-- TEN 1.11.1.1 API
-- This file is auto-generated and for IntelliSense purposes only!
-- Any changes made here will not be reflected in the engine.
---@meta
---View module for Tomb Engine
---@class View
View = {}
---Constants for sprite align modes.
---To be used with View.DisplaySprite class.
---@enum AlignMode
AlignMode = {
---Top left alignment.
TOP_LEFT = "TOP_LEFT",
---Center top alignment.
TOP_CENTER = "TOP_CENTER",
---Top right alignment.
TOP_RIGHT = "TOP_RIGHT",
---Center left alignment.
CENTER_LEFT = "CENTER_LEFT",
---Center alignment.
CENTER = "CENTER",
---Center right alignment.
CENTER_RIGHT = "CENTER_RIGHT",
---Bottom left alignment.
BOTTOM_LEFT = "BOTTOM_LEFT",
---Center bottom alignment.
BOTTOM_CENTER = "BOTTOM_CENTER",
---Bottom right alignment.
BOTTOM_RIGHT = "BOTTOM_RIGHT",
}
---Module-prefixed alias for AlignMode
View.AlignMode = AlignMode
---Constants for the type of the Camera.
---To be used with View.GetCameraType function.
---@enum CameraType
CameraType = {
---Standard in-game camera when weapons are holstered.
NORMAL = "NORMAL",
---In-game camera when weapons are unholstered.
COMBAT = "COMBAT",
---Classic fixed camera.
FIXED = "FIXED",
---Look camera.
LOOK = "LOOK",
---Flyby or tracking camera.
FLYBY = "FLYBY",
---Binocular camera.
BINOCULARS = "BINOCULARS",
---Lasersight camera.
LASERSIGHT = "LASERSIGHT",
}
---Module-prefixed alias for CameraType
View.CameraType = CameraType
---Constants for the post-process effects to apply.
---To be used with View.SetPostProcessMode function.
---@enum PostProcessMode
PostProcessMode = {
---No postprocess effect.
NONE = "NONE",
---Black & white effect.
MONOCHROME = "MONOCHROME",
---Negative image effect.
NEGATIVE = "NEGATIVE",
---Similar to negative effect, but with different color operation.
EXCLUSION = "EXCLUSION",
}
---Module-prefixed alias for PostProcessMode
View.PostProcessMode = PostProcessMode
---Constants for display sprite scale modes.
---To be used with View.DisplaySprite class.
---@enum ScaleMode
ScaleMode = {
---Image will proportionally fit the whole image into the sprite surface.
FIT = "FIT",
---Image will scale up proportionally and crop to fill all sprite surface.
FILL = "FILL",
---Image will stretch according to sprite dimensions, not taking aspect ratio into consideration.
STRETCH = "STRETCH",
}
---Module-prefixed alias for ScaleMode
View.ScaleMode = ScaleMode
---Represents the anchor points of a display element.
---@class DisplayAnchors
---@field TOP_LEFT Vec2 # Top-left anchor point in percent.
---@field TOP_CENTER Vec2 # Center-top anchor point in percent.
---@field TOP_RIGHT Vec2 # Top-right anchor point in percent.
---@field CENTER_LEFT Vec2 # Center-left anchor point in percent.
---@field CENTER Vec2 # Center anchor point in percent.
---@field CENTER_RIGHT Vec2 # Center-right anchor point in percent.
---@field BOTTOM_LEFT Vec2 # Bottom-left anchor point in percent.
---@field BOTTOM_CENTER Vec2 # Bottom-center anchor point in percent.
---@field BOTTOM_RIGHT Vec2 # Bottom-right anchor point in percent.
DisplayAnchors = {}
---Module-prefixed alias for DisplayAnchors
View.DisplayAnchors = DisplayAnchors
---Metafunction.
---Use tostring(anchors).
---@param This DisplayAnchors # DisplayAnchors.
