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-rw-r--r--meta/3rd/lovr/library/lovr.audio.lua56
-rw-r--r--meta/3rd/lovr/library/lovr.data.lua35
-rw-r--r--meta/3rd/lovr/library/lovr.event.lua173
-rw-r--r--meta/3rd/lovr/library/lovr.graphics.lua333
-rw-r--r--meta/3rd/lovr/library/lovr.headset.lua94
-rw-r--r--meta/3rd/lovr/library/lovr.math.lua35
-rw-r--r--meta/3rd/lovr/library/lovr.physics.lua18
-rw-r--r--meta/3rd/lovr/library/lovr.system.lua2
8 files changed, 378 insertions, 368 deletions
diff --git a/meta/3rd/lovr/library/lovr.audio.lua b/meta/3rd/lovr/library/lovr.audio.lua
index e948e0d4..22106b30 100644
--- a/meta/3rd/lovr/library/lovr.audio.lua
+++ b/meta/3rd/lovr/library/lovr.audio.lua
@@ -183,8 +183,8 @@ function lovr.audio.isStarted(type) end
---
---Creates a new Source from an ogg, wav, or mp3 file.
---
----@overload fun(blob: lovr.Blob, options: table):lovr.Source
----@overload fun(sound: lovr.Sound, options: table):lovr.Source
+---@overload fun(blob: lovr.Blob, options?: table):lovr.Source
+---@overload fun(sound: lovr.Sound, options?: table):lovr.Source
---@param filename string # The filename of the sound to load.
---@param options? {decode: boolean, effects: table} # Optional options.
---@return lovr.Source source # The new Source.
@@ -263,7 +263,7 @@ function lovr.audio.setDevice(type, id, sink, mode) end
---
---The triangles must use counterclockwise winding.
---
----@overload fun(model: lovr.Model, material: lovr.AudioMaterial):boolean
+---@overload fun(model: lovr.Model, material?: lovr.AudioMaterial):boolean
---@param vertices table # A flat table of vertices. Each vertex is 3 numbers representing its x, y, and z position. The units used for audio coordinates are up to you, but meters are recommended.
---@param indices table # A list of indices, indicating how the vertices are connected into triangles. Indices are 1-indexed and are 32 bits (they can be bigger than 65535).
---@param material? lovr.AudioMaterial # The acoustic material to use.
@@ -672,35 +672,35 @@ function Source:tell(unit) end
---
---Generic default audio material.
---
----| '"generic"'
+---| "generic"
---
---Brick.
---
----| '"brick"'
+---| "brick"
---
---Carpet.
---
----| '"carpet"'
+---| "carpet"
---
---Ceramic.
---
----| '"ceramic"'
+---| "ceramic"
---
---Concrete.
---
----| '"concrete"'
+---| "concrete"
----| '"glass"'
+---| "glass"
----| '"gravel"'
+---| "gravel"
----| '"metal"'
+---| "metal"
----| '"plaster"'
+---| "plaster"
----| '"rock"'
+---| "rock"
----| '"wood"'
+---| "wood"
---
---Audio devices can be created in shared mode or exclusive mode.
@@ -711,11 +711,11 @@ function Source:tell(unit) end
---
---Shared mode.
---
----| '"shared"'
+---| "shared"
---
---Exclusive mode.
---
----| '"exclusive"'
+---| "exclusive"
---
---When referencing audio devices, this indicates whether it's the playback or capture device.
@@ -724,11 +724,11 @@ function Source:tell(unit) end
---
---The playback device (speakers, headphones).
---
----| '"playback"'
+---| "playback"
---
---The capture device (microphone).
---
----| '"capture"'
+---| "capture"
---
---Different types of effects that can be applied with `Source:setEffectEnabled`.
@@ -747,27 +747,27 @@ function Source:tell(unit) end
---
---Models absorption as sound travels through the air, water, etc.
---
----| '"absorption"'
+---| "absorption"
---
---Decreases audio volume with distance (1 / max(distance, 1)).
---
----| '"falloff"'
+---| "falloff"
---
---Causes audio to drop off when the Source is occluded by geometry.
---
----| '"occlusion"'
+---| "occlusion"
---
---Models reverb caused by audio bouncing off of geometry.
---
----| '"reverb"'
+---| "reverb"
---
---Spatializes the Source using either simple panning or an HRTF.
---
----| '"spatialization"'
+---| "spatialization"
---
---Causes audio to be heard through walls when occluded, based on audio materials.
---
----| '"transmission"'
+---| "transmission"
---
---When figuring out how long a Source is or seeking to a specific position in the sound file, units can be expressed in terms of seconds or in terms of frames.
@@ -778,11 +778,11 @@ function Source:tell(unit) end
---
---Seconds.
---
----| '"seconds"'
+---| "seconds"
---
---Frames.
---
----| '"frames"'
+---| "frames"
---
---When accessing the volume of Sources or the audio listener, this can be done in linear units with a 0 to 1 range, or in decibels with a range of -∞ to 0.
@@ -791,8 +791,8 @@ function Source:tell(unit) end
---
---Linear volume range.
---
----| '"linear"'
+---| "linear"
---
---Decibels.
---
----| '"db"'
+---| "db"
diff --git a/meta/3rd/lovr/library/lovr.data.lua b/meta/3rd/lovr/library/lovr.data.lua
index 04276439..9c53bab0 100644
--- a/meta/3rd/lovr/library/lovr.data.lua
+++ b/meta/3rd/lovr/library/lovr.data.lua
@@ -9,8 +9,8 @@ lovr.data = {}
---
---Creates a new Blob.
---
----@overload fun(contents: string, name: string):lovr.Blob
----@overload fun(source: lovr.Blob, name: string):lovr.Blob
+---@overload fun(contents: string, name?: string):lovr.Blob
+---@overload fun(source: lovr.Blob, name?: string):lovr.Blob
---@param size number # The amount of data to allocate for the Blob, in bytes. All of the bytes will be filled with zeroes.
---@param name? string # A name for the Blob (used in error messages)
---@return lovr.Blob blob # The new Blob.
@@ -29,9 +29,9 @@ function lovr.data.newBlob(size, name) end
---
---Currently textures loaded as KTX need to be in DXT/ASTC formats.
---
----@overload fun(width: number, height: number, format: lovr.TextureFormat, data: lovr.Blob):lovr.Image
+---@overload fun(width: number, height: number, format?: lovr.TextureFormat, data?: lovr.Blob):lovr.Image
---@overload fun(source: lovr.Image):lovr.Image
----@overload fun(blob: lovr.Blob, flip: boolean):lovr.Image
+---@overload fun(blob: lovr.Blob, flip?: boolean):lovr.Image
---@param filename string # The filename of the image to load.
---@param flip? boolean # Whether to vertically flip the image on load. This should be true for normal textures, and false for textures that are going to be used in a cubemap.
---@return lovr.Image image # The new Image.
@@ -50,8 +50,8 @@ function lovr.data.newModelData(filename) end
---
---Creates a new Rasterizer from a TTF file.
---
----@overload fun(filename: string, size: number):lovr.Rasterizer
----@overload fun(blob: lovr.Blob, size: number):lovr.Rasterizer
+---@overload fun(filename: string, size?: number):lovr.Rasterizer
+---@overload fun(blob: lovr.Blob, size?: number):lovr.Rasterizer
---@param size? number # The resolution to render the fonts at, in pixels. Higher resolutions use more memory and processing power but may provide better quality results for some fonts/situations.
---@return lovr.Rasterizer rasterizer # The new Rasterizer.
function lovr.data.newRasterizer(size) end
@@ -325,8 +325,9 @@ function Rasterizer:getLineHeight() end
---
---Check if the Rasterizer can rasterize a set of glyphs.
---
+---@vararg any # Strings (sets of characters) or numbers (character codes) to check for.
---@return boolean hasGlyphs # true if the Rasterizer can rasterize all of the supplied characters, false otherwise.
-function Rasterizer:hasGlyphs() end
+function Rasterizer:hasGlyphs(...) end
---
---A Sound stores the data for a sound.
@@ -469,9 +470,9 @@ function Sound:getFrameCount() end
---
---Reads frames from the Sound into a table, Blob, or another Sound.
---
----@overload fun(self: lovr.Sound, t: table, count: number, srcOffset: number, dstOffset: number):table, number
----@overload fun(self: lovr.Sound, blob: lovr.Blob, count: number, srcOffset: number, dstOffset: number):number
----@overload fun(self: lovr.Sound, sound: lovr.Sound, count: number, srcOffset: number, dstOffset: number):number
+---@overload fun(self: lovr.Sound, t: table, count?: number, srcOffset?: number, dstOffset?: number):table, number
+---@overload fun(self: lovr.Sound, blob: lovr.Blob, count?: number, srcOffset?: number, dstOffset?: number):number
+---@overload fun(self: lovr.Sound, sound: lovr.Sound, count?: number, srcOffset?: number, dstOffset?: number):number
---@param count? number # The number of frames to read. If nil, reads as many frames as possible.
