@ts-defold/types 1.2.41 → 1.2.42

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Files changed (2) hide show
  1. package/index.d.ts +509 -6
  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 1.7.0 (bf4dc66ab5fbbafd4294d32c2797c08b630c0be5)
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+ // DEFOLD. stable version 1.8.0 (ef07c036b8f7d34f4b1d7fcc355ce46a92d2dcc8)
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  // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
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@@ -223,6 +223,338 @@ declare namespace socket {
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  // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
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+ declare namespace b2d {
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+
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+ /**
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+ * Get the Box2D body from a collision object
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+ * @param url the url to the game object collision component
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+ * @return body the body if successful. Otherwise `nil`.
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+ */
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+ export function get_body(url: url): any
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+
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+ /**
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+ * Get the Box2D world from the current collection
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+ * @return world the world if successful. Otherwise `nil`.
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+ */
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+ export function get_world(): any
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+
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+ }
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+ // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
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+
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+
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+ declare namespace b2d.body {
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+
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+ /**
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+ * Dynamic body
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+ */
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+ export let B2_DYNAMIC_BODY: any
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+
252
+ /**
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+ * Kinematic body
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+ */
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+ export let B2_KINEMATIC_BODY: any
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+
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+ /**
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+ * Static (immovable) body
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+ */
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+ export let B2_STATIC_BODY: any
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+
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+ /**
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+ * Apply an angular impulse.
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+ * @param impulse impulse the angular impulse in units of kg*m*m/s
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+ */
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+ export function apply_angular_impulse(impulse: number): void
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+
268
+ /**
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+ * Apply a force at a world point. If the force is not
270
+ * applied at the center of mass, it will generate a torque and
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+ * affect the angular velocity. This wakes up the body.
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+ * @param force the world force vector, usually in Newtons (N).
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+ * @param point the world position of the point of application.
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+ */
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+ export function apply_force(force: vmath.vector3, point: vmath.vector3): void
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+
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+ /**
278
+ * Apply a force to the center of mass. This wakes up the body.
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+ * @param force the world force vector, usually in Newtons (N).
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+ */
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+ export function apply_force_to_center(force: vmath.vector3): void
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+
283
+ /**
284
+ * Apply an impulse at a point. This immediately modifies the velocity.
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+ * It also modifies the angular velocity if the point of application
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+ * is not at the center of mass. This wakes up the body.
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+ * @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
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+ * @param point the world position of the point of application.
289
+ */
290
+ export function apply_linear_impulse(impulse: vmath.vector3, point: vmath.vector3): void
291
+
292
+ /**
293
+ * Apply a torque. This affects the angular velocity
294
+ * without affecting the linear velocity of the center of mass.
295
+ * This wakes up the body.
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+ * @param torque torque about the z-axis (out of the screen), usually in N-m.
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+ */
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+ export function apply_torque(torque: number): void
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+
300
+ /**
301
+ * Print the body representation to the log output
302
+ */
303
+ export function dump(): void
304
+
305
+ /**
306
+ * Get the angular damping of the body.
307
+ * @return damping the damping
308
+ */
309
+ export function get_angular_damping(): number
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+
311
+ /**
312
+ * Set the angular velocity.
313
+ * @param omega the new angular velocity in radians/second.
314
+ */
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+ export function get_angular_velocity(omega: number): void
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+
317
+ /**
318
+ * Get the angular velocity.
319
+ * @return velocity the angular velocity in radians/second.
320
+ */
321
+ export function get_angular_velocity(): number
322
+
323
+ /**
324
+ * Get the gravity scale of the body.
325
+ * @return scale the scale
326
+ */
327
+ export function get_gravity_scale(): number
328
+
329
+ /**
330
+ * Get the rotational inertia of the body about the local origin.
331
+ * @return inertia the rotational inertia, usually in kg-m^2.
332
+ */
333
+ export function get_inertia(): number
334
+
335
+ /**
336
+ * Get the linear damping of the body.
337
+ * @return damping the damping
338
+ */
339
+ export function get_linear_damping(): number
340
+
341
+ /**
342
+ * Get the linear velocity of the center of mass.
343
+ * @return velocity the linear velocity of the center of mass.
344
+ */
345
+ export function get_linear_velocity(): vmath.vector3
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+
347
+ /**
348
+ * Get the world linear velocity of a world point attached to this body.
349
+ * @param world_point a point in world coordinates.
350
+ * @return velocity the world velocity of a point.
351
+ */
352
+ export function get_linear_velocity_from_world_point(world_point: vmath.vector3): vmath.vector3