---@return string # A string showing all anchor points.
function DisplayAnchors:__tostring(This) end
---Constructor for DisplayAnchors
---@return DisplayAnchors # A new DisplayAnchors object.
function DisplayAnchors.new() end
---Constructor for View.DisplayAnchors
---@return DisplayAnchors # A new DisplayAnchors object.
function View.DisplayAnchors.new() end
---Constructor for DisplayAnchors (alias for DisplayAnchors.new)
---@return DisplayAnchors # A new DisplayAnchors object.
function DisplayAnchors() end
---Constructor for View.DisplayAnchors (alias for View.DisplayAnchors.new)
---@return DisplayAnchors # A new DisplayAnchors object.
function View.DisplayAnchors() end
---Represents a display item.
---Display item is a 3D model of any object available in the level that can be drawn in 2D screen space.
---@class DisplayItem
DisplayItem = {}
---Module-prefixed alias for DisplayItem
View.DisplayItem = DisplayItem
---Set the ambient color for all display items.
---@param color Color # New ambient color for all display items.
function DisplayItem.SetAmbientLight(color) end
---Set the camera location.
---This single camera is used for all display items.
---@param pos Vec3 # New camera position.
---@param disableInterpolation boolean? # Disable interpolation to allow snap movements. (default: `false`)
function DisplayItem.SetCameraPosition(pos, disableInterpolation) end
---Set the camera target location.
---@param pos Vec3 # New target camera position.
---@param disableInterpolation boolean? # Disable interpolation to allow snap movements. (default: `false`)
function DisplayItem.SetTargetPosition(pos, disableInterpolation) end
---Set the field of view for all display items.
---@param fov number? # Field of view angle in degrees (clamped to [10, 170]). (default: `80`)
---@param disableInterpolation boolean? # Disable interpolation to allow snap movements. (default: `false`)
function DisplayItem.SetFOV(fov, disableInterpolation) end
---Get the ambient color of all the display items.
---@return Color # Ambient color.
function DisplayItem.GetAmbientLight() end
---Get the camera position.
---This single camera is used for all display items.
---@return Vec3 # Camera position for all display items.
function DisplayItem.GetCameraPosition() end
---Get the position of the camera target.
---@return Vec3 # The camera target position for all of the display items.
function DisplayItem.GetTargetPosition() end
---Get field of view angle for display items.
---@return number # Current FOV angle in degrees.
function DisplayItem.GetFOV() end
---Reset the camera position, camera target position, and field of view.
function DisplayItem.ResetCamera() end
---Create a DisplayItem object.
---@param objectID ObjID # Slot object ID.
---@param pos Vec3? # Position in 3D display space. (default: `Vec3(0, 0, 0)`)
---@param rot Rotation? # Rotation on the XYZ axes. (default: `Rotation(0, 0, 0)`)
---@param scale Vec3? # Visual scale. (default: `Vec3(1, 1, 1)`)
---@param meshBits integer? # Packed meshbits. (optional)
---@return DisplayItem # A new DisplayItem object.
function DisplayItem.new(objectID, pos, rot, scale, meshBits) end
---Create a DisplayItem object.
---@param objectID ObjID # Slot object ID.
---@param pos Vec3? # Position in 3D display space. (default: `Vec3(0, 0, 0)`)
---@param rot Rotation? # Rotation on the XYZ axes. (default: `Rotation(0, 0, 0)`)
---@param scale Vec3? # Visual scale. (default: `Vec3(1, 1, 1)`)
---@param meshBits integer? # Packed meshbits. (optional)
---@return DisplayItem # A new DisplayItem object.
function View.DisplayItem.new(objectID, pos, rot, scale, meshBits) end
---Change the display item's object ID.
---@param objectID ObjID # New slot object ID.
function DisplayItem:SetObjectID(objectID) end
---Set the display item's position.
---@param pos Vec3 # New position.
---@param disableInterpolation boolean? # Disable interpolation to allow snap movements. (default: `false`)
function DisplayItem:SetPosition(pos, disableInterpolation) end
---Set the display item's rotation.