Compressed sounds will automatically be decoded.
@@ -523,8 +524,8 @@ function Sound:isStream() end
---
---Writes frames to the Sound.
---
----@overload fun(self: lovr.Sound, blob: lovr.Blob, count: number, dstOffset: number, srcOffset: number):number
----@overload fun(self: lovr.Sound, sound: lovr.Sound, count: number, dstOffset: number, srcOffset: number):number
+---@overload fun(self: lovr.Sound, blob: lovr.Blob, count?: number, dstOffset?: number, srcOffset?: number):number
+---@overload fun(self: lovr.Sound, sound: lovr.Sound, count?: number, dstOffset?: number, srcOffset?: number):number
---@param t table # A table containing frames to write.
---@param count? number # How many frames to write. If nil, writes as many as possible.
---@param dstOffset? number # A frame offset to apply when writing the frames.
@@ -539,13 +540,13 @@ function Sound:setFrames(t, count, dstOffset, srcOffset) end
---
---1 channel.
---
----| '"mono"'
+---| "mono"
---
---2 channels.
---
---The first channel is for the left speaker and the second is for the right.
---
----| '"stereo"'
+---| "stereo"
---
---4 channels.
---
@@ -553,7 +554,7 @@ function Sound:setFrames(t, count, dstOffset, srcOffset) end
---
---Currently, ambisonic sounds can only be loaded, not played.
---
----| '"ambisonic"'
+---| "ambisonic"
---
---Sounds can store audio samples as 16 bit integers or 32 bit floats.
@@ -562,8 +563,8 @@ function Sound:setFrames(t, count, dstOffset, srcOffset) end
---
---32 bit floating point samples (between -1.0 and 1.0).
---
----| '"f32"'
+---| "f32"
---
---16 bit integer samples (between -32768 and 32767).
---
----| '"i16"'
+---| "i16"
diff --git a/meta/3rd/lovr/library/lovr.event.lua b/meta/3rd/lovr/library/lovr.event.lua
index f2e9509d..a515c1ab 100644
--- a/meta/3rd/lovr/library/lovr.event.lua
+++ b/meta/3rd/lovr/library/lovr.event.lua
@@ -48,7 +48,8 @@ function lovr.event.pump() end
---Only nil, booleans, numbers, strings, and LÖVR objects are supported types for event data.
---
---@param name string # The name of the event.
-function lovr.event.push(name) end
+---@vararg any # The arguments for the event. Currently, up to 4 are supported.
+function lovr.event.push(name, ...) end
---
---Pushes an event to quit.
@@ -90,340 +91,340 @@ function lovr.event.restart() end
---
---The A key.
---
----| '"a"'
+---| "a"
---
---The B key.
---
----| '"b"'
+---| "b"
---
---The C key.
---
----| '"c"'
+---| "c"
---
---The D key.
---
----| '"d"'
+---| "d"
---
---The E key.
---
----| '"e"'
+---| "e"
---
---The F key.
---
----| '"f"'
+---| "f"
---
---The G key.
---
----| '"g"'
+---| "g"
---
---The H key.
---
----| '"h"'
+---| "h"
---
---The I key.
---
----| '"i"'
+---| "i"
---
---The J key.
---
----| '"j"'
+---| "j"
---
---The K key.
---
----| '"k"'
+---| "k"
---
---The L key.
---
----| '"l"'
+---| "l"
---
---The M key.
---
----| '"m"'
+---| "m"
---
---The N key.
---
----| '"n"'
+---| "n"
---
---The O key.
---
----| '"o"'
+---| "o"
---
---The P key.
---
----| '"p"'
+---| "p"
---
---The Q key.
---
----| '"q"'
+---| "q"
---
---The R key.
---
----| '"r"'
+---| "r"
---
---The S key.
---
----| '"s"'
+---| "s"
---
---The T key.
---
----| '"t"'
+---| "t"
---
---The U key.
---
----| '"u"'
+---| "u"
---
---The V key.
---
----| '"v"'
+---| "v"
---
---The W key.
---
----| '"w"'
+---| "w"
---
---The X key.
---
----| '"x"'
+---| "x"
---
---The Y key.
---
----| '"y"'
+---| "y"
---
---The Z key.
---
----| '"z"'
+---| "z"
---
---The 0 key.
---
----| '"0"'
+---| "0"
---
---The 1 key.
---
----| '"1"'
+---| "1"
---
---The 2 key.
---
----| '"2"'
+---| "2"
---
---The 3 key.
---
----| '"3"'
+---| "3"
---
---The 4 key.
---
----| '"4"'
+---| "4"
---
---The 5 key.
---
----| '"5"'
+---| "5"
---
---The 6 key.
---
----| '"6"'
+---| "6"
---
---The 7 key.
---
----| '"7"'
+---| "7"
---
---The 8 key.
---
----| '"8"'
+---| "8"
---
---The 9 key.
---
----| '"9"'
+---| "9"
---
---The space bar.
---
----| '"space"'
+---| "space"
---
---The enter key.
---
----| '"return"'
+---| "return"
---
---The tab key.
---
----| '"tab"'
+---| "tab"
---
---The escape key.
---
----| '"escape"'
+---| "escape"
---
---The backspace key.
---
----| '"backspace"'
+---| "backspace"
---
---The up arrow key.
---
----| '"up"'
+---| "up"
---
---The down arrow key.
---
----| '"down"'
+---| "down"
---
---The left arrow key.
---
----| '"left"'
+---| "left"
---
---The right arrow key.
---
----| '"right"'
+---| "right"
---
---The home key.
---
----| '"home"'
+---| "home"
---
---The end key.
---
----| '"end"'
+---| "end"
---
---The page up key.
---
----| '"pageup"'
+---| "pageup"
---
---The page down key.
---
----| '"pagedown"'
+---| "pagedown"
---
---The insert key.
---
----| '"insert"'
+---| "insert"
---
---The delete key.
---
----| '"delete"'
+---| "delete"
---
---The F1 key.
---
----| '"f1"'
+---| "f1"
---
---The F2 key.
---
----| '"f2"'
+---| "f2"
---
---The F3 key.
---
----| '"f3"'
+---| "f3"
---
---The F4 key.
---
----| '"f4"'
+---| "f4"
---
---The F5 key.
---
----| '"f5"'
+---| "f5"
---
---The F6 key.
---
----| '"f6"'
+---| "f6"
---
---The F7 key.
---
----| '"f7"'
+---| "f7"
---
---The F8 key.
---
----| '"f8"'
+---| "f8"
---
---The F9 key.
---
----| '"f9"'
+---| "f9"
---
---The F10 key.
---
----| '"f10"'
+---| "f10"
---
---The F11 key.
---
----| '"f11"'
+---| "f11"
---
---The F12 key.
---
----| '"f12"'
+---| "f12"
---
---The backtick/backquote/grave accent key.
---
----| '"`"'
+---| "`"
---
---The dash/hyphen/minus key.
---
----| '"-"'
+---| "-"
---
---The equal sign key.
---
----| '"="'
+---| "="
---
---The left bracket key.
---
----| '"["'
+---| "["
---
---The right bracket key.
---
----| '"]"'
+---| "]"
---
---The backslash key.
---
----| '"\\"'
+---| "\\"
---
---The semicolon key.
---
----| '";"'
+---| ";"
---
---The single quote key.
---
----| '"\'"'
+---| "'"
---
---The comma key.
---
----| '","'
+---| ","
---
---The period key.
---
----| '"."'
+---| "."
---
---The slash key.
---
----| '"/"'
+---| "/"
---
---The left control key.
---
----| '"lctrl"'
+---| "lctrl"
---
---The left shift key.
---
----| '"lshift"'
+---| "lshift"
---
---The left alt key.
---
----| '"lalt"'
+---| "lalt"
---
---The left OS key (windows, command, super).
---
----| '"lgui"'
+---| "lgui"
---
---The right control key.
---
----| '"rctrl"'
+---| "rctrl"
---
---The right shift key.
---
----| '"rshift"'
+---| "rshift"
---
---The right alt key.
---
----| '"ralt"'
+---| "ralt"
---
---The right OS key (windows, command, super).
---
----| '"rgui"'
+---| "rgui"
---
---The caps lock key.
---
----| '"capslock"'
+---| "capslock"
---
---The scroll lock key.
---
----| '"scrolllock"'
+---| "scrolllock"
---
---The numlock key.
