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Source:pause
Source:pause Pauses the Source. Source:pause()
love2d-community.github.io/love-api
Source:play
Source:play Starts playing the Source. success = Source:play() success boolean Whether the Source was able to successfully start playing.
love2d-community.github.io/love-api
Source:queue
Source:queue Queues SoundData for playback in a queueable Source. This method requires the Source to be created via love.audio.newQueueableSource. success = Source:queue( sounddata ) sounddata SoundData The data to queue. The SoundData's sample rate, bit depth, and channel count must match the Source's. success boolean True if the data was successfully queued for playback, false if there were no available buffers to use for queueing.
love2d-community.github.io/love-api
Source:seek
Source:seek Sets the currently playing position of the Source. Source:seek( offset, unit ) offset number The position to seek to. unit ('seconds') TimeUnit The unit of the position value.
love2d-community.github.io/love-api
Source:setAirAbsorption
Source:setAirAbsorption Sets the amount of air absorption applied to the Source. By default the value is set to 0 which means that air absorption effects are disabled. A value of 1 will apply high frequency attenuation to the Source at a rate of 0.05 dB per meter. Air absorption can simulate sound transmission through foggy air, dry air, smoky atmosphere, etc. It can be used to simulate different atmospheric conditions within different locations in an area. Source:setAirAbsorption( amount ) amount number The amount of air absorption applied to the Source. Must be between 0 and 10.
love2d-community.github.io/love-api
Source:setAttenuationDistances
Source:setAttenuationDistances Sets the reference and maximum attenuation distances of the Source. The parameters, combined with the current DistanceModel, affect how the Source's volume attenuates based on distance. Distance attenuation is only applicable to Sources based on mono (rather than stereo) audio. Source:setAttenuationDistances( ref, max ) ref number The new reference attenuation distance. If the current DistanceModel is clamped, this is the minimum attenuation distance. max number The new maximum attenuation distance.
love2d-community.github.io/love-api
Source:setCone
Source:setCone Sets the Source's directional volume cones. Together with Source:setDirection, the cone angles allow for the Source's volume to vary depending on its direction. Source:setCone( innerAngle, outerAngle, outerVolume ) innerAngle number The inner angle from the Source's direction, in radians. The Source will play at normal volume if the listener is inside the cone defined by this angle. outerAngle number The outer angle from the Source's direction, in radians. The Source will play at a volume between the normal and outer volumes, if the listener is in between the cones defined by the inner and outer angles. outerVolume (0) number The Source's volume when the listener is outside both the inner and outer cone angles.
love2d-community.github.io/love-api
Source:setDirection
Source:setDirection Sets the direction vector of the Source. A zero vector makes the source non-directional. Source:setDirection( x, y, z ) x number The X part of the direction vector. y number The Y part of the direction vector. z number The Z part of the direction vector.
love2d-community.github.io/love-api
Source:setEffect
Source:setEffect Applies an audio effect to the Source. The effect must have been previously defined using love.audio.setEffect. success = Source:setEffect( name, enable ) name string The name of the effect previously set up with love.audio.setEffect. enable (true) boolean If false and the given effect name was previously enabled on this Source, disables the effect. success boolean Whether the effect was successfully applied to this Source. success = Source:setEffect( name, filtersettings ) name string The name of the effect previously set up with love.audio.setEffect. filtersettings table The filter settings to apply prior to the effect, with the following fields: filtersettings.type FilterType The type of filter to use. filtersettings.volume number The overall volume of the audio. Must be between 0 and 1. filtersettings.highgain number Volume of high-frequency audio. Only applies to low-pass and band-pass filters. Must be between 0 and 1. filtersettings.lowgain number Volume of low-frequency audio. Only applies to high-pass and band-pass filters. Must be between 0 and 1. success boolean Whether the effect and filter were successfully applied to this Source.
love2d-community.github.io/love-api
Source:setFilter
Source:setFilter Sets a low-pass, high-pass, or band-pass filter to apply when playing the Source. success = Source:setFilter( settings ) settings table The filter settings to use for this Source, with the following fields: settings.type FilterType The type of filter to use. settings.volume number The overall volume of the audio. Must be between 0 and 1. settings.highgain number Volume of high-frequency audio. Only applies to low-pass and band-pass filters. Must be between 0 and 1. settings.lowgain number Volume of low-frequency audio. Only applies to high-pass and band-pass filters. Must be between 0 and 1. success boolean Whether the filter was successfully applied to the Source. Source:setFilter()
love2d-community.github.io/love-api
Source:setLooping
Source:setLooping Sets whether the Source should loop. Source:setLooping( loop ) loop boolean True if the source should loop, false otherwise.
love2d-community.github.io/love-api
Source:setPitch
Source:setPitch Sets the pitch of the Source. Source:setPitch( pitch ) pitch number Calculated with regard to 1 being the base pitch. Each reduction by 50 percent equals a pitch shift of -12 semitones (one octave reduction). Each doubling equals a pitch shift of 12 semitones (one octave increase). Zero is not a legal value.
