@ts-defold/types 1.2.13 → 1.2.16

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Files changed (2) hide show
  1. package/index.d.ts +101 -63
  2. package/package.json +1 -1
package/index.d.ts CHANGED
@@ -2,7 +2,7 @@
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  /// <reference types="lua-types/5.1" />
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  /// <reference types="typescript-to-lua/language-extensions" />
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- // DEFOLD. stable version 1.3.2 (287c945fab310c324493e08b191ee1b1538ef973)
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+ // DEFOLD. stable version 1.3.5 (28eafea5a8bfedfddc621a7cd00b39f25bd34922)
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  // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
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@@ -720,12 +720,12 @@ The id of the animated property.
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  export function animate(url: string | hash | url, property: string | hash, playback: any, to: number | vmath.vector3 | vmath.vector4 | vmath.quaternion, easing: any, duration: number, delay?: number, complete_function?: any): void
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  /**
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- * By calling this function, all stored animations of the given property will be canceled.
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+ * By calling this function, all or specified stored property animations of the game object or component will be canceled.
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  * See the properties guide for which properties can be animated and the animation guide for how to animate them.
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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 cancel
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+ * @param url url of the game object or component
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+ * @param property optional id of the property to cancel
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  */
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- export function cancel_animations(url: string | hash | url, property: string | hash): void
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+ export function cancel_animations(url: string | hash | url, property?: string | hash): void
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  /**
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  * Delete one or more game objects identified by id. Deletion is asynchronous meaning that
@@ -1875,6 +1875,14 @@ with a custom curve. See the animation guide for more information.
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  */
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  export function get_tracking(node: node): number
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+ /**
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+ * Returns `true` if a node is visible and `false` if it's not.
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+ * Invisible nodes are not rendered.
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+ * @param node node to query
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+ * @return visible whether the node is visible or not
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+ */
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+ export function get_visible(node: node): boolean
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+
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  /**
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  * Returns the scene width.
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  * @return width scene width
@@ -2429,6 +2437,13 @@ the new state of the emitter:
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  */
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  export function set_tracking(node: node, tracking: number): void
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+ /**
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+ * Set if a node should be visible or not. Only visible nodes are rendered.
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+ * @param node node to be visible or not
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+ * @param visible whether the node should be visible or not
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+ */
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+ export function set_visible(node: node, visible: boolean): void
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+
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  /**
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  * The x-anchor specifies how the node is moved when the game is run in a different resolution.
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  * @param node node to set x-anchor for
@@ -2472,8 +2487,12 @@ the new state of the emitter:
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  /**
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  * Stops the particle fx for a gui node
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  * @param node node to stop particle fx for
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+ * @param options options when stopping the particle fx. Supported options:
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+
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+ `clear`: instantly clear spawned particles
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+
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  */
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- export function stop_particlefx(node: node): void
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+ export function stop_particlefx(node: node, options: any): void
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  /**
@@ -2622,11 +2641,11 @@ See each joint type for possible properties field. The one field that is accepte
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  * Returns the group name of a collision object as a hash.
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  * @param url the collision object to return the group of.
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  * @return hash value of the group.
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- local function check_is_enemy()
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+ `local function check_is_enemy()
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  local group = physics.get_group(&quot;#collisionobject&quot;)
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  return group == hash(&quot;enemy&quot;)
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  end
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-
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+ `
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  */
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  export function get_group(url: string | hash | url): hash
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@@ -2669,12 +2688,12 @@ end
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  * @param url the collision object to check the mask of.
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  * @param group the name of the group to check for.
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  * @return boolean value of the maskbit. 'true' if present, 'false' otherwise.
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- local function is_invincible()
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+ `local function is_invincible()
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  -- check if the collisionobject would collide with the &quot;bullet&quot; group
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  local invincible = physics.get_maskbit(&quot;#collisionobject&quot;, &quot;bullet&quot;)
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  return invincible
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  end
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-
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+ `
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  */
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  export function get_maskbit(url: string | hash | url, group: string): boolean
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@@ -2728,10 +2747,10 @@ Set to `true` to return all ray cast hits. If `false`, it will only return the c
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  * a collision object in the editor.
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  * @param url the collision object affected.
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  * @param group the new group name to be assigned.
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- local function change_collision_group()
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+ `local function change_collision_group()
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  physics.set_group(&quot;#collisionobject&quot;, &quot;enemy&quot;)
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  end
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-
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+ `
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  */
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  export function set_group(url: string | hash | url, group: string): void
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@@ -2758,11 +2777,11 @@ Note: The `collide_connected` field cannot be updated/changed after a connection
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  * @param url the collision object to change the mask of.
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  * @param group the name of the group (maskbit) to modify in the mask.
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  * @param maskbit boolean value of the new maskbit. 'true' to enable, 'false' to disable.
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- local function make_invincible()
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+ `local function make_invincible()
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  -- no longer collide with the &quot;bullet&quot; group
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  physics.set_maskbit(&quot;#collisionobject&quot;, &quot;bullet&quot;, false)
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  end
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-
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+ `
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  */
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  export function set_maskbit(url: string | hash | url, group: string, maskbit: boolean): void
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@@ -2777,12 +2796,12 @@ end
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  * Collision objects tend to fall asleep when inactive for a small period of time for
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  * efficiency reasons. This function wakes them up.
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  * @param url the collision object to wake.
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- function on_input(self, action_id, action)
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+ `function on_input(self, action_id, action)
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  if action_id == hash(&quot;test&quot;) and action.pressed then
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  physics.wakeup(&quot;#collisionobject&quot;)
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  end
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  end
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-
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+ `
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  */
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  export function wakeup(url: string | hash | url): void
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@@ -2895,12 +2914,29 @@ declare namespace profiler {
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  */
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  export function get_memory_usage(): number
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2916
 
