Repository navigation
Expand file tree
/
Copy pathdoc.html
More file actions
332 lines (332 loc) · 20.6 KB
/
Copy pathdoc.html
File metadata and controls
332 lines (332 loc) · 20.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
<!DOCTYPE html><html><head><style>body { background:#333; color:#0F0; font-family:Arial,Verdana;} a { color:#0AA } h1 { color:#FF0; } h2 { color:#0FF } table,tr,td { color: #CCC; padding:4px;border:1px solid white; border-collapse:collapse; }</style></head><body>
<a name="BitmapCharacter"></a>
<hr><h1>BitmapCharacter</h1>
<p><h3>Extends Base</h3></p>
<p>This class represents a single bitmapped character. It can be positioned and have its height and tint set as if it were any other image. However, it can be post modified, changing the position, scale and rotation of the character (the latter at the individual level). It is not for external use, so it does not use the normal Corona SDK positioning methods for simplicity.</p>
<p>Methods : </p><hr><a name="BitmapCharacter_(constructor)"></a>
<a name="BitmapCharacter_destroy"></a>
<a name="BitmapCharacter_getBoundingBox"></a>
<a name="BitmapCharacter_getCharacter"></a>
<a name="BitmapCharacter_getImage"></a>
<a name="BitmapCharacter_modify"></a>
<a name="BitmapCharacter_moveBy"></a>
<a name="BitmapCharacter_moveTo"></a>
<a name="BitmapCharacter_setTintColor"></a>
<a name="BitmapCharacterBucket"></a>
<hr><h1>BitmapCharacterBucket</h1>
<p><h3>Extends Base</h3></p>
<p>This is a collection of Bitmap Characters that may be available for re-use, when changing the text on a Bitmap String. For some reason I called it a Bucket class This is tightly coupled to the BitmapString class which uses it.</p>
<p>Methods : </p><hr><a name="BitmapCharacterBucket_(constructor)"></a>
<a name="BitmapCharacterBucket_destroy"></a>
<a name="BitmapCharacterBucket_getInstance"></a>
<a name="BitmapFont"></a>
<hr><h1>BitmapFont</h1>
<p><h3>Extends Base</h3></p>
<p>This class encapsulates a bitmap font, producing characters 'on demand'. Has a factory method for producing character images from that font (using imageSheets) and sprites. Note that the loadFont() methods and the createImage() methods are closely coupled together if you subclass this for fonts from different sources.</p>
<p>Methods : <a href="#BitmapFont_(constructor)"/>(constructor)</a></p><hr><a name="BitmapFont_(constructor)"></a>
<h2>(constructor)(fontName)</h2>
<table>
<tr><td>fontName</td><td>string</td><td>name of font (case is sensitive, so I advise use of lower case only)</td></tr>
</table>
<p>The Bitmap Font constructor. This reads in the font data from the .FNT file and calculates the font height.</p>
<a name="BitmapFont_calculateFontHeight"></a>
<a name="BitmapFont_createImage"></a>
<a name="BitmapFont_getFileNameScalar"></a>
<a name="BitmapFont_getFontFile"></a>
<a name="BitmapFont_getScaledDefaultSize"></a>
<a name="BitmapFont_loadFont"></a>
<a name="BitmapFontContainer"></a>
<hr><h1>BitmapFontContainer</h1>
<p><h3>Extends Base</h3></p>
<p>This singleton class manages an internal list of bitmap fonts, which must implement the BitmapFont method createImage() but otherwise does not care.</p>
<p>Methods : <a href="#BitmapFontContainer_(constructor)"/>(constructor)</a>,<a href="#BitmapFontContainer_getFontInstance"/>getFontInstance</a></p><hr><a name="BitmapFontContainer_(constructor)"></a>
<h2>(constructor)()</h2>
<p>Initialise the font container</p>
<a name="BitmapFontContainer_getFontInstance"></a>
<h2>getFontInstance(fontName)</h2>
<table>
<tr><td>fontName</td><td>string</td><td>Font required. This *IS* case dependent because of Corona's casing requirements</td></tr>
<tr><td>return</td><td>BitmapFont</td><td>Instance of bitmap font. Will cause assertion on errors (e.g. font physically not present)</td></tr>
</table>
<p>Get an instance of a font creating it if necessary</p>
<a name="BitmapString"></a>
<hr><h1>BitmapString</h1>
<p><h3>Extends Base</h3></p>
<p></p>