---@param rot Rotation # New rotation.
---@param disableInterpolation boolean? # Disable interpolation to allow snap movements. (default: `false`)
function DisplayItem:SetRotation(rot, disableInterpolation) end
---Set the display item's scale.
---@param scale Vec3 # New scale.
---@param disableInterpolation boolean? # Disable interpolation to allow snap movements. (default: `false`)
function DisplayItem:SetScale(scale, disableInterpolation) end
---Set the display item's color.
---@param color Color # New color.
---@param disableInterpolation boolean? # Disable interpolation to allow snap color changes. (default: `false`)
function DisplayItem:SetColor(color, disableInterpolation) end
---Set the packed mesh bits for the display item.
---Mesh bits represent the visibility of every mesh in a given display item.
---Can be used in advanced workflows, such as drawing a revolver with or without a lasersight.
---@param meshBits integer # Packed MeshBits to be set.
function DisplayItem:SetMeshBits(meshBits) end
---Make the specified mesh of a display item visible or invisible.
---@param meshIndex integer # Mesh index.
---@param isVisible boolean # True to set visible, false to set invisible.
function DisplayItem:SetMeshVisible(meshIndex, isVisible) end
---Set the display item's joint rotation.
---@param meshIndex integer # Joint index..
---@param rot Rotation # New rotation.
---@param disableInterpolation boolean? # Disables interpolation to allow for snap movements. (default: `false`)
function DisplayItem:SetJointRotation(meshIndex, rot, disableInterpolation) end
---Set the animation number of a display item.
---@param animNumber integer # Animation number to set.
function DisplayItem:SetAnim(animNumber) end
---Set the frame number of a display item's current animation.
---This will set the specified animation to the given frame.
---The number of frames in an animation can be seen under the heading "End frame" in the WadTool animation editor.
---@param frameNumber integer # Frame number to set.
function DisplayItem:SetFrame(frameNumber) end
---Retrieve the object ID from a display item.
---@return ObjID # Slot object ID.
---@return nil # If the display item does not exist.
function DisplayItem:GetObjectID() end
---Get the display item's position.
---@return Vec3 # Position.
---@return nil # If the display item does not exist.
function DisplayItem:GetPosition() end
---Get the display item's rotation.
---@return Rotation # Rotation.
---@return nil # If the display item does not exist.
function DisplayItem:GetRotation() end
---Get the display item's scale.
---@return number # Scale.
---@return nil # If the display item does not exist.
function DisplayItem:GetScale() end
---Get the display item's color.
---@return Color # Color.
---@return nil # If the display item does not exist.
function DisplayItem:GetColor() end
---Get the visibility state of a specified mesh in the display item.
---@param index integer # Index of a mesh.
---@return boolean # Visibility status.
---@return boolean # False if the display item does not exist.
function DisplayItem:GetMeshVisible(index) end
---Get the display item's joint rotation.
---@param meshIndex integer # Index of the joint to check.
---@return Rotation # Joint rotation.
---@return nil # If the display item does not exist.
function DisplayItem:GetJointRotation(meshIndex) end
---Get the current animation number of a display item.
---This corresponds to the number shown in the item's animation list in WadTool.
---@return integer # Active animation number.
---@return nil # If the display item does not exist.
function DisplayItem:GetAnim() end
---Get the current frame number of the active animation of a display item.
---@return integer # Current frame number of the active animation.
---@return nil # If the display item does not exist.
function DisplayItem:GetFrame() end
---Get the end frame number of the display item's active animation.
---This is the "End Frame" set in WadTool for the animation.().
---@return integer # End frame number of the active animation.
---@return nil # If the display item does not exist.
function DisplayItem:GetEndFrame() end
---Get the projected 2D bounding box of the display item.
---Projects the display item into display space and returns two Vec2 values.
---@return Vec2 # center Projected center position in display space in percent.
---@return Vec2 # size The projected width/height in display space in percent.