love2d-community.github.io/love-api
Source:setPosition
Source:setPosition Sets the position of the Source. Please note that this only works for mono (i.e. non-stereo) sound files! Source:setPosition( x, y, z ) x number The X position of the Source. y number The Y position of the Source. z number The Z position of the Source.
love2d-community.github.io/love-api
Source:setRelative
Source:setRelative Sets whether the Source's position, velocity, direction, and cone angles are relative to the listener, or absolute. By default, all sources are absolute and therefore relative to the origin of love's coordinate system 0, 0. Only absolute sources are affected by the position of the listener. Please note that positional audio only works for mono (i.e. non-stereo) sources. Source:setRelative( enable ) enable (false) boolean True to make the position, velocity, direction and cone angles relative to the listener, false to make them absolute.
love2d-community.github.io/love-api
Source:setRolloff
Source:setRolloff Sets the rolloff factor which affects the strength of the used distance attenuation. Extended information and detailed formulas can be found in the chapter '3.4. Attenuation By Distance' of OpenAL 1.1 specification. Source:setRolloff( rolloff ) rolloff number The new rolloff factor.
love2d-community.github.io/love-api
Source:setVelocity
Source:setVelocity Sets the velocity of the Source. This does '''not''' change the position of the Source, but lets the application know how it has to calculate the doppler effect. Source:setVelocity( x, y, z ) x number The X part of the velocity vector. y number The Y part of the velocity vector. z number The Z part of the velocity vector.
love2d-community.github.io/love-api
Source:setVolume
Source:setVolume Sets the current volume of the Source. Source:setVolume( volume ) volume number The volume for a Source, where 1.0 is normal volume. Volume cannot be raised above 1.0.
love2d-community.github.io/love-api
Source:setVolumeLimits
Source:setVolumeLimits Sets the volume limits of the source. The limits have to be numbers from 0 to 1. Source:setVolumeLimits( min, max ) min number The minimum volume. max number The maximum volume.
love2d-community.github.io/love-api
Source:stop
Source:stop Stops a Source. Source:stop()
love2d-community.github.io/love-api
Source:tell
Source:tell Gets the currently playing position of the Source. position = Source:tell( unit ) unit ('seconds') TimeUnit The type of unit for the return value. position number The currently playing position of the Source.
love2d-community.github.io/love-api
love.data.compress
love.data.compress Compresses a string or data using a specific compression algorithm. compressedData = love.data.compress( container, format, rawstring, level ) container ContainerType What type to return the compressed data as. format CompressedDataFormat The format to use when compressing the string. rawstring string The raw (un-compressed) string to compress. level (-1) number The level of compression to use, between 0 and 9. -1 indicates the default level. The meaning of this argument depends on the compression format being used. compressedData CompressedData or string CompressedData/string which contains the compressed version of rawstring. compressedData = love.data.compress( container, format, data, level ) container ContainerType What type to return the compressed data as. format CompressedDataFormat The format to use when compressing the data. data Data A Data object containing the raw (un-compressed) data to compress. level (-1) number The level of compression to use, between 0 and 9. -1 indicates the default level. The meaning of this argument depends on the compression format being used. compressedData CompressedData or string CompressedData/string which contains the compressed version of data.
love2d-community.github.io/love-api
love.data.decode
love.data.decode Decode Data or a string from any of the EncodeFormats to Data or string. decoded = love.data.decode( container, format, sourceString ) container ContainerType What type to return the decoded data as. format EncodeFormat The format of the input data. sourceString string The raw (encoded) data to decode. decoded ByteData or string ByteData/string which contains the decoded version of source. decoded = love.data.decode( container, format, sourceData ) container ContainerType What type to return the decoded data as. format EncodeFormat The format of the input data. sourceData Data The raw (encoded) data to decode. decoded ByteData or string ByteData/string which contains the decoded version of source.
love2d-community.github.io/love-api
love.data.decompress
love.data.decompress Decompresses a CompressedData or previously compressed string or Data object. decompressedData = love.data.decompress( container, compressedData ) container ContainerType What type to return the decompressed data as. compressedData CompressedData The compressed data to decompress. decompressedData Data or string Data/string containing the raw decompressed data. decompressedData = love.data.decompress( container, format, compressedString ) container ContainerType What type to return the decompressed data as. format CompressedDataFormat The format that was used to compress the given string. compressedString string A string containing data previously compressed with love.data.compress. decompressedData Data or string Data/string containing the raw decompressed data. decompressedData = love.data.decompress( container, format, data ) container ContainerType What type to return the decompressed data as. format CompressedDataFormat The format that was used to compress the given data. data Data A Data object containing data previously compressed with love.data.compress. decompressedData Data or string Data/string containing the raw decompressed data.
love2d-community.github.io/love-api
love.data.encode
love.data.encode Encode Data or a string to a Data or string in one of the EncodeFormats. encoded = love.data.encode( container, format, sourceString, linelength ) container ContainerType What type to return the encoded data as. format EncodeFormat The format of the output data. sourceString string The raw data to encode. linelength (0) number The maximum line length of the output. Only supported for base64, ignored if 0. encoded ByteData or string ByteData/string which contains the encoded version of source. encoded = love.data.encode( container, format, sourceData, linelength ) container ContainerType What type to return the encoded data as. format EncodeFormat The format of the output data. sourceData Data The raw data to encode. linelength (0) number The maximum line length of the output. Only supported for base64, ignored if 0. encoded ByteData or string ByteData/string which contains the encoded version of source.