---
----| '"numlock"'
+---| "numlock"
diff --git a/meta/3rd/lovr/library/lovr.graphics.lua b/meta/3rd/lovr/library/lovr.graphics.lua
index 658bf2b3..88dd378b 100644
--- a/meta/3rd/lovr/library/lovr.graphics.lua
+++ b/meta/3rd/lovr/library/lovr.graphics.lua
@@ -15,13 +15,13 @@ lovr.graphics = {}
---### NOTE:
---The local normal vector of the circle is `(0, 0, 1)`.
---
----@overload fun(material: lovr.Material, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, start: number, end: number, segments: number)
----@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, start: number, end: number, segments: number)
----@overload fun(material: lovr.Material, transform: lovr.mat4, start: number, end: number, segments: number)
----@overload fun(mode: lovr.DrawStyle, arcmode: lovr.ArcMode, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, start: number, end: number, segments: number)
----@overload fun(material: lovr.Material, arcmode: lovr.ArcMode, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, start: number, end: number, segments: number)
----@overload fun(mode: lovr.DrawStyle, arcmode: lovr.ArcMode, transform: lovr.mat4, start: number, end: number, segments: number)
----@overload fun(material: lovr.Material, arcmode: lovr.ArcMode, transform: lovr.mat4, start: number, end: number, segments: number)
+---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, start?: number, end?: number, segments?: number)
+---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, start?: number, end?: number, segments?: number)
+---@overload fun(material: lovr.Material, transform: lovr.mat4, start?: number, end?: number, segments?: number)
+---@overload fun(mode: lovr.DrawStyle, arcmode?: lovr.ArcMode, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, start?: number, end?: number, segments?: number)
+---@overload fun(material: lovr.Material, arcmode?: lovr.ArcMode, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, start?: number, end?: number, segments?: number)
+---@overload fun(mode: lovr.DrawStyle, arcmode?: lovr.ArcMode, transform: lovr.mat4, start?: number, end?: number, segments?: number)
+---@overload fun(material: lovr.Material, arcmode?: lovr.ArcMode, transform: lovr.mat4, start?: number, end?: number, segments?: number)
---@param mode lovr.DrawStyle # Whether the arc is filled or outlined.
---@param x? number # The x coordinate of the center of the arc.
---@param y? number # The y coordinate of the center of the arc.
@@ -41,7 +41,7 @@ function lovr.graphics.arc(mode, x, y, z, radius, angle, ax, ay, az, start, end,
---
---This is similar to `lovr.graphics.cube` except you can have different values for the width, height, and depth of the box.
---
----@overload fun(material: lovr.Material, x: number, y: number, z: number, width: number, height: number, depth: number, angle: number, ax: number, ay: number, az: number)
+---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, width?: number, height?: number, depth?: number, angle?: number, ax?: number, ay?: number, az?: number)
---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4)
---@overload fun(material: lovr.Material, transform: lovr.mat4)
---@param mode lovr.DrawStyle # How to draw the box.
@@ -64,9 +64,9 @@ function lovr.graphics.box(mode, x, y, z, width, height, depth, angle, ax, ay, a
---### NOTE:
---The local normal vector of the circle is `(0, 0, 1)`.
---
----@overload fun(material: lovr.Material, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, segments: number)
----@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, segments: number)
----@overload fun(material: lovr.Material, transform: lovr.mat4, segments: number)
+---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, segments?: number)
+---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, segments?: number)
+---@overload fun(material: lovr.Material, transform: lovr.mat4, segments?: number)
---@param mode lovr.DrawStyle # Whether the circle is filled or outlined.
---@param x? number # The x coordinate of the center of the circle.
---@param y? number # The y coordinate of the center of the circle.
@@ -90,7 +90,7 @@ function lovr.graphics.circle(mode, x, y, z, radius, angle, ax, ay, az, segments
---
---If you are using `lovr.graphics.setStencilTest`, it will not affect how the screen gets cleared. Instead, you can use `lovr.graphics.fill` to draw a fullscreen quad, which will get masked by the active stencil.
---
----@overload fun(r: number, g: number, b: number, a: number, z: number, s: number)
+---@overload fun(r: number, g: number, b: number, a: number, z?: number, s?: number)
---@overload fun(hex: number)
---@param color? boolean # Whether or not to clear color information on the screen.
---@param depth? boolean # Whether or not to clear the depth information on the screen.
@@ -135,7 +135,7 @@ function lovr.graphics.createWindow(flags) end
---
---Draws a cube.
---
----@overload fun(material: lovr.Material, x: number, y: number, z: number, size: number, angle: number, ax: number, ay: number, az: number)
+---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, size?: number, angle?: number, ax?: number, ay?: number, az?: number)
---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4)
---@overload fun(material: lovr.Material, transform: lovr.mat4)
---@param mode lovr.DrawStyle # How to draw the cube.
@@ -156,7 +156,7 @@ function lovr.graphics.cube(mode, x, y, z, size, angle, ax, ay, az) end
---### NOTE:
---Currently, cylinders don't have UVs.
---
----@overload fun(material: lovr.Material, x: number, y: number, z: number, length: number, angle: number, ax: number, ay: number, az: number, r1: number, r2: number, capped: boolean, segments: number)
+---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, length?: number, angle?: number, ax?: number, ay?: number, az?: number, r1?: number, r2?: number, capped?: boolean, segments?: number)
---@param x? number # The x coordinate of the center of the cylinder.
---@param y? number # The y coordinate of the center of the cylinder.
---@param z? number # The z coordinate of the center of the cylinder.
@@ -533,7 +533,8 @@ function lovr.graphics.isWireframe() end
---@param x2 number # The x coordinate of the second point.
---@param y2 number # The y coordinate of the second point.
---@param z2 number # The z coordinate of the second point.
-function lovr.graphics.line(x1, y1, z1, x2, y2, z2) end
+---@vararg number # More points.
+function lovr.graphics.line(x1, y1, z1, x2, y2, z2, ...) end
---
---Creates a new Canvas.
@@ -548,8 +549,8 @@ function lovr.graphics.line(x1, y1, z1, x2, y2, z2) end
---
---Stereo Canvases will either have their width doubled or use array textures for their attachments, depending on their implementation.
---
----@overload fun(..., flags: table):lovr.Canvas
----@overload fun(attachments: table, flags: table):lovr.Canvas
+---@overload fun(..., flags?: table):lovr.Canvas
+---@overload fun(attachments: table, flags?: table):lovr.Canvas
---@param width number # The width of the canvas, in pixels.
---@param height number # The height of the canvas, in pixels.
---@param flags? {format: lovr.TextureFormat, depth: lovr.TextureFormat, stereo: boolean, msaa: number, mipmaps: boolean} # Optional settings for the Canvas.
@@ -585,8 +586,8 @@ function lovr.graphics.newComputeShader(source, options) end
---### NOTE:
---Larger font sizes will lead to more detailed curves at the cost of performance.
---
----@overload fun(size: number, padding: number, spread: number):lovr.Font
----@overload fun(rasterizer: lovr.Rasterizer, padding: number, spread: number):lovr.Font
+---@overload fun(size?: number, padding?: number, spread?: number):lovr.Font
+---@overload fun(rasterizer: lovr.Rasterizer, padding?: number, spread?: number):lovr.Font
---@param filename string # The filename of the font file.
---@param size? number # The size of the font, in pixels.
---@param padding? number # The number of pixels of padding around each glyph.
@@ -608,10 +609,10 @@ function lovr.graphics.newFont(filename, size, padding, spread) end
--- default to `(0.0, 0.0, 0.0, 0.0)`.
---- Textures will default to `nil` (a single 1x1 white pixel will be used for them).
---
----@overload fun(texture: lovr.Texture, r: number, g: number, b: number, a: number):lovr.Material
----@overload fun(canvas: lovr.Canvas, r: number, g: number, b: number, a: number):lovr.Material
----@overload fun(r: number, g: number, b: number, a: number):lovr.Material
----@overload fun(hex: number, a: number):lovr.Material
+---@overload fun(texture: lovr.Texture, r?: number, g?: number, b?: number, a?: number):lovr.Material
+---@overload fun(canvas: lovr.Canvas, r?: number, g?: number, b?: number, a?: number):lovr.Material
+---@overload fun(r?: number, g?: number, b?: number, a?: number):lovr.Material
+---@overload fun(hex?: number, a?: number):lovr.Material
---@return lovr.Material material # The new Material.
function lovr.graphics.newMaterial() end
@@ -638,11 +639,11 @@ function lovr.graphics.newMaterial() end
--- { 'lovrTexCoord', 'float', 2 }
--- }
---
----@overload fun(vertices: table, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh
----@overload fun(blob: lovr.Blob, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh
----@overload fun(format: table, size: number, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh
----@overload fun(format: table, vertices: table, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh
----@overload fun(format: table, blob: lovr.Blob, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh
+---@overload fun(vertices: table, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh
+---@overload fun(blob: lovr.Blob, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh
+---@overload fun(format: table, size: number, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh
+---@overload fun(format: table, vertices: table, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh
+---@overload fun(format: table, blob: lovr.Blob, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh
---@param size number # The maximum number of vertices the Mesh can store.