---@return nil # If the display item does not exist or has no bounds.
function DisplayItem:GetBounds() end
---Draw the display item in display space for the current frame.
function DisplayItem:Draw() end
---Constructor function for DisplayItem (alias for DisplayItem.new)
---@param objectID ObjID # Slot object ID.
---@param pos Vec3? # Position in 3D display space. (default: `Vec3(0, 0, 0)`)
---@param rot Rotation? # Rotation on the XYZ axes. (default: `Rotation(0, 0, 0)`)
---@param scale Vec3? # Visual scale. (default: `Vec3(1, 1, 1)`)
---@param meshBits integer? # Packed meshbits. (optional)
---@return DisplayItem # A new DisplayItem object.
function DisplayItem(objectID, pos, rot, scale, meshBits) end
---Constructor function for View.DisplayItem (alias for View.DisplayItem.new)
---@param objectID ObjID # Slot object ID.
---@param pos Vec3? # Position in 3D display space. (default: `Vec3(0, 0, 0)`)
---@param rot Rotation? # Rotation on the XYZ axes. (default: `Rotation(0, 0, 0)`)
---@param scale Vec3? # Visual scale. (default: `Vec3(1, 1, 1)`)
---@param meshBits integer? # Packed meshbits. (optional)
---@return DisplayItem # A new DisplayItem object.
function View.DisplayItem(objectID, pos, rot, scale, meshBits) end
---Represents a display sprite.
---@class DisplaySprite
DisplaySprite = {}
---Module-prefixed alias for DisplaySprite
View.DisplaySprite = DisplaySprite
---Create a DisplaySprite object.
---@param objectID ObjID # ID of the sprite sequence object.
---@param index integer # Index of the sprite in the sequence.
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. (default: `Color(255, 255, 255)`)
---@return DisplaySprite # A new DisplaySprite object.
function DisplaySprite.new(objectID, index, pos, rot, scale, color) end
---Create a DisplaySprite object.
---@param objectID ObjID # ID of the sprite sequence object.
---@param index integer # Index of the sprite in the sequence.
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. (default: `Color(255, 255, 255)`)
---@return DisplaySprite # A new DisplaySprite object.
function View.DisplaySprite.new(objectID, index, pos, rot, scale, color) end
---Create a DisplaySprite object with a video image.
---Video should be played using View.PlayVideo function in a background mode.
---If no video is played, sprite will not show.
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. __Default: Color(255, 255, 255, 255)__ (optional)
---@return DisplaySprite # A new DisplaySprite object with attached video image.
function DisplaySprite.new(pos, rot, scale, color) end
---Create a DisplaySprite object with a video image.
---Video should be played using View.PlayVideo function in a background mode.
---If no video is played, sprite will not show.
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. __Default: Color(255, 255, 255, 255)__ (optional)
---@return DisplaySprite # A new DisplaySprite object with attached video image.
function View.DisplaySprite.new(pos, rot, scale, color) end
---Get the object ID of the sprite sequence object used by the display sprite.
---@return ObjID # Sprite sequence object ID.
function DisplaySprite:GetObjectID() end
---Get the sprite ID in the sprite sequence object used by the display sprite.
---@return integer # Sprite ID in the sprite sequence object. Value __-1__ means that it is a background video, played using View.PlayVideo.
function DisplaySprite:GetSpriteID() end
---Get the display position of the display sprite in percent.
---@return Vec2 # Display position in percent.
function DisplaySprite:GetPosition() end
---Get the rotation of the display sprite in degrees.
---@return number # Rotation in degrees.
function DisplaySprite:GetRotation() end
---Get the horizontal and vertical scale of the display sprite in percent.
---@return Vec2 # Horizontal and vertical scale in percent.
function DisplaySprite:GetScale() end
---Get the color of the display sprite.
---@return Color # Color.
function DisplaySprite:GetColor() end
---Get the anchors of the display sprite.
---Anchors are the vertices of the display sprite, which can be used to position other objects relative to it.