353
+
354
+ /**
355
+ * Get the world velocity of a local point.
356
+ * @param world_point a point in local coordinates.
357
+ * @return velocity the world velocity of a point.
358
+ */
359
+ export function get_linear_velocity_from_world_point(world_point: vmath.vector3): vmath.vector3
360
+
361
+ /**
362
+ * Get the local position of the center of mass.
363
+ * @return center Get the local position of the center of mass.
364
+ */
365
+ export function get_local_center(): vmath.vector3
366
+
367
+ /**
368
+ * Gets a local point relative to the body's origin given a world point.
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+ * @param world_point a point in world coordinates.
370
+ * @return vector the corresponding local point relative to the body's origin.
371
+ */
372
+ export function get_local_point(world_point: vmath.vector3): vmath.vector3
373
+
374
+ /**
375
+ * Gets a local vector given a world vector.
376
+ * @param world_vector a vector in world coordinates.
377
+ * @return vector the corresponding local vector.
378
+ */
379
+ export function get_local_vector(world_vector: vmath.vector3): vmath.vector3
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+
381
+ /**
382
+ * Get the total mass of the body.
383
+ * @return mass the mass, usually in kilograms (kg).
384
+ */
385
+ export function get_mass(): number
386
+
387
+ /**
388
+ * Get the next body in the world's body list.
389
+ * @return body the next body
390
+ */
391
+ export function get_next(): any
392
+
393
+ /**
394
+ * Get the world body origin position.
395
+ * @return position the world position of the body's origin.
396
+ */
397
+ export function get_position(): vmath.vector3
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+
399
+ /**
400
+ * Get the type of this body.
401
+ * @return type the body type
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+ */
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+ export function get_type(): any
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+
405
+ /**
406
+ * Get the parent world of this body.
407
+ * @return world
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+ */
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+ export function get_world(): any
410
+
411
+ /**
412
+ * Get the angle in radians.
413
+ * @return angle the current world rotation angle in radians.
414
+ */
415
+ export function get_world_center(): number
416
+
417
+ /**
418
+ * Get the world position of the center of mass.
419
+ * @return center Get the world position of the center of mass.
420
+ */
421
+ export function get_world_center(): vmath.vector3
422
+
423
+ /**
424
+ * Get the world coordinates of a point given the local coordinates.
425
+ * @param local_vector localPoint a point on the body measured relative the the body's origin.
426
+ * @return vector the same point expressed in world coordinates.
427
+ */
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+ export function get_world_point(local_vector: vmath.vector3): vmath.vector3
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+
430
+ /**
431
+ * Get the world coordinates of a vector given the local coordinates.
432
+ * @param local_vector a vector fixed in the body.
433
+ * @return vector the same vector expressed in world coordinates.
434
+ */
435
+ export function get_world_vector(local_vector: vmath.vector3): vmath.vector3
436
+
437
+ /**
438
+ * Get the active state of the body.
439
+ * @return enabled is the body active
440
+ */
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+ export function is_active(): any
442
+
443
+ /**
444
+ * Get the sleeping state of this body.
445
+ * @return enabled true if the body is awake, false if it's sleeping.
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+ */
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+ export function is_awake(): any
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+
449
+ /**
450
+ * Is this body in bullet mode
451
+ * @return enabled true if the body is in bullet mode
452
+ */
453
+ export function is_bullet(): any
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+
455
+ /**
456
+ * Does this body have fixed rotation?
457
+ * @return enabled is the rotation fixed
458
+ */
459
+ export function is_fixed_rotation(): any
460
+
461
+ /**
462
+ * Is this body allowed to sleep
463
+ * @return enabled true if the body is allowed to sleep
464
+ */
465
+ export function is_sleeping_allowed(): any
466
+
467
+ /**
468
+ * This resets the mass properties to the sum of the mass properties of the fixtures.
469
+ * This normally does not need to be called unless you called SetMassData to override
470
+ */
471
+ export function reset_mass_data(): void
472
+
473
+ /**
474
+ * Set the active state of the body. An inactive body is not
475
+ * simulated and cannot be collided with or woken up.
476
+ * If you pass a flag of true, all fixtures will be added to the
477
+ * broad-phase.
478
+ * If you pass a flag of false, all fixtures will be removed from
479
+ * the broad-phase and all contacts will be destroyed.
480
+ * Fixtures and joints are otherwise unaffected. You may continue
481
+ * to create/destroy fixtures and joints on inactive bodies.
482
+ * Fixtures on an inactive body are implicitly inactive and will
483
+ * not participate in collisions, ray-casts, or queries.
484
+ * Joints connected to an inactive body are implicitly inactive.
485
+ * An inactive body is still owned by a b2World object and remains
486
+ * in the body list.
487
+ * @param enable true if the body should be active
488
+ */
489
+ export function set_active(enable: any): void
490
+
491
+ /**
492
+ * Set the angular damping of the body.
493
+ * @param damping the damping
494
+ */
495
+ export function set_angular_damping(damping: number): void
496
+
497
+ /**
498
+ * Set the sleep state of the body. A sleeping body has very low CPU cost.
499
+ * @param enable flag set to false to put body to sleep, true to wake it.
500
+ */
501
+ export function set_awake(enable: any): void
502
+
503
+ /**
504
+ * Should this body be treated like a bullet for continuous collision detection?
505
+ * @param enable if true, the body will be in bullet mode
506
+ */
507
+ export function set_bullet(enable: any): void
508
+
509
+ /**
510
+ * Set this body to have fixed rotation. This causes the mass to be reset.
511
+ * @param enable true if the rotation should be fixed
512
+ */
513
+ export function set_fixed_rotation(enable: any): void
514
+
515
+ /**
516
+ * Set the gravity scale of the body.
517
+ * @param scale the scale
518
+ */
519
+ export function set_gravity_scale(scale: number): void
520
+
521
+ /**
522
+ * Set the linear damping of the body.
523
+ * @param damping the damping
524
+ */
525
+ export function set_linear_damping(damping: number): void
526
+
527
+ /**
528
+ * Set the linear velocity of the center of mass.
529
+ * @param velocity the new linear velocity of the center of mass.
530
+ */
531
+ export function set_linear_velocity(velocity: vmath.vector3): void
532
+
533
+ /**
534
+ * You can disable sleeping on this body. If you disable sleeping, the body will be woken.
535
+ * @param enable if false, the body will never sleep, and consume more CPU
536
+ */
537
+ export function set_sleeping_allowed(enable: any): void
538
+
539
+ /**
540
+ * Set the position of the body's origin and rotation.
541
+ * This breaks any contacts and wakes the other bodies.
542
+ * Manipulating a body's transform may cause non-physical behavior.
543
+ * @param position the world position of the body's local origin.
544
+ * @param angle the world position of the body's local origin.
545
+ */
546
+ export function set_transform(position: vmath.vector3, angle: number): void
547
+
548
+ /**
549
+ * Set the type of this body. This may alter the mass and velocity.
550
+ * @param type the body type
551
+ */
552
+ export function set_type(type: any): void
553
+
554
+ }
555
+ // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
556
+
557
+
226
558
  declare namespace crash {
227
559
 
