﻿[DzIsKeyDown]
title = "判断按键是否按下"
description = "判断 ${按键} 是否按下"
comment = ""
category = BZ_GUI
returns = boolean
[[.args]]
type = gamekey
default = "GameKey_TriggerGameKey"

[DzFrameGetEnable]
title = "控件是否启用"
description = "${frame} 是否启用"
comment = ""
category = BZ_GUI
returns = boolean
[[.args]]
type = frame

[DzFrameGetValue]
title = "获取当前值"
description = "获取 ${frame} 当前值"
comment = "（支持Slider、SimpleStatusBar、StatusBar）"
category = BZ_GUI
returns = real
[[.args]]
type = frame

[DzIsMouseOverUI]
title = "鼠标是否在游戏内"
description = "鼠标是否在游戏内"
comment = ""
category = BZ_HW
returns = boolean

[DzIsWindowActive]
title = "判断游戏窗口是否处于活动状态"
description = "判断窗口是否处于活动状态"
comment = ""
category = BZ_HW
returns = boolean

[DzGetMouseTerrainX]
title = "获取鼠标在游戏内的坐标X"
description = "获取鼠标在游戏内的坐标X"
comment = ""
category = BZ_HW
returns = real

[DzGetMouseTerrainY]
title = "获取鼠标在游戏内的坐标Y"
description = "获取鼠标在游戏内的坐标Y"
comment = ""
category = BZ_HW
returns = real

[DzGetMouseTerrainZ]
title = "获取鼠标在游戏内的坐标Z"
description = "获取鼠标在游戏内的坐标Z"
comment = ""
category = BZ_HW
returns = real

[DzGetMouseX]
title = "获取鼠标在屏幕的坐标X"
description = "获取鼠标在屏幕的坐标X"
comment = ""
category = BZ_HW
returns = integer

[DzGetMouseY]
title = "获取鼠标在屏幕的坐标Y"
description = "获取鼠标在屏幕的坐标Y"
comment = ""
category = BZ_HW
returns = integer

[DzGetMouseXRelative]
title = "获取鼠标游戏窗口坐标X"
description = "获取鼠标游戏窗口坐标X"
comment = ""
category = BZ_HW
returns = integer

[DzGetMouseYRelative]
title = "获取鼠标游戏窗口坐标Y"
description = "获取鼠标游戏窗口坐标Y"
comment = ""
category = BZ_HW
returns = integer

[DzGetWindowWidth]
title = "获取war3窗口宽度"
description = "获取魔兽窗口宽度"
comment = ""
category = BZ_HW
returns = integer

[DzGetWindowHeight]
title = "获取魔兽窗口高度"
description = "获取魔兽窗口高度"
comment = ""
category = BZ_HW
returns = integer

[DzGetWindowX]
title = "获取魔兽窗口X坐标"
description = "获取魔兽窗口X坐标"
comment = ""
category = BZ_HW
returns = integer

[DzGetWindowY]
title = "获取魔兽窗口Y坐标"
description = "获取魔兽窗口Y坐标"
comment = ""
category = BZ_HW
returns = integer

[DzGetTriggerSyncData]
title = "事件响应 - 获取同步的数据"
description = "获取同步的数据"
comment = "响应 [同步] - 同步消息事件"
category = BZ_SYNC
returns = string

[DzGetTriggerSyncPlayer]
title = "事件响应 - 获取同步数据的玩家"
description = "获取同步数据的玩家"
comment = "响应 [同步] - 同步消息事件"
category = BZ_SYNC
returns = player

[DzGetTriggerKey]
title = "事件响应 - 获取触发的按键"
description = "获取触发的按键"
comment = "响应 [硬件] - 按键事件"
category = BZ_HW
returns = gamekey

[DzGetWheelDelta]
title = "事件响应 - 获取滚轮变化值"
description = "获取滚轮变化值"
comment = "响应 [硬件] - 鼠标滚轮事件，正负区分上下"
category = BZ_HW
returns = integer

[DzGetTriggerKeyPlayer]
title = "事件响应 - 获取触发硬件事件的玩家"
description = "获取触发硬件事件的玩家"
comment = "响应 [硬件] - 按键事件 滚轮事件 窗口大小变化事件"
category = BZ_HW
returns = player

[DzGetUnitUnderMouse]
title = "获取鼠标指向的单位"
description = "鼠标指向的单位"
comment = ""
category = BZ_HW
returns = unit

[DzGetLocale]
title = "获取客户端语言 [NEW]"
description = "获取客户端语言"
comment = "对不同语言客户端返回不同"
category = BZ_HW
returns = string