---@param alignMode AlignMode? # Alignment mode. (default: `DisplaySpriteAlignMode.Center`)
---@param scaleMode ScaleMode? # Scaling mode. (default: `DisplaySpriteScaleMode.Fit`)
---@return DisplayAnchors # An object containing the anchor points of the display sprite.
The object contains the following fields:
- `TOP_LEFT`
- `TOP_CENTER`
- `TOP_RIGHT`
- `CENTER_LEFT`
- `CENTER`
- `CENTER_RIGHT`
- `BOTTOM_RIGHT`
- `BOTTOM_CENTER`
- `BOTTOM_LEFT`
function DisplaySprite:GetAnchors(alignMode, scaleMode) end
---Set the sprite sequence object ID used by the display sprite.
---@param objectID ObjID # New sprite sequence object ID.
function DisplaySprite:SetObjectID(objectID) end
---Set the sprite ID in the sprite sequence object used by the display sprite.
---@param spriteID integer # New sprite ID in the sprite sequence object.
function DisplaySprite:SetSpriteID(spriteID) end
---Set the display position of the display sprite in percent.
---@param position Vec2 # New display position in percent.
function DisplaySprite:SetPosition(position) end
---Set the rotation of the display sprite in degrees.
---@param rotation number # New rotation in degrees.
function DisplaySprite:SetRotation(rotation) end
---Set the horizontal and vertical scale of the display sprite in percent.
---@param scale Vec2 # New horizontal and vertical scale in percent.
function DisplaySprite:SetScale(scale) end
---Set the color of the display sprite.
---@param color Color # New color.
function DisplaySprite:SetColor(color) end
---Draw the display sprite in display space for the current frame.
---@param priority integer? # Draw priority. Can be thought of as a layer, with higher values having precedence. Negative values will draw sprite above strings, while positive values will draw it under. (default: `0`)
---@param alignMode AlignMode? # Align mode interpreting an offset from the sprite's position. (default: `View.AlignMode.CENTER`)
---@param scaleMode ScaleMode? # Scale mode interpreting the display sprite's horizontal and vertical scale. (default: `View.ScaleMode.FIT`)
---@param blendMode BlendID? # Blend mode. (default: `Effects.BlendID.ALPHABLEND`)
function DisplaySprite:Draw(priority, alignMode, scaleMode, blendMode) end
---Constructor function for DisplaySprite (alias for DisplaySprite.new)
---@param objectID ObjID # ID of the sprite sequence object.
---@param index integer # Index of the sprite in the sequence.
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. (default: `Color(255, 255, 255)`)
---@return DisplaySprite # A new DisplaySprite object.
function DisplaySprite(objectID, index, pos, rot, scale, color) end
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. __Default: Color(255, 255, 255, 255)__ (optional)
---@return DisplaySprite # A new DisplaySprite object with attached video image.
function DisplaySprite(pos, rot, scale, color) end
---Constructor function for View.DisplaySprite (alias for View.DisplaySprite.new)
---@param objectID ObjID # ID of the sprite sequence object.
---@param index integer # Index of the sprite in the sequence.
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. (default: `Color(255, 255, 255)`)
---@return DisplaySprite # A new DisplaySprite object.
function View.DisplaySprite(objectID, index, pos, rot, scale, color) end
---@param pos Vec2 # Display position in percent.
---@param rot number # Rotation in degrees.
---@param scale Vec2 # Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
---@param color Color? # Color. __Default: Color(255, 255, 255, 255)__ (optional)
---@return DisplaySprite # A new DisplaySprite object with attached video image.
function View.DisplaySprite(pos, rot, scale, color) end
---Do a full-screen fade-in from black.
---@param speed number? # Speed in units per second. A value of 1 will make the fade take one second. (default: `1`)
function View.FadeIn(speed) end
---Do a full-screen fade-to-black.
---The screen will remain black until a call to FadeIn.