228
560
  /**
@@ -1368,6 +1700,11 @@ declare namespace gui {
1368
1700
  */
1369
1701
  export let PROP_COLOR: any
1370
1702
 
1703
+ /**
1704
+ * euler property
1705
+ */
1706
+ export let PROP_EULER: any
1707
+
1371
1708
  /**
1372
1709
  * fill_angle property
1373
1710
  */
@@ -1459,6 +1796,7 @@ declare namespace gui {
1459
1796
 
1460
1797
  - `"position"`
1461
1798
  - `"rotation"`
1799
+ - `"euler"`
1462
1800
  - `"scale"`
1463
1801
  - `"color"`
1464
1802
  - `"outline"`
@@ -1472,6 +1810,7 @@ The following property constants are defined equaling the corresponding property
1472
1810
 
1473
1811
  - `gui.PROP_POSITION`
1474
1812
  - `gui.PROP_ROTATION`
1813
+ - `gui.PROP_EULER`
1475
1814
  - `gui.PROP_SCALE`
1476
1815
  - `gui.PROP_COLOR`
1477
1816
  - `gui.PROP_OUTLINE`
@@ -1508,6 +1847,7 @@ with a custom curve. See the animation guide for more information.
1508
1847
 
1509
1848
  - `"position"`
1510
1849
  - `"rotation"`
1850
+ - `"euler"`
1511
1851
  - `"scale"`
1512
1852
  - `"color"`
1513
1853
  - `"outline"`
@@ -1558,6 +1898,31 @@ with a custom curve. See the animation guide for more information.
1558
1898
  */
1559
1899
  export function delete_texture(texture: string | hash): void
1560
1900
 