---@param mode? lovr.DrawMode # How the Mesh will connect its vertices into triangles.
---@param usage? lovr.MeshUsage # An optimization hint indicating how often the data in the Mesh will be updated.
@@ -758,7 +759,7 @@ function lovr.graphics.newModel(filename) end
---
---Currently on Android, only stereo shaders can be used with stereo Canvases, and mono Shaders can only be used with mono Canvases.
---
----@overload fun(default: lovr.DefaultShader, options: table):lovr.Shader
+---@overload fun(default: lovr.DefaultShader, options?: table):lovr.Shader
---@param vertex string # The code or filename of the vertex shader. If nil, the default vertex shader is used.
---@param fragment string # The code or filename of the fragment shader. If nil, the default fragment shader is used.
---@param options? {flags: table, stereo: boolean} # Optional settings for the Shader.
@@ -791,10 +792,10 @@ function lovr.graphics.newShaderBlock(type, uniforms, flags) end
---
---Right now the supported image file formats are png, jpg, hdr, dds (DXT1, DXT3, DXT5), ktx, and astc.
---
----@overload fun(images: table, flags: table):lovr.Texture
----@overload fun(width: number, height: number, depth: number, flags: table):lovr.Texture
----@overload fun(blob: lovr.Blob, flags: table):lovr.Texture
----@overload fun(image: lovr.Image, flags: table):lovr.Texture
+---@overload fun(images: table, flags?: table):lovr.Texture
+---@overload fun(width: number, height: number, depth: number, flags?: table):lovr.Texture
+---@overload fun(blob: lovr.Blob, flags?: table):lovr.Texture
+---@overload fun(image: lovr.Image, flags?: table):lovr.Texture
---@param filename string # The filename of the image to load.
---@param flags? {linear: boolean, mipmaps: boolean, type: lovr.TextureType, format: lovr.TextureFormat, msaa: number} # Optional settings for the texture.
---@return lovr.Texture texture # The new Texture.
@@ -818,7 +819,7 @@ function lovr.graphics.origin() end
---
---One efficient technique for rendering many planes with different textures is to pack all of the textures into a single image, and then use the uv arguments to select a sub-rectangle to use for each plane.
---
----@overload fun(material: lovr.Material, x: number, y: number, z: number, width: number, height: number, angle: number, ax: number, ay: number, az: number, u: number, v: number, w: number, h: number)
+---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, width?: number, height?: number, angle?: number, ax?: number, ay?: number, az?: number, u?: number, v?: number, w?: number, h?: number)
---@param mode lovr.DrawStyle # How to draw the plane.
---@param x? number # The x coordinate of the center of the plane.
---@param y? number # The y coordinate of the center of the plane.
@@ -842,7 +843,8 @@ function lovr.graphics.plane(mode, x, y, z, width, height, angle, ax, ay, az, u,
---@param x number # The x coordinate of the point.
---@param y number # The y coordinate of the point.
---@param z number # The z coordinate of the point.
-function lovr.graphics.points(x, y, z) end
+---@vararg number # More points.
+function lovr.graphics.points(x, y, z, ...) end
---
---Pops the current transform from the stack, returning to the transformation that was applied before `lovr.graphics.push` was called.
@@ -970,7 +972,7 @@ function lovr.graphics.setAlphaSampling(enabled) end
---### NOTE:
---The default background color is `(0.0, 0.0, 0.0, 1.0)`.
---
----@overload fun(hex: number, a: number)
+---@overload fun(hex: number, a?: number)
---@overload fun(color: table)
---@param r number # The red component of the background color.
---@param g number # The green component of the background color.
@@ -1013,7 +1015,7 @@ function lovr.graphics.setCanvas(canvas) end
---### NOTE:
---The default color is `(1.0, 1.0, 1.0, 1.0)`.
---
----@overload fun(hex: number, a: number)
+---@overload fun(hex: number, a?: number)
---@overload fun(color: table)
---@param r number # The red component of the color.
---@param g number # The green component of the color.
@@ -1259,7 +1261,7 @@ function lovr.graphics.skybox(texture) end
---
---Draws a sphere.
---
----@overload fun(material: lovr.Material, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number)
+---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number)
---@param x? number # The x coordinate of the center of the sphere.
---@param y? number # The y coordinate of the center of the sphere.
---@param z? number # The z coordinate of the center of the sphere.
@@ -1277,7 +1279,7 @@ function lovr.graphics.sphere(x, y, z, radius, angle, ax, ay, az) end
---### NOTE:
---Stencil values are between 0 and 255.
---
----@overload fun(callback: function, action: lovr.StencilAction, value: number, initial: number)
+---@overload fun(callback: function, action?: lovr.StencilAction, value?: number, initial?: number)
---@param callback function # The function that will be called to render to the stencil buffer.
---@param action? lovr.StencilAction # How to modify the stencil value of pixels that are rendered to.
---@param value? number # If `action` is "replace", this is the value that pixels are replaced with.
@@ -1474,7 +1476,8 @@ function Canvas:newImage(index) end
---If you plan on modifying the transform stack inside your callback it may be a good idea to use `lovr.graphics.push` and `lovr.graphics.pop` so you can revert to the previous transform afterwards.
---
---@param callback function # The function to use to render to the Canvas.
-function Canvas:renderTo(callback) end
+---@vararg any # Additional arguments to pass to the callback.
+function Canvas:renderTo(callback, ...) end
---
---Attaches one or more Textures to the Canvas.
@@ -1494,7 +1497,8 @@ function Canvas:renderTo(callback) end
---
---You can also optionally wrap them in a table.
---
-function Canvas:setTexture() end
+---@vararg any # One or more Textures to attach to the Canvas.
+function Canvas:setTexture(...) end
---
---A Font is an object created from a TTF file.
@@ -1592,8 +1596,9 @@ function Font:getWidth(text, wrap) end
---### NOTE:
---It is a good idea to use this function when you're rendering an unknown or user-supplied string to avoid utterly embarrassing crashes.
---
+---@vararg any # Strings or numbers to test.
---@return boolean has # Whether the Font has the glyphs.
-function Font:hasGlyphs() end
+function Font:hasGlyphs(...) end
---
---Sets the line height of the Font, which controls how far lines apart lines are vertically separated.
@@ -1677,9 +1682,9 @@ function Material:getTransform() end
---
---Colors default to `(1.0, 1.0, 1.0, 1.0)` and are gamma corrected.
---
----@overload fun(self: lovr.Material, r: number, g: number, b: number, a: number)
----@overload fun(self: lovr.Material, colorType: lovr.MaterialColor, hex: number, a: number)
----@overload fun(self: lovr.Material, hex: number, a: number)
+---@overload fun(self: lovr.Material, r: number, g: number, b: number, a?: number)
+---@overload fun(self: lovr.Material, colorType?: lovr.MaterialColor, hex: number, a?: number)
+---@overload fun(self: lovr.Material, hex: number, a?: number)
---@param colorType? lovr.MaterialColor # The type of color to set.
---@param r number # The red component of the color.
---@param g number # The green component of the color.
@@ -1811,8 +1816,8 @@ local Mesh = {}
---
---To prevent cycles, it is not possible to attach attributes onto a Mesh that already has attributes attached to a different Mesh.
---
----@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor: number, ...)
----@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor: number, attributes: table)
+---@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor?: number, ...)
+---@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor?: number, attributes: table)
---@param mesh lovr.Mesh # The Mesh to attach attributes from.
---@param divisor? number # The attribute divisor for all attached attributes.
function Mesh:attachAttributes(mesh, divisor) end
@@ -1828,7 +1833,7 @@ function Mesh:detachAttributes(mesh) end
---
---Draws the contents of the Mesh.
---
----@overload fun(self: lovr.Mesh, transform: lovr.mat4, instances: number)
+---@overload fun(self: lovr.Mesh, transform: lovr.mat4, instances?: number)
---@param x? number # The x coordinate to draw the Mesh at.
---@param y? number # The y coordinate to draw the Mesh at.
---@param z? number # The z coordinate to draw the Mesh at.
@@ -1962,7 +1967,8 @@ function Mesh:setMaterial(material) end
---Any unspecified components will be set to 0.
---
---@param index number # The index of the vertex to set.