love2d-community.github.io/love-api
love.data.getPackedSize
love.data.getPackedSize Gets the size in bytes that a given format used with love.data.pack will use. This function behaves the same as Lua 5.3's string.packsize. size = love.data.getPackedSize( format ) format string A string determining how the values are packed. Follows the rules of Lua 5.3's string.pack format strings. size number The size in bytes that the packed data will use.
love2d-community.github.io/love-api
love.data.hash
love.data.hash Compute the message digest of a string using a specified hash algorithm. rawdigest = love.data.hash( hashFunction, string ) hashFunction HashFunction Hash algorithm to use. string string String to hash. rawdigest string Raw message digest string. rawdigest = love.data.hash( hashFunction, data ) hashFunction HashFunction Hash algorithm to use. data Data Data to hash. rawdigest string Raw message digest string.
love2d-community.github.io/love-api
love.data.newByteData
love.data.newByteData Creates a new Data object containing arbitrary bytes. Data:getPointer along with LuaJIT's FFI can be used to manipulate the contents of the ByteData object after it has been created. bytedata = love.data.newByteData( datastring ) datastring string The byte string to copy. bytedata ByteData The new Data object. bytedata = love.data.newByteData( Data, offset, size ) Data Data The existing Data object to copy. offset (0) number The offset of the subsection to copy, in bytes. size (data:getSize()) number The size in bytes of the new Data object. bytedata ByteData The new Data object. bytedata = love.data.newByteData( size ) size number The size in bytes of the new Data object. bytedata ByteData The new Data object.
love2d-community.github.io/love-api
love.data.newDataView
love.data.newDataView Creates a new Data referencing a subsection of an existing Data object. view = love.data.newDataView( data, offset, size ) data Data The Data object to reference. offset number The offset of the subsection to reference, in bytes. size number The size in bytes of the subsection to reference. view Data The new Data view.
love2d-community.github.io/love-api
love.data.pack
love.data.pack Packs (serializes) simple Lua values. This function behaves the same as Lua 5.3's string.pack. data = love.data.pack( container, format, v1, ... ) container ContainerType What type to return the encoded data as. format string A string determining how the values are packed. Follows the rules of Lua 5.3's string.pack format strings. v1 number or boolean or string The first value (number, boolean, or string) to serialize. ... number or boolean or string Additional values to serialize. data Data or string Data/string which contains the serialized data.
love2d-community.github.io/love-api
love.data.unpack
love.data.unpack Unpacks (deserializes) a byte-string or Data into simple Lua values. This function behaves the same as Lua 5.3's string.unpack. v1, ..., index = love.data.unpack( format, datastring, pos ) format string A string determining how the values were packed. Follows the rules of Lua 5.3's string.pack format strings. datastring string A string containing the packed (serialized) data. pos (1) number Where to start reading in the string. Negative values can be used to read relative from the end of the string. v1 number or boolean or string The first value (number, boolean, or string) that was unpacked. ... number or boolean or string Additional unpacked values. index number The index of the first unread byte in the data string. v1, ..., index = love.data.unpack( format, data, pos ) format string A string determining how the values were packed. Follows the rules of Lua 5.3's string.pack format strings. data Data A Data object containing the packed (serialized) data. pos (1) number 1-based index indicating where to start reading in the Data. Negative values can be used to read relative from the end of the Data object. v1 number or boolean or string The first value (number, boolean, or string) that was unpacked. ... number or boolean or string Additional unpacked values. index number The 1-based index of the first unread byte in the Data.
love2d-community.github.io/love-api
CompressedData:getFormat
CompressedData:getFormat Gets the compression format of the CompressedData. format = CompressedData:getFormat() format CompressedDataFormat The format of the CompressedData.
love2d-community.github.io/love-api
love.event.clear
love.event.clear Clears the event queue. love.event.clear()
love2d-community.github.io/love-api
love.event.poll
love.event.poll Returns an iterator for messages in the event queue. i = love.event.poll() i function Iterator function usable in a for loop.
love2d-community.github.io/love-api
love.event.pump
love.event.pump Pump events into the event queue. This is a low-level function, and is usually not called by the user, but by love.run. Note that this does need to be called for any OS to think you're still running, and if you want to handle OS-generated events at all (think callbacks). love.event.pump()
love2d-community.github.io/love-api
love.event.push
love.event.push Adds an event to the event queue. From 0.10.0 onwards, you may pass an arbitrary amount of arguments with this function, though the default callbacks don't ever use more than six. love.event.push( n, a, b, c, d, e, f, ... ) n Event The name of the event. a (nil) Variant First event argument. b (nil) Variant Second event argument. c (nil) Variant Third event argument. d (nil) Variant Fourth event argument. e (nil) Variant Fifth event argument. f (nil) Variant Sixth event argument. ... (nil) Variant Further event arguments may follow.
