34 lines
3.3 KiB
Lua
34 lines
3.3 KiB
Lua
---@meta
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---@class SMODS.DeckSkin: SMODS.GameObject
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---@field obj_table? table<string, SMODS.DeckSkin|table> Table of objects registered to this class.
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---@field super? SMODS.GameObject|table Parent class.
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---@field loc_txt? string|table String displayed as the name of this DeckSkin.
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---@field suit? string Suit this DeckSkin is tied to.
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---@field palettes? table[]|{key: string, ranks: string[], atlas: string, pos_style?: string|{[string]: string}, colour?: table, suit_icon?: {atlas: string, pos: number|{x: number, y: number}, loc_txt?: string}}[] List of tables representing each palette. See [SMODS DeckSkin](https://github.com/Steamodded/smods/wiki/SMODS.DeckSkin) documentation for details.
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---@field __call? fun(self: SMODS.DeckSkin|table, o: SMODS.DeckSkin|table): nil|table|SMODS.DeckSkin
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---@field extend? fun(self: SMODS.DeckSkin|table, o: SMODS.DeckSkin|table): table Primary method of creating a class.
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---@field check_duplicate_register? fun(self: SMODS.DeckSkin|table): boolean? Ensures objects already registered will not register.
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---@field check_duplicate_key? fun(self: SMODS.DeckSkin|table): boolean? Ensures objects with duplicate keys will not register. Checked on `__call` but not `take_ownership`. For take_ownership, the key must exist.
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---@field register? fun(self: SMODS.DeckSkin|table) Registers the object.
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---@field check_dependencies? fun(self: SMODS.DeckSkin|table): boolean? Returns `true` if there's no failed dependencies.
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---@field process_loc_text? fun(self: SMODS.DeckSkin|table) Called during `inject_class`. Handles injecting loc_text.
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---@field send_to_subclasses? fun(self: SMODS.DeckSkin|table, func: string, ...: any) Starting from this class, recusively searches for functions with the given key on all subordinate classes and run all found functions with the given arguments.
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---@field pre_inject_class? fun(self: SMODS.DeckSkin|table) Called before `inject_class`. Injects and manages class information before object injection.
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---@field post_inject_class? fun(self: SMODS.DeckSkin|table) Called after `inject_class`. Injects and manages class information after object injection.
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---@field inject_class? fun(self: SMODS.DeckSkin|table) Injects all direct instances of class objects by calling `obj:inject` and `obj:process_loc_text`. Also injects anything necessary for the class itself. Only called if class has defined both `obj_table` and `obj_buffer`.
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---@field inject? fun(self: SMODS.DeckSkin|table, i?: number) Called during `inject_class`. Injects the object into the game.
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---@field take_ownership? fun(self: SMODS.DeckSkin|table, key: string, obj: SMODS.DeckSkin|table, silent?: boolean): nil|table|SMODS.DeckSkin Takes control of vanilla objects. Child class must have get_obj for this to function
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---@field get_obj? fun(self: SMODS.DeckSkin|table, key: string): SMODS.DeckSkin|table? Returns an object if one matches the `key`.
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---@field add_palette? fun(self: SMODS.DeckSkin|table, palette: table): boolean, string? Internal function. Adds the palette into the DeckSkin.
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---@field get_palette_loc_options? fun(key: number|string, suit: string): string[] Internal function. Returns palette options for given key and suit.
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---@overload fun(self: SMODS.DeckSkin): SMODS.DeckSkin
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SMODS.DeckSkin = setmetatable({}, {
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__call = function(self)
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return self
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end
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})
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---@type table<string, SMODS.DeckSkin|table>
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SMODS.DeckSkins = {}
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