1901
+ /**
1902
+ * Instead of using specific getters such as gui.get_position or gui.get_scale,
1903
+ * you can use gui.get instead and supply the property as a string or a hash.
1904
+ * While this function is similar to go.get, there are a few more restrictions
1905
+ * when operating in the gui namespace. Most notably, only these propertie identifiers are supported:
1906
+ *
1907
+ * - `"position"`
1908
+ * - `"rotation"`
1909
+ * - `"euler"`
1910
+ * - `"scale"`
1911
+ * - `"color"`
1912
+ * - `"outline"`
1913
+ * - `"shadow"`
1914
+ * - `"size"`
1915
+ * - `"fill_angle"` (pie)
1916
+ * - `"inner_radius"` (pie)
1917
+ * - `"slice9"` (slice9)
1918
+ *
1919
+ * The value returned will either be a vmath.vector4 or a single number, i.e getting the "position"
1920
+ * property will return a vec4 while getting the "position.x" property will return a single value.
1921
+ * @param node node to get the property for
1922
+ * @param property the property to retrieve
1923
+ */
1924
+ export function get(node: node, property: any): void
1925
+
1561
1926
  /**
1562
1927
  * Returns the adjust mode of a node.
1563
1928
  * The adjust mode defines how the node will adjust itself to screen
@@ -1652,6 +2017,14 @@ with a custom curve. See the animation guide for more information.
1652
2017
  */
1653
2018
  export function get_color(node: node): vmath.vector4
1654
2019
 
2020
+ /**
2021
+ * Returns the rotation of the supplied node.
2022
+ * The rotation is expressed in degree Euler angles.
2023
+ * @param node node to get the rotation from
2024
+ * @return rotation node rotation
2025
+ */
2026
+ export function get_euler(node: node): vmath.vector3
2027
+
1655
2028
  /**
1656
2029
  * Returns the sector angle of a pie node.
1657
2030
  * @param node node from which to get the fill angle
@@ -1841,11 +2214,11 @@ with a custom curve. See the animation guide for more information.
1841
2214
 
1842
2215
  /**
1843
2216
  * Returns the rotation of the supplied node.
1844
- * The rotation is expressed in degree Euler angles.
2217
+ * The rotation is expressed as a quaternion
1845
2218
  * @param node node to get the rotation from
1846
2219
  * @return rotation node rotation
1847
2220
  */
1848
- export function get_rotation(node: node): vmath.vector3
2221
+ export function get_rotation(node: node): vmath.quaternion
1849
2222
 
1850
2223
  /**
1851
2224
  * Returns the scale of the supplied node.
@@ -2137,6 +2510,36 @@ the new state of the emitter:
2137
2510
  */
2138
2511
  export function screen_to_local(node: node, screen_position: vmath.vector3): vmath.vector3
2139
2512
 
2513
+ /**
2514
+ * Instead of using specific setteres such as gui.set_position or gui.set_scale,
2515
+ * you can use gui.set instead and supply the property as a string or a hash.
2516
+ * While this function is similar to go.get and go.set, there are a few more restrictions
2517
+ * when operating in the gui namespace. Most notably, only these propertie identifiers are supported:
2518
+ *
2519
+ * - `"position"`
2520
+ * - `"rotation"`
2521
+ * - `"euler"`
2522
+ * - `"scale"`
2523
+ * - `"color"`
2524
+ * - `"outline"`
2525
+ * - `"shadow"`
2526
+ * - `"size"`
2527
+ * - `"fill_angle"` (pie)
2528
+ * - `"inner_radius"` (pie)
2529
+ * - `"slice9"` (slice9)
2530
+ *
2531
+ * The value to set must either be a vmath.vector4, vmath.vector3, vmath.quat or a single number and depends on the property name you want to set.
2532
+ * I.e when setting the "position" property, you need to use a vmath.vector4 and when setting a single component of the property,
2533
+ * such as "position.x", you need to use a single value.
2534
+ * Note: When setting the rotation using the "rotation" property, you need to pass in a vmath.quat. This behaviour is different than from the gui.set_rotation function,
2535
+ * the intention is to move new functionality closer to go namespace so that migrating between gui and go is easier. To set the rotation using degrees instead,
2536
+ * use the "euler" property instead. The rotation and euler properties are linked, changing one of them will change the backing data of the other.
2537
+ * @param node node to set the property for
2538
+ * @param property the property to set
2539
+ * @param value the property to set
2540
+ */
2541
+ export function set(node: node, property: any, value: number | vmath.vector4 | vmath.vector3 | vmath.quaternion): void
2542
+
2140
2543
  /**
2141
2544
  * Sets the adjust mode on a node.
2142
2545
  * The adjust mode defines how the node will adjust itself to screen
@@ -2240,6 +2643,14 @@ the new state of the emitter:
2240
2643
  */
2241
2644
  export function set_enabled(node: node, enabled: boolean): void
2242
2645
 