-function Mesh:setVertex(index) end
+---@vararg number # The attributes of the vertex.
+function Mesh:setVertex(index, ...) end
---
---Set the components of a specific attribute of a vertex in the Mesh.
@@ -1973,7 +1979,8 @@ function Mesh:setVertex(index) end
---
---@param index number # The index of the vertex to update.
---@param attribute number # The index of the attribute to update.
-function Mesh:setVertexAttribute(index, attribute) end
+---@vararg number # The new components for the attribute.
+function Mesh:setVertexAttribute(index, attribute, ...) end
---
---Sets the vertex map.
@@ -1982,7 +1989,7 @@ function Mesh:setVertexAttribute(index, attribute) end
---
---Often, a vertex map is used to improve performance, since it usually requires less data to specify the index of a vertex than it does to specify all of the data for a vertex.
---
----@overload fun(self: lovr.Mesh, blob: lovr.Blob, size: number)
+---@overload fun(self: lovr.Mesh, blob: lovr.Blob, size?: number)
---@param map table # The new vertex map. Each element of the table is an index of a vertex.
function Mesh:setVertexMap(map) end
@@ -1993,7 +2000,7 @@ function Mesh:setVertexMap(map) end
---### NOTE:
---The start index plus the number of vertices in the table should not exceed the maximum size of the Mesh.
---
----@overload fun(self: lovr.Mesh, blob: lovr.Blob, start: number, count: number)
+---@overload fun(self: lovr.Mesh, blob: lovr.Blob, start?: number, count?: number)
---@param vertices table # The new set of vertices.
---@param start? number # The index of the vertex to start replacing at.
---@param count? number # The number of vertices to replace. If nil, all vertices will be used.
@@ -2022,7 +2029,7 @@ local Model = {}
---
---To clear the pose of a Model to the default, use `Model:pose(nil)`.
---
----@overload fun(self: lovr.Model, index: number, time: number, alpha: number)
+---@overload fun(self: lovr.Model, index: number, time: number, alpha?: number)
---@param name string # The name of an animation.
---@param time number # The timestamp to evaluate the keyframes at, in seconds.
---@param alpha? number # How much of the animation to mix in, from 0 to 1.
@@ -2031,7 +2038,7 @@ function Model:animate(name, time, alpha) end
---
---Draw the Model.
---
----@overload fun(self: lovr.Model, transform: lovr.mat4, instances: number)
+---@overload fun(self: lovr.Model, transform: lovr.mat4, instances?: number)
---@param x? number # The x coordinate to draw the Model at.
---@param y? number # The y coordinate to draw the Model at.
---@param z? number # The z coordinate to draw the Model at.
@@ -2120,7 +2127,7 @@ function Model:getNodeName(index) end
---
---See `lovr.graphics.newShader` for more.
---
----@overload fun(self: lovr.Model, index: number, space: lovr.CoordinateSpace):number, number, number, number, number, number, number
+---@overload fun(self: lovr.Model, index: number, space?: lovr.CoordinateSpace):number, number, number, number, number, number, number
---@param name string # The name of the node.
---@param space? lovr.CoordinateSpace # Whether the pose should be returned relative to the node's parent or relative to the root node of the Model.
---@return number x # The x position of the node.
@@ -2174,7 +2181,7 @@ function Model:hasJoints() end
---
---See `lovr.graphics.newShader` for more.
---
----@overload fun(self: lovr.Model, index: number, x: number, y: number, z: number, angle: number, ax: number, ay: number, az: number, alpha: number)
+---@overload fun(self: lovr.Model, index: number, x: number, y: number, z: number, angle: number, ax: number, ay: number, az: number, alpha?: number)
---@overload fun(self: lovr.Model)
---@param name string # The name of the node.
---@param x number # The x position.
@@ -2436,7 +2443,7 @@ function Shader:sendBlock(name, block, access) end
---
---The normal `Shader:send` function accepts Textures and should be used most of the time.
---
----@overload fun(self: lovr.Shader, name: string, index: number, texture: lovr.Texture, slice: number, mipmap: number, access: lovr.UniformAccess)
+---@overload fun(self: lovr.Shader, name: string, index: number, texture: lovr.Texture, slice?: number, mipmap?: number, access?: lovr.UniformAccess)
---@param name string # The name of the image uniform.
---@param texture lovr.Texture # The Texture to assign.
---@param slice? number # The slice of a cube, array, or volume texture to use, or `nil` for all slices.
@@ -2533,7 +2540,7 @@ function ShaderBlock:read(name) end
---
---`Blob`s can also be used to pass arbitrary binary data to individual variables.
---
----@overload fun(self: lovr.ShaderBlock, blob: lovr.Blob, srcOffset: number, dstOffset: number, extent: number):number
+---@overload fun(self: lovr.ShaderBlock, blob: lovr.Blob, srcOffset?: number, dstOffset?: number, extent?: number):number
---@param variable string # The name of the variable to update.
---@param value any # The new value of the uniform.
function ShaderBlock:send(variable, value) end
@@ -2673,15 +2680,15 @@ function Texture:setWrap(horizontal, vertical) end
---
---The arc is drawn with the center of its circle included in the list of points (default).
---
----| '"pie"'
+---| "pie"
---
---The curve of the arc is drawn as a single line.
---
----| '"open"'
+---| "open"
---
---The starting and ending points of the arc's curve are connected.
---
----| '"closed"'
+---| "closed"
---
---Here are the different data types available for vertex attributes in a Mesh.
@@ -2694,31 +2701,31 @@ function Texture:setWrap(horizontal, vertical) end
---
---A signed 8 bit number, from -128 to 127.
---
----| '"byte"'
+---| "byte"
---
---An unsigned 8 bit number, from 0 to 255.
---
----| '"ubyte"'
+---| "ubyte"
---
---A signed 16 bit number, from -32768 to 32767.
---
----| '"short"'
+---| "short"
---
---An unsigned 16 bit number, from 0 to 65535.
---
----| '"ushort"'
+---| "ushort"
---
---A signed 32 bit number, from -2147483648 to 2147483647.
---
----| '"int"'
+---| "int"
---
---An unsigned 32 bit number, from 0 to 4294967295.
---
----| '"uint"'
+---| "uint"
---
---A 32 bit floating-point number (large range, but can start to lose precision).
---
----| '"float"'
+---| "float"
---
---Different ways the alpha channel of pixels affects blending.
@@ -2733,13 +2740,13 @@ function Texture:setWrap(horizontal, vertical) end
---
---Color channel values are multiplied by the alpha channel during blending.
---
----| '"alphamultiply"'
+---| "alphamultiply"
---
---Color channels are not multiplied by the alpha channel.
---
---This should be used if the pixels being drawn have already been blended, or "pre-multiplied", by the alpha channel.
---
----| '"premultiplied"'
+---| "premultiplied"
---
---Blend modes control how overlapping pixels are blended together, similar to layers in Photoshop.
@@ -2748,31 +2755,31 @@ function Texture:setWrap(horizontal, vertical) end
---
---Normal blending where the alpha value controls how the colors are blended.
---
----| '"alpha"'
+---| "alpha"
---
---The incoming pixel color is added to the destination pixel color.
---
----| '"add"'
+---| "add"
---
---The incoming pixel color is subtracted from the destination pixel color.
---
----| '"subtract"'
+---| "subtract"
---
---The color channels from the two pixel values are multiplied together to produce a result.
---
----| '"multiply"'
+---| "multiply"
---
---The maximum value from each color channel is used, resulting in a lightening effect.
---
----| '"lighten"'
+---| "lighten"
---
---The minimum value from each color channel is used, resulting in a darkening effect.
---
----| '"darken"'
+---| "darken"
---
---The opposite of multiply: The pixel values are inverted, multiplied, and inverted again, resulting in a lightening effect.
---
----| '"screen"'
+---| "screen"
---
---There are two types of ShaderBlocks that can be used: `uniform` and `compute`.
@@ -2785,11 +2792,11 @@ function Texture:setWrap(horizontal, vertical) end
---
---A uniform block.
---
----| '"uniform"'
+---| "uniform"
---
---A compute block.
---
----| '"compute"'
+---| "compute"
---
---This acts as a hint to the graphics driver about what kinds of data access should be optimized for.
@@ -2798,15 +2805,15 @@ function Texture:setWrap(horizontal, vertical) end
---
---A buffer that you intend to create once and never modify.
---
----| '"static"'
+---| "static"
---
---A buffer which is modified occasionally.
---
----| '"dynamic"'
+---| "dynamic"
---
---A buffer which is entirely replaced on the order of every frame.
---
----| '"stream"'
+---| "stream"
---
---The method used to compare z values when deciding how to overlap rendered objects.