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+ /**
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+ * Send a text to the profiler
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+ * @param text the string to send to the profiler
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+ */
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+ export function log_text(text: string): void
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+
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  /**
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  * Get the number of recorded frames in the on-screen profiler ui recording buffer
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  * @return frame_count the number of recorded frames, zero if on-screen profiler is disabled
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  */
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  export function recorded_frame_count(): number
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+ /**
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+ * Starts a profile scope.
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+ * @param name The name of the scope
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+ */
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+ export function scope_begin(name: string): void
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+
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+ /**
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+ * End the current profile scope.
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+ */
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+ export function scope_end(): void
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+
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  /**
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  * Set the on-screen profile mode - run, pause, record or show peak frame
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  * @param mode the mode to set the ui profiler in
@@ -3049,6 +3085,26 @@ declare namespace render {
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  */
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  export let BLEND_ZERO: any
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+ /**
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+ *
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+ */
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+ export let BUFFER_COLOR0_BIT: any
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+
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+ /**
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+ *
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+ */
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+ export let BUFFER_COLOR1_BIT: any
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+
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+ /**
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+ *
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+ */
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+ export let BUFFER_COLOR2_BIT: any
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+
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+ /**
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+ *
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+ */
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+ export let BUFFER_COLOR3_BIT: any
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+
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  /**
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  *
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  */
@@ -3285,7 +3341,8 @@ declare namespace render {
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  export let WRAP_REPEAT: any
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  /**
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- * Clear buffers in the currently enabled render target with specified value.
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+ * Clear buffers in the currently enabled render target with specified value. If the render target has been created with multiple
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+ * color attachments, all buffers will be cleared with the same value.
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  * @param buffers table with keys specifying which buffers to clear and values set to clear values. Available keys are:
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  - `render.BUFFER_COLOR_BIT`
@@ -3395,6 +3452,14 @@ A frustum matrix used to cull renderable items. (E.g. `local frustum = proj * vi
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  - `render.BUFFER_DEPTH_BIT`
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  - `render.BUFFER_STENCIL_BIT`
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+ If the render target has been created with multiple color attachments, these buffer types can be used
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+ to enable those textures as well. Currently only 4 color attachments are supported.
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+
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+ - `render.BUFFER_COLOR0_BIT`
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+ - `render.BUFFER_COLOR1_BIT`
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+ - `render.BUFFER_COLOR2_BIT`
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+ - `render.BUFFER_COLOR3_BIT`
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+
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  */
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  export function enable_texture(unit: number, render_target: any, buffer_type: any): void
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@@ -3511,6 +3576,9 @@ A frustum matrix used to cull renderable items. (E.g. `local frustum = proj * vi
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  *
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  *
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  *
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+ * The render target can be created to support multiple color attachments. Each attachment can have different format settings and texture filters,
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+ * but attachments must be added in sequence, meaning you cannot create a render target at slot 0 and 3.
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+ * Instead it has to be created with all four buffer types ranging from [0..3] (as denoted by render.BUFFER_COLORX_BIT where 'X' is the attachment you want to create).
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  * @param name render target name
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  * @param parameters table of buffer parameters, see the description for available keys and values
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  * @return render_target new render target
@@ -4041,8 +4109,11 @@ The texture format. Supported values:
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  export function set_texture(path: hash | string, table: any, buffer: buffer): void
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  /**
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- * Stores a zip file and uses it for live update content.
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- * The path is renamed and stored in the (internal) live update location
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+ * Stores a zip file and uses it for live update content. The contents of the
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+ * zip file will be verified against the manifest to ensure file integrity.
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+ * It is possible to opt out of the resource verification using an option passed
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+ * to this function.
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+ * The path is stored in the (internal) live update location.
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  * @param path the path to the original file on disc
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  * @param callback the callback function
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  executed after the storage has completed
@@ -4052,8 +4123,12 @@ The current object.
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  `status`
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  the status of the store operation (See resource.store_manifest)
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4126
+ * @param options optional table with extra parameters. Supported entries:
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+
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+ `verify`: if archive should be verified as well as stored (defaults to true)
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+
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  */
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- export function store_archive(path: string, callback: any): void
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+ export function store_archive(path: string, callback: any, options?: any): void
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4132
 