2646
+ /**
2647
+ * Sets the rotation of the supplied node.
2648
+ * The rotation is expressed in degree Euler angles.
2649
+ * @param node node to set the rotation for
2650
+ * @param rotation new rotation
2651
+ */
2652
+ export function set_euler(node: node, rotation: vmath.vector3 | vmath.vector4): void
2653
+
2243
2654
  /**
2244
2655
  * Set the sector angle of a pie node.
2245
2656
  * @param node node to set the fill angle for
@@ -2406,11 +2817,11 @@ the new state of the emitter:
2406
2817
 
2407
2818
  /**
2408
2819
  * Sets the rotation of the supplied node.
2409
- * The rotation is expressed in degree Euler angles.
2820
+ * The rotation is expressed as a quaternion
2410
2821
  * @param node node to set the rotation for
2411
2822
  * @param rotation new rotation
2412
2823
  */
2413
- export function set_rotation(node: node, rotation: vmath.vector3 | vmath.vector4): void
2824
+ export function set_rotation(node: node, rotation: vmath.quaternion | vmath.vector4): void
2414
2825
 
2415
2826
  /**
2416
2827
  * Sets the scaling of the supplied node.
@@ -4341,7 +4752,7 @@ declare namespace resource {
4341
4752
  * Note that releasing a resource essentially means decreasing the reference count of that resource,
4342
4753
  * and not necessarily that it will be deleted.
4343
4754
  * @param path The path to the resource.
4344
- * @param table A table containing info about how to create the texture. Supported entries:
4755
+ * @param table A table containing info about how to create the atlas. Supported entries:
4345
4756
 
4346
4757
 
4347
4758
 
@@ -4417,6 +4828,12 @@ A list of the geometries that should map to the texture data. Supports the follo
4417
4828
 
4418
4829
 
4419
4830
 
4831
+ `id`
4832
+ The name of the geometry. Used when matching animations between multiple atlases
4833
+
4834
+
4835
+
4836
+
4420
4837
  `vertices`
4421
4838
  a list of the vertices in texture space of the geometry in the form {px0, py0, px1, py1, ..., pxn, pyn}
4422
4839
 
@@ -4542,6 +4959,85 @@ Creating an empty texture with no buffer data is not supported as a core feature
4542
4959
  */
4543
4960
  export function create_texture(path: string, table: any, buffer?: buffer): hash
4544
4961
 
