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-rw-r--r--meta/3rd/love2d/library/love.math.lua45
1 files changed, 36 insertions, 9 deletions
diff --git a/meta/3rd/love2d/library/love.math.lua b/meta/3rd/love2d/library/love.math.lua
index 2cc07c15..87d73bfb 100644
--- a/meta/3rd/love2d/library/love.math.lua
+++ b/meta/3rd/love2d/library/love.math.lua
@@ -13,16 +13,24 @@ love.math = {}
---@param gb number # Green color component in 0..255 range.
---@param bb number # Blue color component in 0..255 range.
---@param ab number # Alpha color component in 0..255 range.
+---@return number r # Red color component in 0..1 range.
+---@return number g # Green color component in 0..1 range.
+---@return number b # Blue color component in 0..1 range.
+---@return number a # Alpha color component in 0..1 range or nil if alpha is not specified.
function love.math.colorFromBytes(rb, gb, bb, ab) end
---
---Converts a color from 0..1 to 0..255 range.
---
+---@param r number # Red color component.
+---@param g number # Green color component.
+---@param b number # Blue color component.
+---@param a number # Alpha color component.
---@return number rb # Red color component in 0..255 range.
---@return number gb # Green color component in 0..255 range.
---@return number bb # Blue color component in 0..255 range.
---@return number ab # Alpha color component in 0..255 range or nil if alpha is not specified.
-function love.math.colorToBytes() end
+function love.math.colorToBytes(r, g, b, a) end
---
---Compresses a string or data using a specific compression algorithm.
@@ -52,10 +60,13 @@ function love.math.decompress(compressedData) end
---
---@overload fun(color: table):number, number, number
---@overload fun(c: number):number
+---@param r number # The red channel of the sRGB color to convert.
+---@param g number # The green channel of the sRGB color to convert.
+---@param b number # The blue channel of the sRGB color to convert.
---@return number lr # The red channel of the converted color in linear RGB space.
---@return number lg # The green channel of the converted color in linear RGB space.
---@return number lb # The blue channel of the converted color in linear RGB space.
-function love.math.gammaToLinear() end
+function love.math.gammaToLinear(r, g, b) end
---
---Gets the seed of the random number generator.
@@ -138,8 +149,9 @@ function love.math.newTransform() end
---@overload fun(x: number, y: number):number
---@overload fun(x: number, y: number, z: number):number
---@overload fun(x: number, y: number, z: number, w: number):number
+---@param x number # The number used to generate the noise value.
---@return number value # The noise value in the range of 1.
-function love.math.noise() end
+function love.math.noise(x) end
---
---Generates a pseudo-random number in a platform independent manner. The default love.run seeds this function at startup, so you generally don't need to seed it yourself.
@@ -193,12 +205,18 @@ local BezierCurve = {}
---
---This function can be used to move objects along paths or tween parameters. However it should not be used to render the curve, see BezierCurve:render for that purpose.
---
-function BezierCurve:evaluate() end
+---@param t number # Where to evaluate the curve.
+---@return number x # x coordinate of the curve at parameter t.
+---@return number y # y coordinate of the curve at parameter t.
+function BezierCurve:evaluate(t) end
---
---Get coordinates of the i-th control point. Indices start with 1.
---
-function BezierCurve:getControlPoint() end
+---@param i number # Index of the control point.
+---@return number x # Position of the control point along the x axis.
+---@return number y # Position of the control point along the y axis.
+function BezierCurve:getControlPoint(i) end
---
---Get the number of control points in the Bézier curve.
@@ -231,7 +249,10 @@ function BezierCurve:getSegment(startpoint, endpoint) end
---
---Insert control point as the new i-th control point. Existing control points from i onwards are pushed back by 1. Indices start with 1. Negative indices wrap around: -1 is the last control point, -2 the one before the last, etc.
---
-function BezierCurve:insertControlPoint() end
+---@param x number # Position of the control point along the x axis.
+---@param y number # Position of the control point along the y axis.
+---@param i number # Index of the control point.
+function BezierCurve:insertControlPoint(x, y, i) end
---
---Removes the specified control point.
@@ -274,14 +295,18 @@ function BezierCurve:rotate(angle, ox, oy) end
---
---Scale the Bézier curve by a factor.
---
+---@param s number # Scale factor.
---@param ox number # X coordinate of the scaling center.
---@param oy number # Y coordinate of the scaling center.
-function BezierCurve:scale(ox, oy) end
+function BezierCurve:scale(s, ox, oy) end
---
---Set coordinates of the i-th control point. Indices start with 1.
---
-function BezierCurve:setControlPoint() end
+---@param i number # Index of the control point.
+---@param x number # Position of the control point along the x axis.
+---@param y number # Position of the control point along the y axis.
+function BezierCurve:setControlPoint(i, x, y) end
---
---Move the Bézier curve by an offset.
@@ -436,6 +461,8 @@ function Transform:setMatrix(e1_1, e1_2, e4_4) end
---
---Resets the Transform to the specified transformation parameters.
---
+---@param x number # The position of the Transform on the x-axis.
+---@param y number # The position of the Transform on the y-axis.
---@param angle number # The orientation of the Transform in radians.
---@param sx number # Scale factor on the x-axis.
---@param sy number # Scale factor on the y-axis.
@@ -444,7 +471,7 @@ function Transform:setMatrix(e1_1, e1_2, e4_4) end
---@param kx number # Shearing / skew factor on the x-axis.
---@param ky number # Shearing / skew factor on the y-axis.
---@return love.Transform transform # The Transform object the method was called on. Allows easily chaining Transform methods.
-function Transform:setTransformation(angle, sx, sy, ox, oy, kx, ky) end
+function Transform:setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky) end
---
---Applies a shear factor (skew) to the Transform's coordinate system. This method does not reset any previously applied transformations.