<p>Methods : <a href="#BitmapString_(constructor)"/>(constructor)</a>,<a href="#BitmapString_animate"/>animate</a>,<a href="#BitmapString_clear"/>clear</a>,<a href="#BitmapString_destroy"/>destroy</a>,<a href="#BitmapString_getImageLocation"/>getImageLocation</a>,<a href="#BitmapString_getView"/>getView</a>,<a href="#BitmapString_moveTo"/>moveTo</a>,<a href="#BitmapString_new"/>new</a>,<a href="#BitmapString_removeSelf"/>removeSelf</a>,<a href="#BitmapString_setAnchor"/>setAnchor</a>,<a href="#BitmapString_setAnimationRate"/>setAnimationRate</a>,<a href="#BitmapString_setDirection"/>setDirection</a>,<a href="#BitmapString_setEncoding"/>setEncoding</a>,<a href="#BitmapString_setFont"/>setFont</a>,<a href="#BitmapString_setFontSize"/>setFontSize</a>,<a href="#BitmapString_setImageLocation"/>setImageLocation</a>,<a href="#BitmapString_setJustification"/>setJustification</a>,<a href="#BitmapString_setModifier"/>setModifier</a>,<a href="#BitmapString_setScale"/>setScale</a>,<a href="#BitmapString_setSpacing"/>setSpacing</a>,<a href="#BitmapString_setText"/>setText</a>,<a href="#BitmapString_setTintBrackets"/>setTintBrackets</a>,<a href="#BitmapString_setTintColor"/>setTintColor</a>,<a href="#BitmapString_setVerticalSpacing"/>setVerticalSpacing</a>,<a href="#BitmapString_show"/>show</a>,<a href="#BitmapString_stop"/>stop</a></p><hr><a name="BitmapString_(constructor)"></a>
<h2>(constructor)(fontName,fontSize)</h2>
<table>
<tr><td>fontName</td><td>string</td><td>Name of font, corresponds to .fnt file.</td></tr>
<tr><td>fontSize</td><td>number</td><td>Height of font in pixels, default is current size if ommitted, DEFAULT_SIZE is actual physical font size on PNG.</td></tr>
</table>
<p>Constructor initialisation. Sets the font name and size.</p>
<a name="BitmapString_anchorMove"></a>
<a name="BitmapString_animate"></a>
<h2>animate(speedScalar)</h2>
<table>
<tr><td>speedScalar</td><td>number</td><td>Speed Scalar, defaults to 1. 3 is three times as fast.</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Turns animation on, with an optional speed scalar. This causes the 'cPos' in modifiers to change with time allowing the various animation effects. Note that if you turn animation on it creates a reference which you have to remove if you want the automatic garbage collection for Storyboard and Composer.</p>
<a name="BitmapString_applyModifiers"></a>
<a name="BitmapString_clear"></a>
<h2>clear()</h2>
<p>Clear is no longer supported, because of the need to keep references.</p>
<a name="BitmapString_destroy"></a>
<h2>destroy()</h2>
<p>Destructor. Stops animation, clears text, blanks table and finally removes itself (as it is a viewgroup mixin)</p>
<a name="BitmapString_enterFrame"></a>
<a name="BitmapString_evaluateTint"></a>
<a name="BitmapString_getImageLocation"></a>
<h2>getImageLocation(baseImage)</h2>
<table>
<tr><td>baseImage</td><td>string</td><td>Base Image name of an icon, shorn of the $ (e.g. {$fred} => "fred")</td></tr>
<tr><td>return</td><td>string</td><td>Path name of image to use (by default icons/fred.png)</td></tr>
</table>
<p>Map the image name to a file name. You can override this to get more complex images, or just use the setImageLocation method.</p>
<a name="BitmapString_getView"></a>
<h2>getView()</h2>
<table>
<tr><td>return</td><td>self</td><td></td></tr>
</table>
<p>Return the view group if you want to animate it using transition.to. The object now is the view group but this is left in for consistency. You can just remove getView() methods.</p>
<a name="BitmapString_justifyText"></a>
<a name="BitmapString_moveTo"></a>
<h2>moveTo(x,y)</h2>
<table>
<tr><td>x</td><td>number</td><td>Horizontal position</td></tr>
<tr><td>y</td><td>number</td><td>Vertictal position</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Move the view group - i.e. the font. Included for consistency, you can just assign to x,y</p>
<a name="BitmapString_new"></a>
<h2>new(...)</h2>
<table>
<tr><td>...</td><td></td><td></td></tr>
</table>
<p>We have a replacement constructor, which decorates a Corona Group with the BitmapString's methods. Note that you cannot therefore subclass BitmapString as normal, because it is a mixin.</p>
<a name="BitmapString_reformatLine"></a>
<a name="BitmapString_reformatText"></a>
<a name="BitmapString_removeSelf"></a>
<h2>removeSelf(checkCount)</h2>
<table>
<tr><td>checkCount</td><td>boolean</td><td>Instance count check</td></tr>
</table>