4962
+ /**
4963
+ * Creates a new texture resource that can be used in the same way as any texture created during build time.
4964
+ * The path used for creating the texture must be unique, trying to create a resource at a path that is already
4965
+ * registered will trigger an error. If the intention is to instead modify an existing texture, use the resource.set_texture
4966
+ * function. Also note that the path to the new texture resource must have a '.texturec' extension,
4967
+ * meaning "/path/my_texture" is not a valid path but "/path/my_texture.texturec" is.
4968
+ * If the texture is created without a buffer, the pixel data will be blank.
4969
+ * The difference between the async version and resource.create_texture is that the texture data will be uploaded
4970
+ * in a graphics worker thread. The function will return a resource immediately that contains a 1x1 blank texture which can be used
4971
+ * immediately after the function call. When the new texture has been uploaded, the initial blank texture will be deleted and replaced with the
4972
+ * new texture. Be careful when using the initial texture handle handle as it will not be valid after the upload has finished.
4973
+ * @param path The path to the resource.
4974
+ * @param table
4975
+ A table containing info about how to create the texture. Supported entries:
4976
+ `type`
4977
+ The texture type. Supported values:
4978
+
4979
+
4980
+ - `resource.TEXTURE_TYPE_2D`
4981
+ - `resource.TEXTURE_TYPE_CUBE_MAP`
4982
+
4983
+
4984
+ `width`
4985
+ The width of the texture (in pixels). Must be larger than 0.
4986
+ `height`
4987
+ The width of the texture (in pixels). Must be larger than 0.
4988
+ `format`
4989
+ The texture format, note that some of these formats might not be supported by the running device. Supported values:
4990
+
4991
+
4992
+ - `resource.TEXTURE_FORMAT_LUMINANCE`
4993
+ - `resource.TEXTURE_FORMAT_RGB`
4994
+ - `resource.TEXTURE_FORMAT_RGBA`
4995
+
4996
+ These constants might not be available on the device:
4997
+
4998
+ - `resource.TEXTURE_FORMAT_RGB_PVRTC_2BPPV1`
4999
+ - `resource.TEXTURE_FORMAT_RGB_PVRTC_4BPPV1`
5000
+ - `resource.TEXTURE_FORMAT_RGBA_PVRTC_2BPPV1`
5001
+ - `resource.TEXTURE_FORMAT_RGBA_PVRTC_4BPPV1`
5002
+ - `resource.TEXTURE_FORMAT_RGB_ETC1`
5003
+ - `resource.TEXTURE_FORMAT_RGBA_ETC2`
5004
+ - `resource.TEXTURE_FORMAT_RGBA_ASTC_4x4`
5005
+ - `resource.TEXTURE_FORMAT_RGB_BC1`
5006
+ - `resource.TEXTURE_FORMAT_RGBA_BC3`
5007
+ - `resource.TEXTURE_FORMAT_R_BC4`
5008
+ - `resource.TEXTURE_FORMAT_RG_BC5`
5009
+ - `resource.TEXTURE_FORMAT_RGBA_BC7`
5010
+ - `resource.TEXTURE_FORMAT_RGB16F`
5011
+ - `resource.TEXTURE_FORMAT_RGB32F`
5012
+ - `resource.TEXTURE_FORMAT_RGBA16F`
5013
+ - `resource.TEXTURE_FORMAT_RGBA32F`
5014
+ - `resource.TEXTURE_FORMAT_R16F`
5015
+ - `resource.TEXTURE_FORMAT_RG16F`
5016
+ - `resource.TEXTURE_FORMAT_R32F`
5017
+ - `resource.TEXTURE_FORMAT_RG32F`
5018
+
5019
+ You can test if the device supports these values by checking if a specific enum is nil or not:
5020
+ `if resource.TEXTURE_FORMAT_RGBA16F ~= nil then
5021
+ -- it is safe to use this format
5022
+ end
5023
+ `
5024
+
5025
+
5026
+ `max_mipmaps`
5027
+ optional max number of mipmaps. Defaults to zero, i.e no mipmap support
5028
+ `compression_type`
5029
+ optional specify the compression type for the data in the buffer object that holds the texture data. Will only be used when a compressed buffer has been passed into the function.
5030
+ Creating an empty texture with no buffer data is not supported as a core feature. Defaults to resource.COMPRESSION_TYPE_DEFAULT, i.e no compression. Supported values:
5031
+
5032
+
5033
+ - `COMPRESSION_TYPE_DEFAULT`
5034
+ - `COMPRESSION_TYPE_BASIS_UASTC`
5035
+
5036
+ * @param buffer optional buffer of precreated pixel data
5037
+ * @return path_ The path to the resource and the request id for the async request.
5038
+ */
5039
+ export function create_texture_async(path: string, table: any, buffer?: buffer): any
5040
+
4545
5041
  /**
4546
5042
  * Constructor-like function with two purposes:
4547
5043
  *
@@ -7381,6 +7877,13 @@ declare namespace sprite {
7381
7877
  */
7382
7878
  export let size: any
7383
7879
 
7880
+ /**
7881
+ * The slice values of the sprite. The type of the property is a vector4 that corresponds to
7882
+ * the left, top, right, bottom values of the sprite in the editor.
7883
+ * It is not possible to set the slice property if the size mode of the sprite is set to auto.
7884
+ */
7885
+ export let slice: any
7886
+
7384
7887
  /**
7385
7888
  * Play an animation on a sprite component from its tile set
7386
7889
  * An optional completion callback function can be provided that will be called when
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@ts-defold/types",
3
- "version": "1.2.41",
3
+ "version": "1.2.42",
4
4
  "description": "TypeScript definitions for Defold",
5
5
  "repository": "github:ts-defold/types",
6
6
  "keywords": [