love2d-community.github.io/love-api
love.event.quit
love.event.quit Adds the quit event to the queue. The quit event is a signal for the event handler to close LÖVE. It's possible to abort the exit process with the love.quit callback. love.event.quit( exitstatus ) exitstatus (0) number The program exit status to use when closing the application. love.event.quit( 'restart' ) 'restart' string Tells the default love.run to exit and restart the game without relaunching the executable.
love2d-community.github.io/love-api
love.event.wait
love.event.wait Like love.event.poll(), but blocks until there is an event in the queue. n, a, b, c, d, e, f, ... = love.event.wait() n Event The name of event. a Variant First event argument. b Variant Second event argument. c Variant Third event argument. d Variant Fourth event argument. e Variant Fifth event argument. f Variant Sixth event argument. ... Variant Further event arguments may follow.
love2d-community.github.io/love-api
love.filesystem.append
love.filesystem.append Append data to an existing file. success, errormsg = love.filesystem.append( name, data, size ) name string The name (and path) of the file. data string The string data to append to the file. size (all) number How many bytes to write. success boolean True if the operation was successful, or nil if there was an error. errormsg string The error message on failure. success, errormsg = love.filesystem.append( name, data, size ) name string The name (and path) of the file. data Data The Data object to append to the file. size (all) number How many bytes to write. success boolean True if the operation was successful, or nil if there was an error. errormsg string The error message on failure.
love2d-community.github.io/love-api
love.filesystem.areSymlinksEnabled
love.filesystem.areSymlinksEnabled Gets whether love.filesystem follows symbolic links. enable = love.filesystem.areSymlinksEnabled() enable boolean Whether love.filesystem follows symbolic links.
love2d-community.github.io/love-api
love.filesystem.createDirectory
love.filesystem.createDirectory Recursively creates a directory. When called with 'a/b' it creates both 'a' and 'a/b', if they don't exist already. success = love.filesystem.createDirectory( name ) name string The directory to create. success boolean True if the directory was created, false if not.
love2d-community.github.io/love-api
love.filesystem.getAppdataDirectory
love.filesystem.getAppdataDirectory Returns the application data directory (could be the same as getUserDirectory) path = love.filesystem.getAppdataDirectory() path string The path of the application data directory
love2d-community.github.io/love-api
love.filesystem.getCRequirePath
love.filesystem.getCRequirePath Gets the filesystem paths that will be searched for c libraries when require is called. The paths string returned by this function is a sequence of path templates separated by semicolons. The argument passed to ''require'' will be inserted in place of any question mark ('?') character in each template (after the dot characters in the argument passed to ''require'' are replaced by directory separators.) Additionally, any occurrence of a double question mark ('??') will be replaced by the name passed to require and the default library extension for the platform. The paths are relative to the game's source and save directories, as well as any paths mounted with love.filesystem.mount. paths = love.filesystem.getCRequirePath() paths string The paths that the ''require'' function will check for c libraries in love's filesystem.
love2d-community.github.io/love-api
love.filesystem.getDirectoryItems
love.filesystem.getDirectoryItems Returns a table with the names of files and subdirectories in the specified path. The table is not sorted in any way; the order is undefined. If the path passed to the function exists in the game and the save directory, it will list the files and directories from both places. files = love.filesystem.getDirectoryItems( dir ) dir string The directory. files table A sequence with the names of all files and subdirectories as strings. files = love.filesystem.getDirectoryItems( dir, callback ) dir string The directory. callback function A function which is called for each file and folder in the directory. The filename is passed to the function as an argument. files table A sequence with the names of all files and subdirectories as strings.
love2d-community.github.io/love-api
love.filesystem.getIdentity
love.filesystem.getIdentity Gets the write directory name for your game. Note that this only returns the name of the folder to store your files in, not the full path. name = love.filesystem.getIdentity() name string The identity that is used as write directory.
love2d-community.github.io/love-api
love.filesystem.getInfo
love.filesystem.getInfo Gets information about the specified file or directory. info = love.filesystem.getInfo( path, filtertype ) path string The file or directory path to check. filtertype (nil) FileType If supplied, this parameter causes getInfo to only return the info table if the item at the given path matches the specified file type. info table A table containing information about the specified path, or nil if nothing exists at the path. The table contains the following fields: info.type FileType The type of the object at the path (file, directory, symlink, etc.) info.size number The size in bytes of the file, or nil if it can't be determined. info.modtime number The file's last modification time in seconds since the unix epoch, or nil if it can't be determined. info = love.filesystem.getInfo( path, info ) path string The file or directory path to check. info table A table which will be filled in with info about the specified path. info table The table given as an argument, or nil if nothing exists at the path. The table will be filled in with the following fields: info.type FileType The type of the object at the path (file, directory, symlink, etc.) info.size number The size in bytes of the file, or nil if it can't be determined. info.modtime number The file's last modification time in seconds since the unix epoch, or nil if it can't be determined. info = love.filesystem.getInfo( path, filtertype, info ) path string The file or directory path to check. filtertype FileType Causes getInfo to only return the info table if the item at the given path matches the specified file type. info table A table which will be filled in with info about the specified path. info table The table given as an argument, or nil if nothing exists at the path. The table will be filled in with the following fields: info.type FileType The type of the object at the path (file, directory, symlink, etc.) info.size number The size in bytes of the file, or nil if it can't be determined. info.modtime number The file's last modification time in seconds since the unix epoch, or nil if it can't be determined.