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  /**
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  * Create a new manifest from a buffer. The created manifest is verified
@@ -4751,6 +4826,7 @@ The response data. Contains the fields:
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  `timeout`: timeout in seconds
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  `path`: path on disc where to download the file. Only overwrites the path if status is 200
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  `ignore_cache`: don't return cached data if we get a 304
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+ `chunked_transfer`: use chunked transfer encoding for https requests larger than 16kb. Defaults to true.
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4755
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  */
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  export function request(url: string, method: string, callback: any, headers?: any, post_data?: string, options?: any): void
@@ -5546,20 +5622,6 @@ declare namespace collectionproxy {
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  */
5547
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  export type async_load = "async_load"
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5624
 
5549
- /**
5550
- * return an indexed table of missing resources for a collection proxy. Each
5551
- * entry is a hexadecimal string that represents the data of the specific
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- * resource. This representation corresponds with the filename for each
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- * individual resource that is exported when you bundle an application with
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- * LiveUpdate functionality. It should be considered good practise to always
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- * check whether or not there are any missing resources in a collection proxy
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- * before attempting to load the collection proxy.
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- * @param collectionproxy the collectionproxy to check for missing
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- resources.
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- * @return resources the missing resources
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- */
5561
- export function missing_resources(collectionproxy: url): any
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-
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  /**
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  * Post this message to a collection-proxy-component to disable the referenced collection, which in turn disables the contained game objects and components.
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  */
@@ -5953,8 +6015,12 @@ the new state of the emitter:
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  * Stopping a particle FX does not remove already spawned particles.
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  * Which particle FX to stop is identified by the URL.
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  * @param url the particle fx that should stop playing
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+ * @param options Options when stopping the particle fx. Supported options:
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+
6020
+ `clear`: instantly clear spawned particles
6021
+
5956
6022
  */
5957
- export function stop(url: string | hash | url): void
6023
+ export function stop(url: string | hash | url, options: any): void
5958
6024
 
5959
6025
  }
5960
6026
  // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
@@ -6186,34 +6252,6 @@ The invoker of the callback: the sound component.
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  // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
6187
6253
 
6188
6254
 
6189
- declare namespace spine {
6190
-
6191
- /**
6192
- * This message is sent when a Spine animation has finished playing back to the script
6193
- * that started the animation.
6194
- * ⚠ No message is sent if a completion callback function was supplied
6195
- * when the animation was started. No message is sent if the animation is cancelled with
6196
- * model.cancel(). This message is sent only for animations that play with
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- * the following playback modes:
6198
- *
6199
- * - `go.PLAYBACK_ONCE_FORWARD`
6200
- * - `go.PLAYBACK_ONCE_BACKWARD`
6201
- * - `go.PLAYBACK_ONCE_PINGPONG`
6202
- *
6203
- */
6204
- export type spine_animation_done = "spine_animation_done"
6205
-
6206
- /**
6207
- * This message is sent when Spine animation playback fires events. These events
6208
- * has to be defined on the animation track in the Spine animation editor. An event
6209
- * can contain custom values expressed in the fields `integer`, `float` and `string`.
6210
- */
6211
- export type spine_event = "spine_event"
6212
-
6213
- }
6214
- // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
6215
-
6216
-
6217
6255
  declare namespace sprite {
6218
6256
 
6219
6257
  /**
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@ts-defold/types",
3
- "version": "1.2.13",
3
+ "version": "1.2.16",
4
4
  "description": "TypeScript definitions for Defold",
5
5
  "repository": "github:ts-defold/types",
6
6
  "keywords": [