---@param speed number? # Speed in units per second. A value of 1 will make the fade take one second. (default: `1`)
function View.FadeOut(speed) end
---Animate black cinematic bars in from the top and bottom of the game window.
---@param height number? # Percentage of the screen to be covered. (default: `30`)
---@param speed number? # Speed in units per second. A value of 1 will make the animation take one second. (default: `1`)
function View.SetCineBars(height, speed) end
---Set field of view.
---@param angle number # Angle in degrees (clamped to [10, 170]).
function View.SetFOV(angle) end
---Get field of view.
---@return number # Current FOV angle in degrees.
function View.GetFOV() end
---Shows the mode of the game camera.
---@return CameraType # Value used by the game camera.
function View.GetCameraType() end
---Gets current camera position.
---@return Vec3 # Current camera position.
function View.GetCameraPosition() end
---Gets current camera target.
---@return Vec3 # Current camera target.
function View.GetCameraTarget() end
---Gets current room where camera is positioned.
---@return Room # Current room of the camera.
function View.GetCameraRoom() end
---Sets the post-process effect mode, like negative or monochrome.
---@param effect PostProcessMode # Effect type to set.
function View.SetPostProcessMode(effect) end
---Sets the post-process effect strength.
---@param strength number? # How strong the effect is. (default: `1`)
function View.SetPostProcessStrength(strength) end
---Sets the post-process tint.
---@param tint Color # value to use.
function View.SetPostProcessTint(tint) end
---Play a video file.
---File should be placed in the `FMV` folder.
---@param fileName string # Video file name. Can be provided without extension, if type is mp4, mkv, mov or avi.
---@param background boolean? # Play video in the background mode. In such case, video won't play in fullscreen, but must be shown using special animated texture type in Tomb Editor, or using View.DisplaySprite. (default: `false`)
---@param silent boolean? # Play video without sound. (default: `false`)
---@param loop boolean? # Play video in a loop. (default: `false`)
function View.PlayVideo(fileName, background, silent, loop) end
---Stop the currently playing video.
---Only possible if video is playing in the background mode.
function View.StopVideo() end
---Gets the currently playing video position.
---@return Time # Current video position.
function View.GetVideoPosition() end
---Sets the currently playing video position.
---@param position Time # New video position.
function View.SetVideoPosition(position) end
---Gets the dominant color for the current video frame.
---If no video is playing, returns black.
---@return Color # Dominant video color.
function View.GetVideoDominantColor() end
---Checks if video is currently playing.
---@param name string? # Video file name. If provided, checks if the currently playing video file name is the same as the provided one. (optional)
---@return boolean # True if video is currently playing.
function View.IsVideoPlaying(name) end
---Play a flyby sequence.
---@param seqID integer # Flyby sequence ID.
function View.PlayFlyby(seqID) end
---Get a flyby sequence's position at a specified progress point in percent.
---@param seqID integer # Flyby sequence ID.
---@param progress number # Progress point in percent. Clamped to [0, 100].
---@param loop boolean? # Smooth the position near start and end points, as if the sequence is looped. (optional)
---@return Vec3 # Position at the given progress point.
function View.GetFlybyPosition(seqID, progress, loop) end
---Get a flyby sequence's rotation at a specified progress point in percent.
---@param seqID integer # Flyby sequence ID.
---@param progress number # Progress point in percent. Clamped to [0, 100].
---@param loop boolean? # Smooth the position near start and end points, as if the sequence is looped. (optional)
---@return Rotation # Rotation at the given progress point.
function View.GetFlybyRotation(seqID, progress, loop) end
---Reset object camera back to Lara and deactivate object camera.
---Can be used after Objects.Moveable.AttachObjCamera.
function View.ResetObjCamera() end
---Flash screen.
---@param color Color? # Color. (default: `Color(255, 255, 255)`)
---@param speed number? # Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0]. (default: `1`)
function View.FlashScreen(color, speed) end
---Get the display resolution's aspect ratio.
---@return number # Display resolution's aspect ratio.
function View.GetAspectRatio() end
return View