<p>RemoveSelf method, synonym for destroy. Cleans up. Additionally, supports a 'check' on the count of bitmap instances, if this is done this checks that all strings have been formally deleted, and thus there should be no resource loss.</p>
<a name="BitmapString_setAnchor"></a>
<h2>setAnchor(anchorX,anchorY)</h2>
<table>
<tr><td>anchorX</td><td>number</td><td>X anchor position 0->1</td></tr>
<tr><td>anchorY</td><td>number</td><td>Y anchor position 0->1</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Set the anchor position - same as Corona except it is done with a method not by assigning member variables. If you omit the parameters then it will use anchorX, anchorY as defaults.</p>
<a name="BitmapString_setAnimationRate"></a>
<h2>setAnimationRate(frequency)</h2>
<table>
<tr><td>frequency</td><td>number</td><td>updates per second of the animation rate, defaults to 15 updates per second.</td></tr>
</table>
<p>Set the animation rate - how many updates are a done a second. If this is > fps it will be fps.</p>
<a name="BitmapString_setDirection"></a>
<h2>setDirection(direction)</h2>
<table>
<tr><td>direction</td><td>number</td><td>string direction (degrees) 0,90,180,270</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Set the direction - we only support 4 main compass points, and the font is always upright.</p>
<a name="BitmapString_setEncoding"></a>
<h2>setEncoding(encoding)</h2>
<table>
<tr><td>encoding</td><td>string</td><td>unicode, utf-8 or utf8 - nil is unicode</td></tr>
</table>
<p>Set the string encoding to use. Supports unicode and utf-8. Works by overriding the SourceClass member which is used to create a SourceClass when the string is being dismantled.</p>
<a name="BitmapString_setFont"></a>
<h2>setFont(font,fontSize)</h2>
<table>
<tr><td>font</td><td>String/Reference</td><td>Font to use to create string</td></tr>
<tr><td>fontSize</td><td>number</td><td>Height of font in pixels, default is current size if ommitted, DEFAULT_SIZE is actual physical font size on PNG.</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Change the font used, optionally change its size (there is another helper to just change the size). This involves freeing and reallocating the whole font objects - if you just want to change the base size, use that helper.</p>
<a name="BitmapString_setFontSize"></a>
<h2>setFontSize(size)</h2>
<table>
<tr><td>size</td><td>number</td><td>Height of font in pixels, default is current size if ommitted, DEFAULT_SIZE is actual physical font size on PNG.</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Set the Font Size</p>
<a name="BitmapString_setImageLocation"></a>
<h2>setImageLocation(location)</h2>
<table>
<tr><td>location</td><td>string</td><td>Path name with an asterisk to be used where the name should be substituted, defaults to icon/*.png</td></tr>
</table>
<p>Set the default location for images to be used in fonts (e.g. {$icon}).</p>
<a name="BitmapString_setJustification"></a>
<h2>setJustification(justification)</h2>
<table>
<tr><td>justification</td><td>number</td><td>BitmapString.Justify.LEFT/CENTER/RIGHT</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Set multi-line justification.</p>
<a name="BitmapString_setModifier"></a>
<h2>setModifier(funcOrTable)</h2>
<table>
<tr><td>funcOrTable</td><td>String/Class/Function</td><td>a function, class or string defining how you want the bitmap font to be modified.</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Set the modifier (class, function or string) which shapes and optionally animates the string. For examples, see the main.lua file and the sample modifiers.</p>
<a name="BitmapString_setScale"></a>
<h2>setScale(xScale,yScale)</h2>
<table>
<tr><td>xScale</td><td></td><td></td></tr>
<tr><td>yScale</td><td></td><td></td></tr>
</table>
<p>SetScale is no longer supported. The effect of disproportionately scaled fonts can be achieved simply by scaling the view group. For larger fonts, increase the font size.</p>
<a name="BitmapString_setSpacing"></a>
<h2>setSpacing(spacing)</h2>
<table>
<tr><td>spacing</td><td>number</td><td>Pixels to insert between letters (or remove, can be negative)</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Allows you to adjust the spacing between letters by adding a given number of pixels.</p>