[DzGetUnitNeededXP]
title = "获取升级所需经验 [NEW]"
description = "获取单位 ${unit} 的 ${level}级 升级所需经验"
comment = ""
category = TC_UNIT
returns = integer
[[.args]]
type = string
[[.args]]
type = integer

[DzCreateFrame]
title = "新建Frame"
description = "新建Frame 名字:${frame} 父节点:${parent} ID:${Id}"
comment = "名字为fdf文件中的名字，ID默认填0。重复创建同名Frame会导致游戏退出时显示崩溃消息，如需避免可以使用Tag创建"
category = BZ_GUI
returns = frame
[[.args]]
type = string
default = "name"
[[.args]]
type = frame
default = DzGetGameUI
[[.args]]
type = integer
default = 0

[DzCreateFrameByTagName]
title = "新建Frame [Tag]"
description = "创建 类型:${type} 名字:${frame} 父节点:${parent} 模版:${template} ID:${Id}"
comment = "此处名字可以自定义，类型和模版填写fdf文件中的内容。通过此函数创建的Frame无法获取到子Frame。"
category = BZ_GUI
returns = frame
[[.args]]
type = string
default = FRAME
[[.args]]
type = string
default = "name"
[[.args]]
type = frame
default = DzGetGameUI
[[.args]]
type = string
default = "template"
[[.args]]
type = integer
default = 0

[DzFrameFindByName]
title = "获取子Frame"
description = "获取名字为 ${name} 的子Frame  ID:${Id}"
comment = "ID默认填0，同名时优先获取最后被创建的。非Simple类的Frame类型都用此函数来获取子Frame。"
category = BZ_GUI
returns = frame
[[.args]]
type = string
[[.args]]
type = integer
default = 0

[DzSimpleFrameFindByName]
title = "获取子SimpleFrame"
description = "获取名字为 ${name} 的子SimpleFrame  ID:${Id}"
comment = "ID默认填0，同名时优先获取最后被创建的。SimpleFrame为fdf中的Frame类型。"
category = BZ_GUI
returns = frame
[[.args]]
type = string
[[.args]]
type = integer
default = 0

[DzSimpleFontStringFindByName]
title = "获取子SimpleFontString"
description = "获取名字为 ${name} 的子SimpleFontString  ID:${Id}"
comment = "ID默认填0，同名时优先获取最后被创建的。SimpleFontString为fdf中的Frame类型。"
category = BZ_GUI
returns = frame
[[.args]]
type = string
[[.args]]
type = integer
default = 0

[DzSimpleTextureFindByName]
title = "获取子SimpleTexture"
description = "获取名字为 ${name} 的子SimpleTexture  ID:${Id}"
comment = "ID默认填0，同名时优先获取最后被创建的。SimpleTexture为fdf中的Frame类型。"
category = BZ_GUI
returns = frame
[[.args]]
type = string
[[.args]]
type = integer

[DzGetTriggerUIEventFrame]
title = "事件响应 - 触发的Frame"
description = "触发的Frame"
comment = ""
category = BZ_GUI
returns = frame

[DzGetTriggerUIEventPlayer]
title = "事件响应 - 获取触发ui的玩家"
description = "获取触发ui的玩家"
comment = ""
category = BZ_GUI
returns = player

[DzGetMouseFocus]
title = "鼠标所在的Frame控件指针"
description = "鼠标所在的Frame控件指针"
comment = "不是所有类型的Frame都能响应鼠标，能响应的有BUTTON，TEXT等"
category = BZ_GUI
returns = frame

[DzFrameGetPortrait]
title = "原生 - 单位大头像"
description = "单位大头像"
comment = "小地图右侧的大头像"
category = BZ_GUI
returns = frame

[DzFrameGetMinimap]
title = "原生 - 小地图"
description = "小地图"
comment = ""
category = BZ_GUI
returns = frame

[DzFrameGetCommandBarButton]
title = "原生 - 技能按钮"
description = "技能按钮:(${row}, ${calumn})"
comment = "参考物编中的技能按钮(x,y)坐标"
category = BZ_GUI
returns = frame
[[.args]]
type = integer
default = 0
[[.args]]
type = integer
default = 0

[DzFrameGetHeroBarButton]
title = "原生 - 英雄按钮"
description = "英雄按钮:${buttnoid}"
comment = "左侧的英雄头像，参数表示第N+1个英雄，索引从0开始"
category = BZ_GUI
returns = frame
[[.args]]
type = integer
default = 0

[DzFrameGetHeroHPBar]
title = "原生 - 英雄血条"
description = "英雄血条:${buttnoid}"
comment = "左侧的英雄头像下的血条，参数表示第N+1个英雄，索引从0开始"
category = BZ_GUI
returns = frame
[[.args]]
type = integer
default = 0

