@defold-typescript/types 0.8.4 → 0.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/api-targets.json +18 -0
- package/generated/b2d_body.d.ts +348 -0
- package/generated/buffer.d.ts +3 -0
- package/generated/camera.d.ts +236 -1
- package/generated/collectionfactory.d.ts +4 -0
- package/generated/factory.d.ts +4 -0
- package/generated/font.d.ts +81 -0
- package/generated/go.d.ts +53 -0
- package/generated/gui.d.ts +264 -49
- package/generated/html5.d.ts +17 -13
- package/generated/http.d.ts +16 -0
- package/generated/image.d.ts +24 -0
- package/generated/json.d.ts +2 -0
- package/generated/kinds/gui-script.d.ts +2 -0
- package/generated/kinds/render-script.d.ts +2 -0
- package/generated/kinds/script.d.ts +2 -0
- package/generated/model.d.ts +14 -0
- package/generated/msg.d.ts +17 -11
- package/generated/particlefx.d.ts +6 -0
- package/generated/physics.d.ts +32 -0
- package/generated/profiler.d.ts +14 -0
- package/generated/render.d.ts +109 -0
- package/generated/resource.d.ts +223 -0
- package/generated/socket.d.ts +4 -0
- package/generated/sound.d.ts +6 -0
- package/generated/sprite.d.ts +5 -0
- package/generated/sys.d.ts +136 -0
- package/generated/tilemap.d.ts +2 -0
- package/generated/timer.d.ts +3 -0
- package/generated/vmath.d.ts +109 -93
- package/generated/window.d.ts +23 -0
- package/index.d.ts +7 -0
- package/package.json +1 -1
- package/scripts/fidelity-baseline.json +18 -2
- package/scripts/regen.ts +4 -0
- package/scripts/signature-store-io.ts +18 -0
- package/scripts/sync-api-docs.ts +208 -12
- package/src/core-types.ts +4 -2
- package/src/doc-comment.ts +42 -5
- package/src/engine-globals.d.ts +2 -0
- package/src/example-store.ts +11 -7
- package/src/index.ts +18 -1
- package/src/msg-overloads.d.ts +3 -0
- package/src/signature-store.ts +20 -0
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@@ -0,0 +1,81 @@
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/** @noSelfInFile */
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import type { Hash } from "../src/core-types";
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declare global {
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/**
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* Functions, messages and properties used to manipulate font resources.
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*/
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namespace font {
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/**
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* associates a ttf resource to a .fontc file.
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*
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* @param fontc - The path to the .fontc resource
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* @param ttf - The path to the .ttf resource
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* @example
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* ```ts
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* const font_hash = hash("/assets/fonts/roboto.fontc");
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* const ttf_hash = hash("/assets/fonts/Roboto/Roboto-Bold.ttf");
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* font.add_font(font_hash, ttf_hash);
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* ```
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*/
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function add_font(fontc: string | Hash, ttf: string | Hash): void;
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/**
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* Gets information about a font, such as the associated font files
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*
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* @param fontc - The path to the .fontc resource
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* @returns the information table contains these fields:
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*
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* `path`
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* hash The path hash of the current file.
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* `fonts`
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*
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* table An array of associated font (e.g. .ttf) files. Each item is a table that contains:
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*
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* `path`
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* string The path of the font file
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* `path_hash`
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* hash The path of the font file
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*/
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function get_info(fontc: string | Hash): { path: Hash; fonts: Record<string | number, unknown>; path: string; path_hash: Hash };
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/**
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* prepopulates the font glyph cache with rasterised glyphs
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*
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* @param fontc - The path to the .fontc resource
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* @param text - The text to layout
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* @param callback - (optional) A callback function that is called after the request is finished
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*
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* `self`
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* object The current object.
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* `request_id`
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* number The request id
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* `result`
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* boolean True if request was succesful
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* `errstring`
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* string `nil` if the request was successful
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* @returns Returns the asynchronous request id
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* @example
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* ```ts
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* const font_hash = hash("/assets/fonts/roboto.fontc");
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* font.prewarm_text(font_hash, "Some text", (self, request_id, result, errstring) => {
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* // cache is warm, show the text!