love2d-community.github.io/love-api
love.filesystem.getRealDirectory
love.filesystem.getRealDirectory Gets the platform-specific absolute path of the directory containing a filepath. This can be used to determine whether a file is inside the save directory or the game's source .love. realdir = love.filesystem.getRealDirectory( filepath ) filepath string The filepath to get the directory of. realdir string The platform-specific full path of the directory containing the filepath.
love2d-community.github.io/love-api
love.filesystem.getRequirePath
love.filesystem.getRequirePath Gets the filesystem paths that will be searched when require is called. The paths string returned by this function is a sequence of path templates separated by semicolons. The argument passed to ''require'' will be inserted in place of any question mark ('?') character in each template (after the dot characters in the argument passed to ''require'' are replaced by directory separators.) The paths are relative to the game's source and save directories, as well as any paths mounted with love.filesystem.mount. paths = love.filesystem.getRequirePath() paths string The paths that the ''require'' function will check in love's filesystem.
love2d-community.github.io/love-api
love.filesystem.getSaveDirectory
love.filesystem.getSaveDirectory Gets the full path to the designated save directory. This can be useful if you want to use the standard io library (or something else) to read or write in the save directory. dir = love.filesystem.getSaveDirectory() dir string The absolute path to the save directory.
love2d-community.github.io/love-api
love.filesystem.getSource
love.filesystem.getSource Returns the full path to the the .love file or directory. If the game is fused to the LÖVE executable, then the executable is returned. path = love.filesystem.getSource() path string The full platform-dependent path of the .love file or directory.
love2d-community.github.io/love-api
love.filesystem.getSourceBaseDirectory
love.filesystem.getSourceBaseDirectory Returns the full path to the directory containing the .love file. If the game is fused to the LÖVE executable, then the directory containing the executable is returned. If love.filesystem.isFused is true, the path returned by this function can be passed to love.filesystem.mount, which will make the directory containing the main game (e.g. C:\Program Files\coolgame\) readable by love.filesystem. path = love.filesystem.getSourceBaseDirectory() path string The full platform-dependent path of the directory containing the .love file.
love2d-community.github.io/love-api
love.filesystem.getUserDirectory
love.filesystem.getUserDirectory Returns the path of the user's directory path = love.filesystem.getUserDirectory() path string The path of the user's directory
love2d-community.github.io/love-api
love.filesystem.getWorkingDirectory
love.filesystem.getWorkingDirectory Gets the current working directory. cwd = love.filesystem.getWorkingDirectory() cwd string The current working directory.
love2d-community.github.io/love-api
love.filesystem.isFused
love.filesystem.isFused Gets whether the game is in fused mode or not. If a game is in fused mode, its save directory will be directly in the Appdata directory instead of Appdata/LOVE/. The game will also be able to load C Lua dynamic libraries which are located in the save directory. A game is in fused mode if the source .love has been fused to the executable (see Game Distribution), or if '--fused' has been given as a command-line argument when starting the game. fused = love.filesystem.isFused() fused boolean True if the game is in fused mode, false otherwise.
love2d-community.github.io/love-api
love.filesystem.lines
love.filesystem.lines Iterate over the lines in a file. iterator = love.filesystem.lines( name ) name string The name (and path) of the file iterator function A function that iterates over all the lines in the file
love2d-community.github.io/love-api
love.filesystem.load
love.filesystem.load Loads a Lua file (but does not run it). chunk, errormsg = love.filesystem.load( name ) name string The name (and path) of the file. chunk function The loaded chunk. errormsg string The error message if file could not be opened.
love2d-community.github.io/love-api
love.filesystem.mount
love.filesystem.mount Mounts a zip file or folder in the game's save directory for reading. It is also possible to mount love.filesystem.getSourceBaseDirectory if the game is in fused mode. success = love.filesystem.mount( archive, mountpoint, appendToPath ) archive string The folder or zip file in the game's save directory to mount. mountpoint string The new path the archive will be mounted to. appendToPath (false) boolean Whether the archive will be searched when reading a filepath before or after already-mounted archives. This includes the game's source and save directories. success boolean True if the archive was successfully mounted, false otherwise. success = love.filesystem.mount( filedata, mountpoint, appendToPath ) filedata FileData The FileData object in memory to mount. mountpoint string The new path the archive will be mounted to. appendToPath (false) boolean Whether the archive will be searched when reading a filepath before or after already-mounted archives. This includes the game's source and save directories. success boolean True if the archive was successfully mounted, false otherwise. success = love.filesystem.mount( data, archivename, mountpoint, appendToPath ) data Data The Data object in memory to mount. archivename string The name to associate the mounted data with, for use with love.filesystem.unmount. Must be unique compared to other mounted data. mountpoint string The new path the archive will be mounted to. appendToPath (false) boolean Whether the archive will be searched when reading a filepath before or after already-mounted archives. This includes the game's source and save directories. success boolean True if the archive was successfully mounted, false otherwise.