[DzFrameGetHeroManaBar]
title = "原生 - 英雄蓝条"
description = "英雄蓝条:${buttnoid}"
comment = "左侧的英雄头像下的蓝条，参数表示第N+1个英雄，索引从0开始"
category = BZ_GUI
returns = frame
[[.args]]
type = integer
default = 0

[DzFrameGetItemBarButton]
title = "原生 - 物品栏按钮"
description = "物品栏按钮:${buttnoid}"
comment = "索引从0开始"
category = BZ_GUI
returns = frame
[[.args]]
type = integer
default = 0

[DzFrameGetMinimapButton]
title = "原生 - 小地图按钮"
description = "小地图按钮:${buttnoid}"
comment = "小地图右侧竖排按钮，索引从0开始"
category = BZ_GUI
returns = frame
[[.args]]
type = integer
default = 0

[DzFrameGetUpperButtonBarButton]
title = "原生 - 界面按钮"
description = "界面按钮:${buttnoid}"
comment = "左上的菜单等按钮，索引从0开始"
category = BZ_GUI
returns = frame
[[.args]]
type = integer
default = 0

[DzFrameGetTooltip]
title = "原生 - 鼠标提示"
description = "鼠标提示"
comment = "鼠标移动到物品或技能按钮上显示的提示窗，初始位于技能栏上方"
category = BZ_GUI
returns = frame

[DzFrameGetChatMessage]
title = "原生 - 玩家聊天信息框"
description = "玩家聊天信息框"
comment = ""
category = BZ_GUI
returns = frame

[DzFrameGetUnitMessage]
title = "原生 - 系统消息框"
description = "系统消息框"
comment = "包含显示消息给玩家 及 显示Debug消息 等，"
category = BZ_GUI
returns = frame

[DzFrameGetTopMessage]
title = "原生 - 上方消息框"
description = "上方消息框"
comment = "高维修费用 等消息"
category = BZ_GUI
returns = frame

[DzGetGameUI]
title = "原生 - 游戏UI"
description = "游戏UI"
comment = "一般用作创建自定义UI的父节点"
category = BZ_GUI
returns = frame

[DzFrameGetText]
title = "获取 Frame 内的文字"
description = "获取 ${buttnoid} 的文字"
comment = "（支持EditBox, TextFrame, TextArea, SimpleFontString）"
category = BZ_GUI
returns = string
[[.args]]
type = frame

[DzFrameGetAlpha]
title = "获取 Frame 的 透明度(0-255)"
description = "获取 ${Frame} 的透明度"
comment = ""
category = BZ_GUI
returns = integer
[[.args]]
type = frame

[DzFrameGetTextSizeLimit]
title = "获取 Frame 的 字数限制"
description = "获取 ${frame} 的字数限制"
comment = "（支持EditBox）"
category = BZ_GUI
returns = integer
[[.args]]
type = frame

[DzFrameGetHeight]
title = "获取 Frame 的 高度 [NEW]"
description = "获取 ${frame} 的高度"
comment = ""
category = BZ_GUI
returns = real
[[.args]]
type = frame

[DzFrameGetParent]
title = "获取 Frame 的 Parent [NEW]"
description = "获取 ${frame} 的 Parent"
comment = ""
category = BZ_GUI
returns = frame
[[.args]]
type = frame

[DzFrameGetName]
title = "获取 Frame 的 名称 [NEW]"
description = "获取 ${frame} 的 名称"
comment = ""
category = BZ_GUI
returns = string
[[.args]]
type = frame

[DzGetColor]
title = "取 RGBA 色值"
description = "红色:${Red} 绿色:${Green} 蓝色:${Blue} 透明度:${Alpha}"
comment = "返回一个整数，用于设置Frame颜色"
category = BZ_GUI
returns = integer
[[.args]]
type = integer
default = "255"
min = 0
max = 255
[[.args]]
type = integer
default = "255"
min = 0
max = 255
[[.args]]
type = integer
default = "255"
min = 0
max = 255
[[.args]]
type = integer
default = "255"
min = 0
max = 255

[DzF2I]
title = "转换 Frame 为 整数"
description = "转换 ${Frame} 为 整数"
comment = ""
category = BZ_GUI
returns = integer
[[.args]]
type = frame

[DzI2F]
title = "转换 整数 为 Frame"
description = "转换 ${Integer} 为 Frame"
comment = ""
category = BZ_GUI
returns = frame
[[.args]]
type = integer

[DzK2I]
title = "转换 按键 为 整数"
description = "转换 ${Key} 为 整数"
comment = ""
category = BZ_HW
returns = integer
[[.args]]
type = gamekey

[DzI2K]
title = "转换 整数 为 按键"
description = "转换 ${Integer} 为 按键"
comment = ""
category = BZ_HW
returns = gamekey
[[.args]]
type = integer
