@scm-js/plugin-api 1.24.0 → 1.26.0

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Files changed (2) hide show
  1. package/index.d.ts +80 -0
  2. package/package.json +1 -1
package/index.d.ts CHANGED
@@ -1141,6 +1141,15 @@ export interface MapImageOptions {
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  */
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  rect?: Rect | null;
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  }
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+ export type TestRoute = "desktop" | "folder" | "download";
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+ export interface TestMapOutcome {
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+ route: TestRoute;
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+ /** The file's name, or its full path when the desktop wrote it. */
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+ path: string;
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+ launched: boolean;
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+ /** Why the game did not start, when it was asked to. */
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+ message?: string;
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+ }
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  /** What the registry knows about a section name, sized for one map. */
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  export interface SectionKnowledge {
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  name: string;
@@ -1670,6 +1679,13 @@ export interface SaveOptions {
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  /** Drop bytes after the last section header the file could parse. */
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  dropTrailing: boolean;
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  }
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+ /** A step as the manifest remembers it. */
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+ export interface BuiltBy {
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+ /** `plugin id/step id`. */
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+ id: string;
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+ /** The step's label when it ran, for a notice about a step that is no longer there. */
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+ label: string;
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+ }
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  export interface ChangeTilesetResult {
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  from: number;
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  to: number;
@@ -2104,6 +2120,12 @@ export interface ExportOptions {
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  * an opened one), so the bytes are what Save would write unless you say otherwise.
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  */
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  saveOptions?: Partial<Omit<SaveOptions, "format">>;
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+ /**
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+ * False gives the map without its build steps (`document.buildSteps`): the scenario as the
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+ * editor holds it. By default the file is the one Save would write, steps run — except
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+ * from inside a step, where it is always the map without them.
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+ */
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+ built?: boolean;
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  }
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  /** `document.save` / `saveAs`. */
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  export interface SaveDocumentOptions {
@@ -2117,6 +2139,51 @@ export interface ChangeTilesetOptions {
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  /** Keep the tile numbers and change only ERA (what SCMDraft's switch does). */
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  keepTiles?: boolean;
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  }
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+ /** Why the map is leaving the editor: File ▸ Save (and its copies), Tools ▸ Test Map, or `document.export`. */
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+ export type BuildPurpose = "save" | "test" | "export";
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+ export interface BuildStepInput {
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+ /**
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+ * The map as Save would write it without the steps, or the step before this one's
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+ * output: an `.scx` / `.scm` archive, the archive extras inside.
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+ */
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+ map: Uint8Array;
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+ fileName: string;
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+ purpose: BuildPurpose;
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+ /** Aborted when the user chooses to save without waiting. */
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+ signal: AbortSignal;
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+ }
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+ /**
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+ * A compiler that stands between the map and the disk. The editor keeps showing the map
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+ * the user edits; whenever the map leaves — Save, Test Map, `export` — every step that
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+ * `applies` is run over the bytes, in the order the plugins were activated, and what the
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+ * last one returns is what is written. The editor stores the map as it was *before* the
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+ * steps inside the same file and gives that back on open, so a step's output (generated
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+ * triggers, a payload in the string table) never shows up in the editor.
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+ *
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+ * A step that throws, or that the user stops waiting for, does not stop a save: the map is
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+ * written without the steps and a notice says why. Test Map stops instead, since a map
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+ * without its built part is not the one to test. A bare `.chk` is never built.
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+ */
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+ export interface BuildStepSpec {
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+ /** Unique within the plugin; the file remembers `plugin id/id`. */
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+ id: string;
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+ /** What the notice says is running: "eudplib". */
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+ label: string;
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+ /** Whether the open map has anything for this step. Cheap and synchronous; false leaves Save exactly as it was. */
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+ applies(): boolean;
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+ /**
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+ * Build. Return an archive (or a bare scenario) — the editor takes the scenario and any
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+ * *new* members from it and lays the final file out with the user's save options; the
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+ * map's own members are written as they were. Throw an `Error` whose message says what
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+ * is wrong in the user's terms.
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+ */
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+ run(input: BuildStepInput): Promise<Uint8Array>;
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+ }
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+ export interface BuildStepsApi {
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+ add(spec: BuildStepSpec): Disposable;
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+ /** The steps behind the file the open map came from or was last saved to; null for a plain map. */
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+ builtBy(): BuiltBy[] | null;
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+ }
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  /**
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  * The files stored in the map archive next to `staredit\scenario.chk`: custom sounds,
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  * graphics, and anything a plugin wants to keep with the map. Names are archive paths
@@ -2309,6 +2376,18 @@ export interface DocumentApi {
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  * a map, null.
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  */
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  renderImage(options?: Partial<MapImageOptions>): Promise<Blob | null>;
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+ /**
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+ * Tools ▸ Test Map for bytes of the plugin's own — a built map that is not the open
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+ * one. On the desktop the file is written into the game's `Maps\scmJS` folder and, with
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+ * `launch` (the preference when omitted), the game is started; in a browser it is
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+ * written into the test folder the user picked once. It never downloads: a browser
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+ * with no folder answers null, so a plugin that has already saved the file says "open
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+ * it with Test Map" instead of handing out a second copy. `fileName` gets an archive's
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+ * extension if it lacks one.
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+ */
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+ test(bytes: Uint8Array, fileName: string, options?: {
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+ launch?: boolean;
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+ }): Promise<TestMapOutcome | null>;
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  /**
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  * Scenario ▸ Resize / Crop Map: a transaction outside the undo model that drops both
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  * history stacks (as the dialog does). Content keeps its place relative to `anchor`
@@ -2326,6 +2405,7 @@ export interface DocumentApi {
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  changeTileset(options: ChangeTilesetOptions): Promise<ChangeTilesetResult | null>;
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  readonly extras: ExtrasApi;
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  readonly sections: SectionsApi;
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+ readonly buildSteps: BuildStepsApi;
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  }
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  /** What a raw section edit reported: the parser's remarks about the file it produced. */
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  export interface RawEditResult {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@scm-js/plugin-api",
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- "version": "1.24.0",
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+ "version": "1.26.0",
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  "description": "Type declarations for the scmJS plugin API",
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  "license": "MIT",
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  "types": "index.d.ts",