@@ -2821,27 +2828,27 @@ function Texture:setWrap(horizontal, vertical) end
---
---The depth test passes when the depth values are equal.
---
----| '"equal"'
+---| "equal"
---
---The depth test passes when the depth values are not equal.
---
----| '"notequal"'
+---| "notequal"
---
---The depth test passes when the new depth value is less than the existing one.
---
----| '"less"'
+---| "less"
---
---The depth test passes when the new depth value is less than or equal to the existing one.
---
----| '"lequal"'
+---| "lequal"
---
---The depth test passes when the new depth value is greater than or equal to the existing one.
---
----| '"gequal"'
+---| "gequal"
---
---The depth test passes when the new depth value is greater than the existing one.
---
----| '"greater"'
+---| "greater"
---
---Different coordinate spaces for nodes in a Model.
@@ -2850,11 +2857,11 @@ function Texture:setWrap(horizontal, vertical) end
---
---The coordinate space relative to the node's parent.
---
----| '"local"'
+---| "local"
---
---The coordinate space relative to the root node of the Model.
---
----| '"global"'
+---| "global"
---
---The following shaders are built in to LÖVR, and can be used as an argument to `lovr.graphics.newShader` instead of providing raw GLSL shader code.
@@ -2867,27 +2874,27 @@ function Texture:setWrap(horizontal, vertical) end
---
---A simple shader without lighting, using only colors and a diffuse texture.
---
----| '"unlit"'
+---| "unlit"
---
---A physically-based rendering (PBR) shader, using advanced material properties.
---
----| '"standard"'
+---| "standard"
---
---A shader that renders a cubemap texture.
---
----| '"cube"'
+---| "cube"
---
---A shader that renders a 2D equirectangular texture with spherical coordinates.
---
----| '"pano"'
+---| "pano"
---
---A shader that renders font glyphs.
---
----| '"font"'
+---| "font"
---
---A shader that passes its vertex coordinates unmodified to the fragment shader, used to render view-independent fixed geometry like fullscreen quads.
---
----| '"fill"'
+---| "fill"
---
---Meshes are lists of arbitrary vertices.
@@ -2898,35 +2905,35 @@ function Texture:setWrap(horizontal, vertical) end
---
---Draw each vertex as a single point.
---
----| '"points"'
+---| "points"
---
---The vertices represent a list of line segments. Each pair of vertices will have a line drawn between them.
---
----| '"lines"'
+---| "lines"
---
---The first two vertices have a line drawn between them, and each vertex after that will be connected to the previous vertex with a line.
---
----| '"linestrip"'
+---| "linestrip"
---
---Similar to linestrip, except the last vertex is connected back to the first.
---
----| '"lineloop"'
+---| "lineloop"
---
---The first three vertices define a triangle.
---
---Each vertex after that creates a triangle using the new vertex and last two vertices.
---
----| '"strip"'
+---| "strip"
---
---Each set of three vertices represents a discrete triangle.
---
----| '"triangles"'
+---| "triangles"
---
---Draws a set of triangles.
---
---Each one shares the first vertex as a common point, leading to a fan-like shape.
---
----| '"fan"'
+---| "fan"
---
---Most graphics primitives can be drawn in one of two modes: a filled mode and a wireframe mode.
@@ -2935,11 +2942,11 @@ function Texture:setWrap(horizontal, vertical) end
---
---The shape is drawn as a filled object.
---
----| '"fill"'
+---| "fill"
---
---The shape is drawn as a wireframe object.
---
----| '"line"'
+---| "line"
---
---The method used to downsample (or upsample) a texture.
@@ -2954,15 +2961,15 @@ function Texture:setWrap(horizontal, vertical) end
---
---Leads to a pixelated style.
---
----| '"nearest"'
+---| "nearest"
---
---Smooth pixel sampling.
---
----| '"bilinear"'
+---| "bilinear"
---
---Smooth pixel sampling, with smooth sampling across mipmap levels.
---
----| '"trilinear"'
+---| "trilinear"
---
---Different ways to horizontally align text when using `lovr.graphics.print`.
@@ -2971,15 +2978,15 @@ function Texture:setWrap(horizontal, vertical) end
---
---Left aligned lines of text.
---
----| '"left"'
+---| "left"
---
---Centered aligned lines of text.
---
----| '"center"'
+---| "center"
---
---Right aligned lines of text.
---
----| '"right"'
+---| "right"
---
---The different types of color parameters `Material`s can hold.
@@ -2988,11 +2995,11 @@ function Texture:setWrap(horizontal, vertical) end
---
---The diffuse color.
---
----| '"diffuse"'
+---| "diffuse"
---
---The emissive color.
---
----| '"emissive"'
+---| "emissive"
---
---The different types of float parameters `Material`s can hold.
@@ -3001,11 +3008,11 @@ function Texture:setWrap(horizontal, vertical) end
---
---The constant metalness factor.
---
----| '"metalness"'
+---| "metalness"
---
---The constant roughness factor.
---
----| '"roughness"'
+---| "roughness"
---
---The different types of texture parameters `Material`s can hold.
@@ -3014,31 +3021,31 @@ function Texture:setWrap(horizontal, vertical) end
---
---The diffuse texture.
---
----| '"diffuse"'
+---| "diffuse"
---
---The emissive texture.
---
----| '"emissive"'
+---| "emissive"
---
---The metalness texture.
---
----| '"metalness"'
+---| "metalness"
---
---The roughness texture.
---
----| '"roughness"'
+---| "roughness"
---
---The ambient occlusion texture.
---
----| '"occlusion"'
+---| "occlusion"
---
---The normal map.
---
----| '"normal"'
+---| "normal"
---
---The environment map, should be specified as a cubemap texture.
---
----| '"environment"'
+---| "environment"
---
---Meshes can have a usage hint, describing how they are planning on being updated.
@@ -3049,15 +3056,15 @@ function Texture:setWrap(horizontal, vertical) end
---
---The Mesh contents will rarely change.
---
----| '"static"'
+---| "static"
---
---The Mesh contents will change often.
---
----| '"dynamic"'
+---| "dynamic"
---
---The Mesh contents will change constantly, potentially multiple times each frame.
---
----| '"stream"'
+---| "stream"
---
---Shaders can be used for either rendering operations or generic compute tasks.
@@ -3070,11 +3077,11 @@ function Texture:setWrap(horizontal, vertical) end
---
---A graphics shader.
---
----| '"graphics"'
+---| "graphics"
---
---A compute shader.
---
----| '"compute"'
+---| "compute"
---
---How to modify pixels in the stencil buffer when using `lovr.graphics.stencil`.
@@ -3083,27 +3090,27 @@ function Texture:setWrap(horizontal, vertical) end
---
---Stencil values will be replaced with a custom value.
---
----| '"replace"'
+---| "replace"
---
---Stencil values will increment every time they are rendered to.
---
----| '"increment"'
+---| "increment"
---
---Stencil values will decrement every time they are rendered to.
---
----| '"decrement"'
+---| "decrement"
---
---Similar to `increment`, but the stencil value will be set to 0 if it exceeds 255.
---
----| '"incrementwrap"'
+---| "incrementwrap"
---
---Similar to `decrement`, but the stencil value will be set to 255 if it drops below 0.
---
----| '"decrementwrap"'
+---| "decrementwrap"
---
---Stencil values will be bitwise inverted every time they are rendered to.
---
----| '"invert"'
+---| "invert"
---
---Textures can store their pixels in different formats.
@@ -3114,63 +3121,63 @@ function Texture:setWrap(horizontal, vertical) end
---
---Each pixel is 24 bits, or 8 bits for each channel.
---
----| '"rgb"'
+---| "rgb"
---
---Each pixel is 32 bits, or 8 bits for each channel (including alpha).
---
----| '"rgba"'
+---| "rgba"
---
---An rgba format where the colors occupy 4 bits instead of the usual 8.
---
----| '"rgba4"'
+---| "rgba4"
---
---Each pixel is 64 bits. Each channel is a 16 bit floating point number.
---
----| '"rgba16f"'
+---| "rgba16f"
---
---Each pixel is 128 bits. Each channel is a 32 bit floating point number.
---
----| '"rgba32f"'
+---| "rgba32f"
---
---A 16-bit floating point format with a single color channel.
---
----| '"r16f"'
+---| "r16f"
---
---A 32-bit floating point format with a single color channel.
---
----| '"r32f"'
+---| "r32f"
---
---A 16-bit floating point format with two color channels.
---
----| '"rg16f"'
+---| "rg16f"
---
---A 32-bit floating point format with two color channels.
---
----| '"rg32f"'
+---| "rg32f"
---
---A 16 bit format with 5-bit color channels and a single alpha bit.