<a name="BitmapString_setText"></a>
<h2>setText(newText)</h2>
<table>
<tr><td>newText</td><td>string</td><td>Replacement text</td></tr>
<tr><td>return</td><td>BitmapString</td><td>Chain</td></tr>
</table>
<p>Set the text of the string to the new text. If it changes, it recreates the entire string,using the previous text items where possible. lines, words, characters are counted, then it is formatted around (0,0) and multi line text is justified. If text member is defined it uses that as the default, failing that it uses ""</p>
<a name="BitmapString_setTintBrackets"></a>
<h2>setTintBrackets(cStart,cEnd)</h2>
<table>
<tr><td>cStart</td><td>string</td><td>start string</td></tr>
<tr><td>cEnd</td><td>string</td><td>end string.</td></tr>
</table>
<p>Set the bounding strings for tint definitions (defaults to { and }). These can be multiple character strings but must be standard ASCII characters.</p>
<a name="BitmapString_setTintColor"></a>
<h2>setTintColor(r,g,b)</h2>
<table>
<tr><td>r</td><td>number</td><td>Red component 0-1</td></tr>
<tr><td>g</td><td>number</td><td>Green component 0-1</td></tr>
<tr><td>b</td><td>number</td><td>Blue component 0-1</td></tr>
<tr><td>return</td><td>BitmapString</td><td>self</td></tr>
</table>
<p>Apply an overall tint to the string. This can be overridden or modified using the tint table of the modifier which itself has three fields - red, green and blue. If nothing provided, clears the default tint.</p>
<a name="BitmapString_setVerticalSpacing"></a>
<h2>setVerticalSpacing(spacing)</h2>
<table>
<tr><td>spacing</td><td>number</td><td>Pixels to insert between letters (or remove, can be negative)</td></tr>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Allows you to adjust the spacing between letters vertically. This is a scalar, so 0.5 halves the distance.</p>
<a name="BitmapString_show"></a>
<h2>show()</h2>
<table>
<tr><td>return</td><td>BitmapString</td><td>self for chaining.</td></tr>
</table>
<p>Show is a way of getting round the problems of using members rather than methods when their setting has side-effects. The method copies the anchorX, anchorY and text values in, then sets and reformats the text appropriately.</p>
<a name="BitmapString_stop"></a>
<h2>stop()</h2>
<table>
<tr><td>return</td><td>BitmapString</td><td>allows chaining.</td></tr>
</table>
<p>Turn animation off.</p>
<a name="CharacterSource"></a>
<hr><h1>CharacterSource</h1>
<p><h3>Extends Base</h3></p>
<p></p>
<p>Methods : </p><hr><a name="CharacterSource_(constructor)"></a>
<a name="CharacterSource_get"></a>
<a name="CharacterSource_getRaw"></a>
<a name="CharacterSource_isMore"></a>
<a name="CharacterSource_nextMatches"></a>
<a name="Curve"></a>
<hr><h1>Curve</h1>
<p><h3>Extends Base</h3></p>
<p></p>
<p>Methods : <a href="#Curve_curve"/>curve</a></p><hr><a name="Curve_curve"></a>
<h2>curve(curveDefinition,position)</h2>
<table>
<tr><td>curveDefinition</td><td>Modifier Descriptor</td><td>Table containing startAngle,endAngle,curveCount,formula</td></tr>
<tr><td>position</td><td>number</td><td>Position in curve 0 to 100</td></tr>
<tr><td>return</td><td>number</td><td>Value of curve (normally between 0 and 1)</td></tr>
</table>
<p>Helper function which calculates curves according to the definition - basically can take a segment of a trigonometrical curve and apply it to whatever you want, it can be repeated over a range, so you could say apply the sin curve from 0-180 5 times and get 5 'humps'</p>
<a name="JaggedModifier"></a>
<hr><h1>JaggedModifier</h1>
<p><h3>Extends Modifier</h3></p>
<p>Modifier which turns alternate characters 15 degrees in different directions</p>
<p>Methods : </p><hr><a name="JaggedModifier_modify"></a>
<a name="Modifier"></a>
<hr><h1>Modifier</h1>
<p><h3>Extends Base</h3></p>