love2d-community.github.io/love-api
love.filesystem.newFile
love.filesystem.newFile Creates a new File object. It needs to be opened before it can be accessed. file = love.filesystem.newFile( filename ) filename string The filename of the file. file File The new File object. file, errorstr = love.filesystem.newFile( filename, mode ) filename string The filename of the file. mode FileMode The mode to open the file in. file File The new File object, or nil if an error occurred. errorstr string The error string if an error occurred.
love2d-community.github.io/love-api
love.filesystem.newFileData
love.filesystem.newFileData Creates a new FileData object from a file on disk, or from a string in memory. data = love.filesystem.newFileData( contents, name ) contents string The contents of the file in memory represented as a string. name string The name of the file. The extension may be parsed and used by LÖVE when passing the FileData object into love.audio.newSource. data FileData The new FileData. data = love.filesystem.newFileData( originaldata, name ) originaldata Data The Data object to copy into the new FileData object. name string The name of the file. The extension may be parsed and used by LÖVE when passing the FileData object into love.audio.newSource. data FileData The new FileData. data, err = love.filesystem.newFileData( filepath ) filepath string Path to the file. data FileData The new FileData, or nil if an error occurred. err string The error string, if an error occurred.
love2d-community.github.io/love-api
love.filesystem.read
love.filesystem.read Read the contents of a file. contents, size, contents, error = love.filesystem.read( name, size ) name string The name (and path) of the file. size (all) number How many bytes to read. contents string The file contents. size number How many bytes have been read. contents nil returns nil as content. error string returns an error message. contents, size, contents, error = love.filesystem.read( container, name, size ) container ContainerType What type to return the file's contents as. name string The name (and path) of the file size (all) number How many bytes to read contents FileData or string FileData or string containing the file contents. size number How many bytes have been read. contents nil returns nil as content. error string returns an error message.
love2d-community.github.io/love-api
love.filesystem.remove
love.filesystem.remove Removes a file or empty directory. success = love.filesystem.remove( name ) name string The file or directory to remove. success boolean True if the file/directory was removed, false otherwise.
love2d-community.github.io/love-api
love.filesystem.setCRequirePath
love.filesystem.setCRequirePath Sets the filesystem paths that will be searched for c libraries when require is called. The paths string returned by this function is a sequence of path templates separated by semicolons. The argument passed to ''require'' will be inserted in place of any question mark ('?') character in each template (after the dot characters in the argument passed to ''require'' are replaced by directory separators.) Additionally, any occurrence of a double question mark ('??') will be replaced by the name passed to require and the default library extension for the platform. The paths are relative to the game's source and save directories, as well as any paths mounted with love.filesystem.mount. love.filesystem.setCRequirePath( paths ) paths string The paths that the ''require'' function will check in love's filesystem.
love2d-community.github.io/love-api
love.filesystem.setIdentity
love.filesystem.setIdentity Sets the write directory for your game. Note that you can only set the name of the folder to store your files in, not the location. love.filesystem.setIdentity( name ) name string The new identity that will be used as write directory. love.filesystem.setIdentity( name ) name string The new identity that will be used as write directory.
love2d-community.github.io/love-api
love.filesystem.setRequirePath
love.filesystem.setRequirePath Sets the filesystem paths that will be searched when require is called. The paths string given to this function is a sequence of path templates separated by semicolons. The argument passed to ''require'' will be inserted in place of any question mark ('?') character in each template (after the dot characters in the argument passed to ''require'' are replaced by directory separators.) The paths are relative to the game's source and save directories, as well as any paths mounted with love.filesystem.mount. love.filesystem.setRequirePath( paths ) paths string The paths that the ''require'' function will check in love's filesystem.
love2d-community.github.io/love-api
love.filesystem.setSymlinksEnabled
love.filesystem.setSymlinksEnabled Sets whether love.filesystem follows symbolic links. It is enabled by default in version 0.10.0 and newer, and disabled by default in 0.9.2. love.filesystem.setSymlinksEnabled( enable ) enable boolean Whether love.filesystem should follow symbolic links.
love2d-community.github.io/love-api
love.filesystem.unmount
love.filesystem.unmount Unmounts a zip file or folder previously mounted for reading with love.filesystem.mount. success = love.filesystem.unmount( archive ) archive string The folder or zip file in the game's save directory which is currently mounted. success boolean True if the archive was successfully unmounted, false otherwise.
love2d-community.github.io/love-api
love.filesystem.write
love.filesystem.write Write data to a file in the save directory. If the file existed already, it will be completely replaced by the new contents. success, message = love.filesystem.write( name, data, size ) name string The name (and path) of the file. data string The string data to write to the file. size (all) number How many bytes to write. success boolean If the operation was successful. message string Error message if operation was unsuccessful. success, message = love.filesystem.write( name, data, size ) name string The name (and path) of the file. data Data The Data object to write to the file. size (all) number How many bytes to write. success boolean If the operation was successful. message string Error message if operation was unsuccessful.