---
----| '"rgb5a1"'
+---| "rgb5a1"
---
---A 32 bit format with 10-bit color channels and two alpha bits.
---
----| '"rgb10a2"'
+---| "rgb10a2"
---
---Each pixel is 32 bits, and packs three color channels into 10 or 11 bits each.
---
----| '"rg11b10f"'
+---| "rg11b10f"
---
---A 16 bit depth buffer.
---
----| '"d16"'
+---| "d16"
---
---A 32 bit floating point depth buffer.
---
----| '"d32f"'
+---| "d32f"
---
---A depth buffer with 24 bits for depth and 8 bits for stencil.
---
----| '"d24s8"'
+---| "d24s8"
---
---Different types of Textures.
@@ -3179,19 +3186,19 @@ function Texture:setWrap(horizontal, vertical) end
---
---A 2D texture.
---
----| '"2d"'
+---| "2d"
---
---A 2D array texture with multiple independent 2D layers.
---
----| '"array"'
+---| "array"
---
---A cubemap texture with 6 2D faces.
---
----| '"cube"'
+---| "cube"
---
---A 3D volumetric texture consisting of multiple 2D layers.
---
----| '"volume"'
+---| "volume"
---
---When binding writable resources to shaders using `Shader:sendBlock` and `Shader:sendImage`, an access pattern can be specified as a hint that says whether you plan to read or write to the resource (or both).
@@ -3202,15 +3209,15 @@ function Texture:setWrap(horizontal, vertical) end
---
---The Shader will use the resource in a read-only fashion.
---
----| '"read"'
+---| "read"
---
---The Shader will use the resource in a write-only fashion.
---
----| '"write"'
+---| "write"
---
---The resource will be available for reading and writing.
---
----| '"readwrite"'
+---| "readwrite"
---
---Different ways to vertically align text when using `lovr.graphics.print`.
@@ -3219,15 +3226,15 @@ function Texture:setWrap(horizontal, vertical) end
---
---Align the top of the text to the origin.
---
----| '"top"'
+---| "top"
---
---Vertically center the text.
---
----| '"middle"'
+---| "middle"
---
---Align the bottom of the text to the origin.
---
----| '"bottom"'
+---| "bottom"
---
---Whether the points on triangles are specified in a clockwise or counterclockwise order.
@@ -3236,11 +3243,11 @@ function Texture:setWrap(horizontal, vertical) end
---
---Triangle vertices are specified in a clockwise order.
---
----| '"clockwise"'
+---| "clockwise"
---
---Triangle vertices are specified in a counterclockwise order.
---
----| '"counterclockwise"'
+---| "counterclockwise"
---
---The method used to render textures when texture coordinates are outside of the 0-1 range.
@@ -3249,12 +3256,12 @@ function Texture:setWrap(horizontal, vertical) end
---
---The texture will be clamped at its edges.
---
----| '"clamp"'
+---| "clamp"
---
---The texture repeats.
---
----| '"repeat"'
+---| "repeat"
---
---The texture will repeat, mirroring its appearance each time it repeats.
---
----| '"mirroredrepeat"'
+---| "mirroredrepeat"
diff --git a/meta/3rd/lovr/library/lovr.headset.lua b/meta/3rd/lovr/library/lovr.headset.lua
index 0b70a3ba..419a8180 100644
--- a/meta/3rd/lovr/library/lovr.headset.lua
+++ b/meta/3rd/lovr/library/lovr.headset.lua
@@ -86,7 +86,7 @@ function lovr.headset.getBoundsDimensions() end
---
---Returns a list of points representing the boundaries of the play area, or `nil` if the current headset driver does not expose this information.
---
----@param t? table # A table to fill with the points. If `nil`, a new table will be created.
+---@param t table # A table to fill with the points. If `nil`, a new table will be created.
---@return table points # A flat table of 3D points representing the play area boundaries.
function lovr.headset.getBoundsGeometry(t) end
@@ -627,95 +627,95 @@ function lovr.headset.wasReleased(device, button) end
---
---The headset.
---
----| '"head"'
+---| "head"
---
---The left controller.
---
----| '"hand/left"'
+---| "hand/left"
---
---The right controller.
---
----| '"hand/right"'
+---| "hand/right"
---
---A shorthand for hand/left.
---
----| '"left"'
+---| "left"
---
---A shorthand for hand/right.
---
----| '"right"'
+---| "right"
---
---A device tracking the left elbow.
---
----| '"elbow/left"'
+---| "elbow/left"
---
---A device tracking the right elbow.
---
----| '"elbow/right"'
+---| "elbow/right"
---
---A device tracking the left shoulder.
---
----| '"shoulder/left"'
+---| "shoulder/left"
---
---A device tracking the right shoulder.
---
----| '"shoulder/right"'
+---| "shoulder/right"
---
---A device tracking the chest.
---
----| '"chest"'
+---| "chest"
---
---A device tracking the waist.
---
----| '"waist"'
+---| "waist"
---
---A device tracking the left knee.
---
----| '"knee/left"'
+---| "knee/left"
---
---A device tracking the right knee.
---
----| '"knee/right"'
+---| "knee/right"
---
---A device tracking the left foot or ankle.
---
----| '"foot/left"'
+---| "foot/left"
---
---A device tracking the right foot or ankle.
---
----| '"foot/right"'
+---| "foot/right"
---
---A camera device, often used for recording "mixed reality" footage.
---
----| '"camera"'
+---| "camera"
---
---A tracked keyboard.
---
----| '"keyboard"'
+---| "keyboard"
---
---The left eye.
---
----| '"eye/left"'
+---| "eye/left"
---
---The right eye.
---
----| '"eye/right"'
+---| "eye/right"
---
---The first tracking device (i.e. lighthouse).
---
----| '"beacon/1"'
+---| "beacon/1"
---
---The second tracking device (i.e. lighthouse).
---
----| '"beacon/2"'
+---| "beacon/2"
---
---The third tracking device (i.e. lighthouse).
---
----| '"beacon/3"'
+---| "beacon/3"
---
---The fourth tracking device (i.e. lighthouse).
---
----| '"beacon/4"'
+---| "beacon/4"
---
---Axes on an input device.
@@ -724,19 +724,19 @@ function lovr.headset.wasReleased(device, button) end
---
---A trigger (1D).
---
----| '"trigger"'
+---| "trigger"
---
---A thumbstick (2D).
---
----| '"thumbstick"'
+---| "thumbstick"
---
---A touchpad (2D).
---
----| '"touchpad"'
+---| "touchpad"
---
---A grip button or grab gesture (1D).
---
----| '"grip"'
+---| "grip"
---
---Buttons on an input device.
@@ -745,43 +745,43 @@ function lovr.headset.wasReleased(device, button) end
---
---The trigger button.
---
----| '"trigger"'
+---| "trigger"
---
---The thumbstick.
---
----| '"thumbstick"'
+---| "thumbstick"
---
---The touchpad.
---
----| '"touchpad"'
+---| "touchpad"
---
---The grip button.
---
----| '"grip"'
+---| "grip"
---
---The menu button.
---
----| '"menu"'
+---| "menu"
---
---The A button.
---
----| '"a"'
+---| "a"
---
---The B button.
---
----| '"b"'
+---| "b"
---
---The X button.
---
----| '"x"'
+---| "x"
---
---The Y button.
---
----| '"y"'
+---| "y"
---
---The proximity sensor on a headset.
---
----| '"proximity"'
+---| "proximity"
---
---These are all of the supported VR APIs that LÖVR can use to power the lovr.headset module.
@@ -800,31 +800,31 @@ function lovr.headset.wasReleased(device, button) end
---
---A VR simulator using keyboard/mouse.
---
----| '"desktop"'
+---| "desktop"
---
---Oculus Desktop SDK.
---
----| '"oculus"'
+---| "oculus"
---
---OpenVR.
---
----| '"openvr"'
+---| "openvr"
---
---OpenXR.
---
----| '"openxr"'
+---| "openxr"
---
---Oculus Mobile SDK.
---
----| '"vrapi"'
+---| "vrapi"
---
---Pico.
---
----| '"pico"'
+---| "pico"
---
---WebXR.
---
----| '"webxr"'
+---| "webxr"
---
---Represents the different types of origins for coordinate spaces.
@@ -837,8 +837,8 @@ function lovr.headset.wasReleased(device, button) end
---
---The origin is at the head.
---
----| '"head"'
+---| "head"
---
---The origin is on the floor.
---
----| '"floor"'
+---| "floor"
diff --git a/meta/3rd/lovr/library/lovr.math.lua b/meta/3rd/lovr/library/lovr.math.lua
index 2b3d3059..c53ffac2 100644
--- a/meta/3rd/lovr/library/lovr.math.lua
+++ b/meta/3rd/lovr/library/lovr.math.lua
@@ -60,8 +60,9 @@ function lovr.math.mat4() end
---@param x number # The x coordinate of the first control point.
