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---@parammodelove.DrawMode # How to draw the polygon.
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functionlove.graphics.polygon(mode) end
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---@varargnumber # The vertices of the polygon.
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functionlove.graphics.polygon(mode, ...) end
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---
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---Pops the current coordinate transformation from the transformation stack.
@@ -1227,7 +1230,8 @@ function Font:hasGlyphs(text) end
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---Sets the fallback fonts. When the Font doesn't contain a glyph, it will substitute the glyph from the next subsequent fallback Fonts. This is akin to setting a 'font stack' in Cascading Style Sheets (CSS).
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---
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---@paramfallbackfont1love.Font # The first fallback Font to use.
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functionFont:setFallbacks(fallbackfont1) end
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---@vararglove.Font # Additional fallback Fonts.
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functionFont:setFallbacks(fallbackfont1, ...) end
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---
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---Sets the filter mode for a font.
@@ -1402,7 +1406,8 @@ function Mesh:setTexture(texture) end
---@paramindexnumber # The index of the the vertex you want to modify (one-based).
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---@paramattributecomponentnumber # The first component of the first vertex attribute in the specified vertex.
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functionMesh:setVertex(index, attributecomponent) end
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---@varargnumber # Additional components of all vertex attributes in the specified vertex.
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functionMesh:setVertex(index, attributecomponent, ...) end
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---
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---Sets the properties of a specific attribute within a vertex in the Mesh.
@@ -1413,7 +1418,8 @@ function Mesh:setVertex(index, attributecomponent) end
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---@paramattributeindexnumber # The index of the attribute within the vertex to be modified (one-based).
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---@paramvalue1number # The new value for the first component of the attribute.
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---@paramvalue2number # The new value for the second component of the attribute.
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functionMesh:setVertexAttribute(vertexindex, attributeindex, value1, value2) end
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---@varargnumber # Any additional vertex attribute components.
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functionMesh:setVertexAttribute(vertexindex, attributeindex, value1, value2, ...) end
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---
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---Sets the vertex map for the Mesh. The vertex map describes the order in which the vertices are used when the Mesh is drawn. The vertices, vertex map, and mesh draw mode work together to determine what exactly is displayed on the screen.
@@ -1965,7 +1971,8 @@ function Shader:hasUniform(name) end
---@paramnamestring # Name of the number to send to the shader.
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---@paramnumbernumber # Number to send to store in the uniform variable.
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functionShader:send(name, number) end
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---@varargnumber # Additional numbers to send if the uniform variable is an array.
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functionShader:send(name, number, ...) end
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---
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---Sends one or more colors to a special (''extern'' / ''uniform'') vec3 or vec4 variable inside the shader. The color components must be in the range of 1. The colors are gamma-corrected if global gamma-correction is enabled.
@@ -1984,7 +1991,8 @@ function Shader:send(name, number) end
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---
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---@paramnamestring # The name of the color extern variable to send to in the shader.
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---@paramcolortable # A table with red, green, blue, and optional alpha color components in the range of 1 to send to the extern as a vector.
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functionShader:sendColor(name, color) end
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---@varargtable # Additional colors to send in case the extern is an array. All colors need to be of the same size (e.g. only vec3's).
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functionShader:sendColor(name, color, ...) end
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---
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---Using a single image, draw any number of identical copies of the image using a single call to love.graphics.draw(). This can be used, for example, to draw repeating copies of a single background image with high performance.
Copy file name to clipboardExpand all lines: meta/3rd/love2d/library/love.keyboard.lua
+2-1Lines changed: 2 additions & 1 deletion
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@@ -60,8 +60,9 @@ function love.keyboard.isDown(key) end
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---Unlike regular KeyConstants, Scancodes are keyboard layout-independent. The scancode 'w' is used if the key in the same place as the 'w' key on an American keyboard is pressed, no matter what the key is labelled or what the user's operating system settings are.
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---
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---@paramscancodelove.Scancode # A Scancode to check.
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---@vararglove.Scancode # Additional Scancodes to check.
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---@returnboolean down # True if any supplied Scancode is down, false if not.
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functionlove.keyboard.isScancodeDown(scancode) end
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functionlove.keyboard.isScancodeDown(scancode, ...) end
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---
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---Enables or disables key repeat for love.keypressed. It is disabled by default.
Copy file name to clipboardExpand all lines: meta/3rd/love2d/library/love.mouse.lua
+2-1Lines changed: 2 additions & 1 deletion
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@@ -64,8 +64,9 @@ function love.mouse.isCursorSupported() end
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---This function does not detect mouse wheel scrolling; you must use the love.wheelmoved (or love.mousepressed in version 0.9.2 and older) callback for that.
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---
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---@parambuttonnumber # The index of a button to check. 1 is the primary mouse button, 2 is the secondary mouse button and 3 is the middle button. Further buttons are mouse dependant.
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---@varargnumber # Additional button numbers to check.
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---@returnboolean down # True if any specified button is down.
Copy file name to clipboardExpand all lines: meta/3rd/love2d/library/love.thread.lua
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@@ -86,8 +86,9 @@ function Channel:peek() end
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---
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---@paramfuncfunction # The function to call, the form of function(channel, arg1, arg2, ...) end. The Channel is passed as the first argument to the function when it is called.
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---@paramarg1any # Additional arguments that the given function will receive when it is called.
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---@varargany # Additional arguments that the given function will receive when it is called.
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---@returnany ret1 # The first return value of the given function (if any.)
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functionChannel:performAtomic(func, arg1) end
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functionChannel:performAtomic(func, arg1, ...) end
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---
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---Retrieves the value of a Channel message and removes it from the message queue.
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