love2d-community.github.io/love-api
File:close
File:close Closes a File. success = File:close() success boolean Whether closing was successful.
love2d-community.github.io/love-api
File:flush
File:flush Flushes any buffered written data in the file to the disk. success, err = File:flush() success boolean Whether the file successfully flushed any buffered data to the disk. err string The error string, if an error occurred and the file could not be flushed.
love2d-community.github.io/love-api
File:getBuffer
File:getBuffer Gets the buffer mode of a file. mode, size = File:getBuffer() mode BufferMode The current buffer mode of the file. size number The maximum size in bytes of the file's buffer.
love2d-community.github.io/love-api
File:getFilename
File:getFilename Gets the filename that the File object was created with. If the file object originated from the love.filedropped callback, the filename will be the full platform-dependent file path. filename = File:getFilename() filename string The filename of the File.
love2d-community.github.io/love-api
File:getMode
File:getMode Gets the FileMode the file has been opened with. mode = File:getMode() mode FileMode The mode this file has been opened with.
love2d-community.github.io/love-api
File:getSize
File:getSize Returns the file size. size = File:getSize() size number The file size in bytes.
love2d-community.github.io/love-api
File:isEOF
File:isEOF Gets whether end-of-file has been reached. eof = File:isEOF() eof boolean Whether EOF has been reached.
love2d-community.github.io/love-api
File:isOpen
File:isOpen Gets whether the file is open. open = File:isOpen() open boolean True if the file is currently open, false otherwise.
love2d-community.github.io/love-api
File:lines
File:lines Iterate over all the lines in a file. iterator = File:lines() iterator function The iterator (can be used in for loops).
love2d-community.github.io/love-api
File:open
File:open Open the file for write, read or append. ok, err = File:open( mode ) mode FileMode The mode to open the file in. ok boolean True on success, false otherwise. err string The error string if an error occurred.
love2d-community.github.io/love-api
File:read
File:read Read a number of bytes from a file. contents, size = File:read( bytes ) bytes (all) number The number of bytes to read. contents string The contents of the read bytes. size number How many bytes have been read. contents, size = File:read( container, bytes ) container ContainerType What type to return the file's contents as. bytes (all) number The number of bytes to read. contents FileData or string FileData or string containing the read bytes. size number How many bytes have been read.
love2d-community.github.io/love-api
File:seek
File:seek Seek to a position in a file success = File:seek( pos ) pos number The position to seek to success boolean Whether the operation was successful
love2d-community.github.io/love-api
File:setBuffer
File:setBuffer Sets the buffer mode for a file opened for writing or appending. Files with buffering enabled will not write data to the disk until the buffer size limit is reached, depending on the buffer mode. File:flush will force any buffered data to be written to the disk. success, errorstr = File:setBuffer( mode, size ) mode BufferMode The buffer mode to use. size (0) number The maximum size in bytes of the file's buffer. success boolean Whether the buffer mode was successfully set. errorstr string The error string, if the buffer mode could not be set and an error occurred.
love2d-community.github.io/love-api
File:tell
File:tell Returns the position in the file. pos = File:tell() pos number The current position.
love2d-community.github.io/love-api
File:write
File:write Write data to a file. success, err = File:write( data, size ) data string The string data to write. size (all) number How many bytes to write. success boolean Whether the operation was successful. err string The error string if an error occurred. success, errorstr = File:write( data, size ) data Data The Data object to write. size (all) number How many bytes to write. success boolean Whether the operation was successful. errorstr string The error string if an error occurred.
love2d-community.github.io/love-api
FileData:getExtension
FileData:getExtension Gets the extension of the FileData. ext = FileData:getExtension() ext string The extension of the file the FileData represents.
love2d-community.github.io/love-api
FileData:getFilename
FileData:getFilename Gets the filename of the FileData. name = FileData:getFilename() name string The name of the file the FileData represents.
love2d-community.github.io/love-api
love.font.newBMFontRasterizer
love.font.newBMFontRasterizer Creates a new BMFont Rasterizer. rasterizer = love.font.newBMFontRasterizer( imageData, glyphs, dpiscale ) imageData ImageData The image data containing the drawable pictures of font glyphs. glyphs string The sequence of glyphs in the ImageData. dpiscale (1) number DPI scale. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newBMFontRasterizer( fileName, glyphs, dpiscale ) fileName string The path to file containing the drawable pictures of font glyphs. glyphs string The sequence of glyphs in the ImageData. dpiscale (1) number DPI scale. rasterizer Rasterizer The rasterizer.
love2d-community.github.io/love-api
love.font.newGlyphData
love.font.newGlyphData Creates a new GlyphData. love.font.newGlyphData( rasterizer, glyph ) rasterizer Rasterizer The Rasterizer containing the font. glyph number The character code of the glyph.
