@return constant # network connectivity status: -function sys.get_connectivity() end - ----Returns a table with engine information. ----@return table # table with engine information in the following fields: -function sys.get_engine_info() end - ----Returns an array of tables with information on network interfaces. ----@return table # an array of tables. Each table entry contain the following fields: -function sys.get_ifaddrs() end - ----The save-file path is operating system specific and is typically located under the user's home directory. ----@param application_id string # user defined id of the application, which helps define the location of the save-file ----@param file_name string # file-name to get path for ----@return string # path to save-file -function sys.get_save_file(application_id, file_name) end - ----Returns a table with system information. ----@param options table # (optional) options table - ignore_secure boolean this flag ignores values might be secured by OS e.g. device_ident ----@return table # table with system information in the following fields: -function sys.get_sys_info(options) end - ----If the file exists, it must have been created by sys.save to be loaded. ----@param filename string # file to read from ----@return table # lua table, which is empty if the file could not be found -function sys.load(filename) end - ----Loads a custom resource. Specify the full filename of the resource that you want ----to load. When loaded, the file data is returned as a string. ----If loading fails, the function returns nil plus the error message. ----In order for the engine to include custom resources in the build process, you need ----to specify them in the "custom_resources" key in your "game.project" settings file. ----You can specify single resource files or directories. If a directory is included ----in the resource list, all files and directories in that directory is recursively ----included: ----For example "main/data/,assets/level_data.json". ----@param filename string # resource to load, full path ----@return string # loaded data, or nil if the resource could not be loaded ----@return string # the error message, or nil if no error occurred -function sys.load_resource(filename) end - ----Open URL in default application, typically a browser ----@param url string # url to open ----@param attributes table? # table with attributes target - string : Optional. Specifies the target attribute or the name of the window. The following values are supported: - _self - (default value) URL replaces the current page. - _blank - URL is loaded into a new window, or tab. - _parent - URL is loaded into the parent frame. - _top - URL replaces any framesets that may be loaded. - name - The name of the window (Note: the name does not specify the title of the new window). ----@return boolean # a boolean indicating if the url could be opened or not -function sys.open_url(url, attributes) end - ----Reboots the game engine with a specified set of arguments. ----Arguments will be translated into command line arguments. Calling reboot ----function is equivalent to starting the engine with the same arguments. ----On startup the engine reads configuration from "game.project" in the ----project root. ----@param arg1 string # argument 1 ----@param arg2 string # argument 2 ----@param arg3 string # argument 3 ----@param arg4 string # argument 4 ----@param arg5 string # argument 5 ----@param arg6 string # argument 6 -function sys.reboot(arg1, arg2, arg3, arg4, arg5, arg6) end - ----The table can later be loaded by sys.load. ----Use sys.get_save_file to obtain a valid location for the file. ----Internally, this function uses a workspace buffer sized output file sized 512kb. ----This size reflects the output file size which must not exceed this limit. ----Additionally, the total number of rows that any one table may contain is limited to 65536 ----(i.e. a 16 bit range). When tables are used to represent arrays, the values of ----keys are permitted to fall within a 32 bit range, supporting sparse arrays, however ----the limit on the total number of rows remains in effect. ----@param filename string # file to write to ----@param table table # lua table to save ----@return boolean # a boolean indicating if the table could be saved or not -function sys.save(filename, table) end - ----The buffer can later deserialized by sys.deserialize. ----This method has all the same limitations as sys.save. ----@param table table # lua table to serialize ----@return string # serialized data buffer -function sys.serialize(table) end - ----Sets the host that is used to check for network connectivity against. ----@param host string # hostname to check against -function sys.set_connectivity_host(host) end - ----Set the Lua error handler function. ----The error handler is a function which is called whenever a lua runtime error occurs. ----@param error_handler fun(source: string, message: string, traceback: string) # the function to be called on error -function sys.set_error_handler(error_handler) end - ----Set game update-frequency (frame cap). This option is equivalent to display.update_frequency in ----the "game.project" settings but set in run-time. If Vsync checked in "game.project", the rate will ----be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is ----unchecked the engine will try to respect the rate in software using timers. There is no ----guarantee that the frame cap will be achieved depending on platform specifics and hardware settings. ----@param frequency number # target frequency. 60 for 60 fps -function sys.set_update_frequency(frequency) end - ----Set the vsync swap interval. The interval with which to swap the front and back buffers ----in sync with vertical blanks (v-blank), the hardware event where the screen image is updated ----with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of ----2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank ----before swapping the buffers. Default value is 1. ----When setting the swap interval to 0 and having vsync disabled in ----"game.project", the engine will try to respect the set frame cap value from ----"game.project" in software instead. ----This setting may be overridden by driver settings. ----@param swap_interval number # target swap interval. -function sys.set_vsync_swap_interval(swap_interval) end - - - - -return sys
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