<p>Modifiers can be functions, classes or text references to system modifiers. The modifier takes five parameters <br><ul> <li>modifier structure to modify - has xOffset, yOffset, xScale, yScale,alpha and rotation members (0,0,1,1,1,0) which it can tweak. Called for each character of the string. You can see all of them in Wobble, or just rotation in Jagged.</li> <li>cPos the character position, from 0-100 - how far along the string this is. This does not correlate to string character position, as this is changed to animate the display. It is a percentage of the text width. </li> <li>info table containing information for the modifier : elapsed - elapsed time in ms, index - position in this line, length - length of this linem lineCount, lineIndex - line number of this character, lineCount - total number of lines </li></ul></p>
<p>Methods : </p><hr><a name="ModifierStore"></a>
<hr><h1>ModifierStore</h1>
<p><h3>Extends Base</h3></p>
<p>% Modifier Store singleton - keeps an internal list of all standard modifiers</p>
<p>Methods : </p><hr><a name="ModifierStore_(constructor)"></a>
<a name="ModifierStore_get"></a>
<a name="ModifierStore_register"></a>
<a name="SimpleCurveModifier"></a>
<hr><h1>SimpleCurveModifier</h1>
<p><h3>Extends Modifier</h3></p>
<p>Modifier which changes the vertical position on a curve</p>
<p>Methods : <a href="#SimpleCurveModifier_(constructor)"/>(constructor)</a></p><hr><a name="SimpleCurveModifier_(constructor)"></a>
<h2>(constructor)(start,enda,scale,count)</h2>
<table>
<tr><td>start</td><td>number</td><td>start angle of cuve</td></tr>
<tr><td>enda</td><td>number</td><td>end angle of curve</td></tr>
<tr><td>scale</td><td>number</td><td>degree to which it affects the bitmapstring</td></tr>
<tr><td>count</td><td>number</td><td>number of segments to map onto the text</td></tr>
</table>
<p>Initialise the curve modifier</p>
<a name="SimpleCurveModifier_modify"></a>
<a name="SimpleCurveScaleModifier"></a>
<hr><h1>SimpleCurveScaleModifier</h1>
<p><h3>Extends SimpleCurveModifier</h3></p>
<p>Modifier which changes the vertical scale on a curve</p>
<p>Methods : <a href="#SimpleCurveModifier_(constructor)"/><i>(constructor)</i></a></p><hr><a name="SimpleCurveScaleModifier_modify"></a>
<a name="SimpleInverseCurveModifier"></a>
<hr><h1>SimpleInverseCurveModifier</h1>
<p><h3>Extends SimpleCurveModifier</h3></p>
<p>Extend simple Curve scale Modifier so it is inverted.</p>
<p>Methods : <a href="#SimpleCurveModifier_(constructor)"/><i>(constructor)</i></a></p><hr><a name="SimpleInverseCurveModifier_modify"></a>
<a name="SimpleInverseCurveScaleModifier"></a>
<hr><h1>SimpleInverseCurveScaleModifier</h1>
<p><h3>Extends SimpleCurveScaleModifier</h3></p>
<p>Scale but shaped the other way.</p>
<p>Methods : <a href="#SimpleCurveModifier_(constructor)"/><i>(constructor)</i></a></p><hr><a name="SimpleInverseCurveScaleModifier_modify"></a>
<a name="UTF8Source"></a>
<hr><h1>UTF8Source</h1>
<p><h3>Extends CharacterSource</h3></p>
<p>% UTF-8 Encoder. UTF-8 is only encoded to the two byte level. Overrides getRaw() to extract UFT-8 chars</p>
<p>Methods : </p><hr><a name="UTF8Source_getRaw"></a>
<a name="WobbleModifier"></a>
<hr><h1>WobbleModifier</h1>
<p><h3>Extends Modifier</h3></p>
<p>Class which wobbles the characters randomly</p>
<p>Methods : <a href="#WobbleModifier_(constructor)"/>(constructor)</a></p><hr><a name="WobbleModifier_(constructor)"></a>
<h2>(constructor)(violence)</h2>
<table>
<tr><td>violence</td><td>number</td><td>degree of wobbliness, defaults to 1.</td></tr>
</table>
<p>Constructor, sets the violence of the wobble.</p>
<a name="WobbleModifier_modify"></a>
<a name="ZoomInModifier"></a>
<hr><h1>ZoomInModifier</h1>
<p><h3>Extends ZoomOutModifier</h3></p>
<p>Modifier which zooms characters from 1->0 but the base positions don't change.</p>
<p>Methods : <a href="#ZoomOutModifier_(constructor)"/><i>(constructor)</i></a></p><hr><a name="ZoomInModifier_modify"></a>
<a name="ZoomOutModifier"></a>
<hr><h1>ZoomOutModifier</h1>
<p><h3>Extends Modifier</h3></p>
<p>Modifier which zooms characters from 0->1 but the base positions don't change.</p>
<p>Methods : <a href="#ZoomOutModifier_(constructor)"/>(constructor)</a></p><hr><a name="ZoomOutModifier_(constructor)"></a>
<h2>(constructor)(zoomTime)</h2>
<table>
<tr><td>zoomTime</td><td>number</td><td>how long the zoom takes, defaults to three seconds.</td></tr>
</table>
<p>Initialise the zoom</p>
<a name="ZoomOutModifier_modify"></a>
<hr><p><i>LUA Autodoc by Paul Robson 2014</i></p><hr></body></html>