love2d-community.github.io/love-api
love.font.newImageRasterizer
love.font.newImageRasterizer Creates a new Image Rasterizer. rasterizer = love.font.newImageRasterizer( imageData, glyphs, extraSpacing, dpiscale ) imageData ImageData Font image data. glyphs string String containing font glyphs. extraSpacing (0) number Font extra spacing. dpiscale (1) number Font DPI scale. rasterizer Rasterizer The rasterizer.
love2d-community.github.io/love-api
love.font.newRasterizer
love.font.newRasterizer Creates a new Rasterizer. rasterizer = love.font.newRasterizer( filename ) filename string The font file. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newRasterizer( data ) data FileData The FileData of the font file. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newRasterizer( size, hinting, dpiscale ) size (12) number The font size. hinting ('normal') HintingMode True Type hinting mode. dpiscale (love.window.getDPIScale()) number The font DPI scale. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newRasterizer( fileName, size, hinting, dpiscale ) fileName string Path to font file. size (12) number The font size. hinting ('normal') HintingMode True Type hinting mode. dpiscale (love.window.getDPIScale()) number The font DPI scale. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newRasterizer( fileData, size, hinting, dpiscale ) fileData FileData File data containing font. size (12) number The font size. hinting ('normal') HintingMode True Type hinting mode. dpiscale (love.window.getDPIScale()) number The font DPI scale. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newRasterizer( imageData, glyphs, dpiscale ) imageData ImageData The image data containing the drawable pictures of font glyphs. glyphs string The sequence of glyphs in the ImageData. dpiscale (1) number DPI scale. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newRasterizer( fileName, glyphs, dpiscale ) fileName string The path to file containing the drawable pictures of font glyphs. glyphs string The sequence of glyphs in the ImageData. dpiscale (1) number DPI scale. rasterizer Rasterizer The rasterizer.
love2d-community.github.io/love-api
love.font.newTrueTypeRasterizer
love.font.newTrueTypeRasterizer Creates a new TrueType Rasterizer. rasterizer = love.font.newTrueTypeRasterizer( size, hinting, dpiscale ) size (12) number The font size. hinting ('normal') HintingMode True Type hinting mode. dpiscale (love.window.getDPIScale()) number The font DPI scale. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newTrueTypeRasterizer( fileName, size, hinting, dpiscale ) fileName string Path to font file. size (12) number The font size. hinting ('normal') HintingMode True Type hinting mode. dpiscale (love.window.getDPIScale()) number The font DPI scale. rasterizer Rasterizer The rasterizer. rasterizer = love.font.newTrueTypeRasterizer( fileData, size, hinting, dpiscale ) fileData FileData File data containing font. size (12) number The font size. hinting ('normal') HintingMode True Type hinting mode. dpiscale (love.window.getDPIScale()) number The font DPI scale. rasterizer Rasterizer The rasterizer.
love2d-community.github.io/love-api
GlyphData:getAdvance
GlyphData:getAdvance Gets glyph advance. advance = GlyphData:getAdvance() advance number Glyph advance.
love2d-community.github.io/love-api
GlyphData:getBearing
GlyphData:getBearing Gets glyph bearing. bx, by = GlyphData:getBearing() bx number Glyph bearing X. by number Glyph bearing Y.
love2d-community.github.io/love-api
GlyphData:getBoundingBox
GlyphData:getBoundingBox Gets glyph bounding box. x, y, width, height = GlyphData:getBoundingBox() x number Glyph position x. y number Glyph position y. width number Glyph width. height number Glyph height.
love2d-community.github.io/love-api
GlyphData:getDimensions
GlyphData:getDimensions Gets glyph dimensions. width, height = GlyphData:getDimensions() width number Glyph width. height number Glyph height.
love2d-community.github.io/love-api
GlyphData:getFormat
GlyphData:getFormat Gets glyph pixel format. format = GlyphData:getFormat() format PixelFormat Glyph pixel format.
love2d-community.github.io/love-api
GlyphData:getGlyph
GlyphData:getGlyph Gets glyph number. glyph = GlyphData:getGlyph() glyph number Glyph number.
love2d-community.github.io/love-api
GlyphData:getGlyphString
GlyphData:getGlyphString Gets glyph string. glyph = GlyphData:getGlyphString() glyph string Glyph string.
love2d-community.github.io/love-api
GlyphData:getHeight
GlyphData:getHeight Gets glyph height. height = GlyphData:getHeight() height number Glyph height.
love2d-community.github.io/love-api
GlyphData:getWidth
GlyphData:getWidth Gets glyph width. width = GlyphData:getWidth() width number Glyph width.
love2d-community.github.io/love-api
Rasterizer:getAdvance
Rasterizer:getAdvance Gets font advance. advance = Rasterizer:getAdvance() advance number Font advance.
love2d-community.github.io/love-api
Rasterizer:getAscent
Rasterizer:getAscent Gets ascent height. height = Rasterizer:getAscent() height number Ascent height.
love2d-community.github.io/love-api
Rasterizer:getDescent
Rasterizer:getDescent Gets descent height. height = Rasterizer:getDescent() height number Descent height.
love2d-community.github.io/love-api