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* });
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* ```
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*/
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function prewarm_text(fontc: string | Hash, text: string, callback?: (self: unknown, request_id: unknown, result: unknown, errstring: unknown) => void): number;
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/**
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* associates a ttf resource to a .fontc file
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*
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* @param fontc - The path to the .fontc resource
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* @param ttf - The path to the .ttf resource
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* @example
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* ```ts
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* const font_hash = hash("/assets/fonts/roboto.fontc");
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* const ttf_hash = hash("/assets/fonts/Roboto/Roboto-Bold.ttf");
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* font.remove_font(font_hash, ttf_hash);
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* ```
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*/
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function remove_font(fontc: string | Hash, ttf: string | Hash): void;
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}
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}
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export {};
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package/generated/go.d.ts
CHANGED
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@@ -213,22 +213,34 @@ declare global {
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* @param url - url of the game object or component having the property
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* @param property - id of the property to animate
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* @param playback - playback mode of the animation
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*
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* - `go.PLAYBACK_ONCE_FORWARD`
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*
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* - `go.PLAYBACK_ONCE_BACKWARD`
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*
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* - `go.PLAYBACK_ONCE_PINGPONG`
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*
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* - `go.PLAYBACK_LOOP_FORWARD`
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*
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* - `go.PLAYBACK_LOOP_BACKWARD`
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*
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* - `go.PLAYBACK_LOOP_PINGPONG`
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* @param to - target property value
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* @param easing - easing to use during animation. Either specify a constant, see the animation guide for a complete list, or a vmath.vector with a curve
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* @param duration - duration of the animation in seconds
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* @param delay - delay before the animation starts in seconds
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* @param complete_function - optional function to call when the animation has completed
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*
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* `self`
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*
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* object The current object.
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*
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* `url`
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*
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* url The game object or component instance for which the property is animated.
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*
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* `property`
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*
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* hash The id of the animated property.
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* @example
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* ```ts
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@@ -350,7 +362,9 @@ declare global {
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/**
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* Returns or constructs an instance identifier. The instance id is a hash
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* of the absolute path to the instance.
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*
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* - If `path` is specified, it can either be absolute or relative to the instance of the calling script.
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*
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* - If `path` is not specified, the id of the game object instance the script is attached to will be returned.
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*
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* @param path - path of the instance for which to return the id
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* Mouse movement is specifically handled and uses `nil` as its `action_id`.
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* The `action` only contains positional parameters in this case, such as x and y of the pointer.
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* Here is a brief description of the available table fields:
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*
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* Field
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* Description
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*
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* `value`
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* The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement and text input.
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*
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* `pressed`
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* If the input was pressed this frame. This is not present for mouse movement and text input.
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*
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* `released`
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* If the input was released this frame. This is not present for mouse movement and text input.
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*
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* `repeated`
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* If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement and text input.
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*
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* `x`
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* The x value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `y`
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* The y value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `screen_x`
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* The screen space x value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `screen_y`
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* The screen space y value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `dx`
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* The change in x value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `dy`
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* The change in y value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `screen_dx`
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* The change in screen space x value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `screen_dy`
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* The change in screen space y value of a pointer device, if present. This is not present for gamepad, key and text input.
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*
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* `gamepad`
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* The index of the gamepad device that provided the input. See table below about gamepad input.
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*
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* `touch`
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* List of touch input, one element per finger, if present. See table below about touch input
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*
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* `text`
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* Text input from a (virtual) keyboard or similar.
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*
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* `marked_text`
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* Sequence of entered symbols while entering a symbol combination, for example Japanese Kana.
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*
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* Gamepad specific fields:
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*
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* Field
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* Description
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*
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* `gamepad`
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* The index of the gamepad device that provided the input.
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*
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* `userid`
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* Id of the user associated with the controller. Usually only relevant on consoles.
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*
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* `gamepad_unknown`
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* True if the inout originated from an unknown/unmapped gamepad.
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*
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* `gamepad_name`
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* Name of the gamepad
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*
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* `gamepad_axis`
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* List of gamepad axis values. For raw gamepad input only.
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*
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* `gamepadhats`
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* List of gamepad hat values. For raw gamepad input only.
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*
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* `gamepad_buttons`
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* List of gamepad button values. For raw gamepad input only.
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*
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* Touch input table:
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*
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* Field
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* Description
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*
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* `id`
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* A number identifying the touch input during its duration.
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*
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* `pressed`
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* True if the finger was pressed this frame.
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*
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* `released`
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* True if the finger was released this frame.
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*
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* `tap_count`
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* Number of taps, one for single, two for double-tap, etc
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*
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* `x`
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* The x touch location.
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*
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* `y`
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* The y touch location.
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*
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* `dx`
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* The change in x value.
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*
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* `dy`
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* The change in y value.
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*
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* `acc_x`
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* Accelerometer x value (if present).
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*
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* `acc_y`
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* Accelerometer y value (if present).
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*
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* `acc_z`
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* Accelerometer z value (if present).
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*
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