---@param y number # The y coordinate of the first control point.
---@param z number # The z coordinate of the first control point.
+---@vararg any # Additional control points.
---@return lovr.Curve curve # The new Curve.
-function lovr.math.newCurve(x, y, z) end
+function lovr.math.newCurve(x, y, z, ...) end
---
---Creates a new 4D matrix.
@@ -406,7 +407,7 @@ function Mat4:perspective(near, far, fov, aspect) end
---
---Rotates the matrix using a quaternion or an angle/axis rotation.
---
----@overload fun(self: lovr.Mat4, angle: number, ax: number, ay: number, az: number):lovr.Mat4
+---@overload fun(self: lovr.Mat4, angle: number, ax?: number, ay?: number, az?: number):lovr.Mat4
---@param q lovr.Quat # The rotation to apply to the matrix.
---@return lovr.Mat4 m # The original matrix.
function Mat4:rotate(q) end
@@ -414,7 +415,7 @@ function Mat4:rotate(q) end
---
---Scales the matrix.
---
----@overload fun(self: lovr.Mat4, sx: number, sy: number, sz: number):lovr.Mat4
+---@overload fun(self: lovr.Mat4, sx: number, sy?: number, sz?: number):lovr.Mat4
---@param scale lovr.Vec3 # The 3D scale to apply.
---@return lovr.Mat4 m # The original matrix.
function Mat4:scale(scale) end
@@ -423,8 +424,8 @@ function Mat4:scale(scale) end
---Sets the components of the matrix from separate position, rotation, and scale arguments or an existing matrix.
---
---@overload fun(self: lovr.Mat4, n: lovr.mat4):lovr.Mat4
----@overload fun(self: lovr.Mat4, position: lovr.Vec3, scale: lovr.Vec3, rotation: lovr.Quat):lovr.Mat4
----@overload fun(self: lovr.Mat4, position: lovr.Vec3, rotation: lovr.Quat):lovr.Mat4
+---@overload fun(self: lovr.Mat4, position?: lovr.Vec3, scale?: lovr.Vec3, rotation?: lovr.Quat):lovr.Mat4
+---@overload fun(self: lovr.Mat4, position?: lovr.Vec3, rotation?: lovr.Quat):lovr.Mat4
---@overload fun(self: lovr.Mat4, ...):lovr.Mat4
---@overload fun(self: lovr.Mat4, d: number):lovr.Mat4
---@return lovr.Mat4 m # The input matrix.
@@ -652,7 +653,7 @@ local Vec2 = {}
---
---Adds a vector or a number to the vector.
---
----@overload fun(self: lovr.Vec2, x: number, y: number):lovr.Vec2
+---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector.
---@return lovr.Vec2 v # The original vector.
function Vec2:add(u) end
@@ -682,7 +683,7 @@ function Vec2:distance(u) end
---
---Divides the vector by a vector or a number.
---
----@overload fun(self: lovr.Vec2, x: number, y: number):lovr.Vec2
+---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector to divide the components by.
---@return lovr.Vec2 v # The original vector.
function Vec2:div(u) end
@@ -739,7 +740,7 @@ function Vec2:lerp() end
---
---Multiplies the vector by a vector or a number.
---
----@overload fun(self: lovr.Vec2, x: number, y: number):lovr.Vec2
+---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector to multiply the components by.
---@return lovr.Vec2 v # The original vector.
function Vec2:mul(u) end
@@ -762,7 +763,7 @@ function Vec2:set(x, y) end
---
---Subtracts a vector or a number from the vector.
---
----@overload fun(self: lovr.Vec2, x: number, y: number):lovr.Vec2
+---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector.
---@return lovr.Vec2 v # The original vector.
function Vec2:sub(u) end
@@ -783,7 +784,7 @@ local Vec3 = {}
---
---Adds a vector or a number to the vector.
---
----@overload fun(self: lovr.Vec3, x: number, y: number, z: number):lovr.Vec3
+---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector.
---@return lovr.Vec3 v # The original vector.
function Vec3:add(u) end
@@ -827,7 +828,7 @@ function Vec3:distance(u) end
---
---Divides the vector by a vector or a number.
---
----@overload fun(self: lovr.Vec3, x: number, y: number, z: number):lovr.Vec3
+---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector to divide the components by.
---@return lovr.Vec3 v # The original vector.
function Vec3:div(u) end
@@ -886,7 +887,7 @@ function Vec3:lerp(u, t) end
---
---Multiplies the vector by a vector or a number.
---
----@overload fun(self: lovr.Vec3, x: number, y: number, z: number):lovr.Vec3
+---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector to multiply the components by.
---@return lovr.Vec3 v # The original vector.
function Vec3:mul(u) end
@@ -911,7 +912,7 @@ function Vec3:set(x, y, z) end
---
---Subtracts a vector or a number from the vector.
---
----@overload fun(self: lovr.Vec3, x: number, y: number, z: number):lovr.Vec3
+---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector.
---@return lovr.Vec3 v # The original vector.
function Vec3:sub(u) end
@@ -933,7 +934,7 @@ local Vec4 = {}
---
---Adds a vector or a number to the vector.
---
----@overload fun(self: lovr.Vec4, x: number, y: number, z: number, w: number):lovr.Vec4
+---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector.
---@return lovr.Vec4 v # The original vector.
function Vec4:add(u) end
@@ -963,7 +964,7 @@ function Vec4:distance(u) end
---
---Divides the vector by a vector or a number.
---
----@overload fun(self: lovr.Vec4, x: number, y: number, z: number, w: number):lovr.Vec4
+---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector to divide the components by.
---@return lovr.Vec4 v # The original vector.
function Vec4:div(u) end
@@ -1022,7 +1023,7 @@ function Vec4:lerp(u, t) end
---
---Multiplies the vector by a vector or a number.
---
----@overload fun(self: lovr.Vec4, x: number, y: number, z: number, w: number):lovr.Vec4
+---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector to multiply the components by.
---@return lovr.Vec4 v # The original vector.
function Vec4:mul(u) end
@@ -1047,7 +1048,7 @@ function Vec4:set(x, y, z, w) end
---
---Subtracts a vector or a number from the vector.
---
----@overload fun(self: lovr.Vec4, x: number, y: number, z: number, w: number):lovr.Vec4
+---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector.
---@return lovr.Vec4 v # The original vector.
function Vec4:sub(u) end
diff --git a/meta/3rd/lovr/library/lovr.physics.lua b/meta/3rd/lovr/library/lovr.physics.lua
index b2fb22f4..d081d2f4 100644
--- a/meta/3rd/lovr/library/lovr.physics.lua
+++ b/meta/3rd/lovr/library/lovr.physics.lua
@@ -139,7 +139,7 @@ function lovr.physics.newSphereShape(radius) end
---@param yg? number # The y component of the gravity force.
---@param zg? number # The z component of the gravity force.
---@param allowSleep? boolean # Whether or not colliders will automatically be put to sleep.
----@param tags? table # A list of collision tags colliders can be assigned to.
+---@param tags table # A list of collision tags colliders can be assigned to.
---@return lovr.World world # A whole new World.
function lovr.physics.newWorld(xg, yg, zg, allowSleep, tags) end
@@ -1676,19 +1676,19 @@ function World:update(dt, resolver) end
---
---A BallJoint.
---
----| '"ball"'
+---| "ball"
---
---A DistanceJoint.
---
----| '"distance"'
+---| "distance"
---
---A HingeJoint.
---
----| '"hinge"'
+---| "hinge"
---
---A SliderJoint.
---
----| '"slider"'
+---| "slider"
---
---Represents the different types of physics Shapes available.
@@ -1697,16 +1697,16 @@ function World:update(dt, resolver) end
---
---A BoxShape.
---
----| '"box"'
+---| "box"
---
---A CapsuleShape.
---
----| '"capsule"'
+---| "capsule"
---
---A CylinderShape.
---
----| '"cylinder"'
+---| "cylinder"
---
---A SphereShape.
---
----| '"sphere"'
+---| "sphere"
diff --git a/meta/3rd/lovr/library/lovr.system.lua b/meta/3rd/lovr/library/lovr.system.lua
index 35161332..b3be6d49 100644
--- a/meta/3rd/lovr/library/lovr.system.lua
+++ b/meta/3rd/lovr/library/lovr.system.lua
@@ -37,4 +37,4 @@ function lovr.system.requestPermission(permission) end
---
---Requests microphone access.
---
----| '"audiocapture"'
+---| "audiocapture"