@ts-defold/types 1.2.41 → 1.2.43

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Files changed (2) hide show
  1. package/index.d.ts +554 -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 (fd3b8c652df601220d8651f581fa2fada8205237)
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  // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
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@@ -223,6 +223,382 @@ 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: string | hash | 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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+
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+ /**
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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 body body
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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(body: any, impulse: number): void
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+
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+ /**
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+ * Apply a force at a world point. If the force is not
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+ * 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 body 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(body: any, force: vmath.vector3, point: vmath.vector3): void
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+
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+ /**
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+ * Apply a force to the center of mass. This wakes up the body.
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+ * @param body 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(body: any, force: vmath.vector3): void
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+
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+ /**
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+ * 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 body 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.
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+ */
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+ export function apply_linear_impulse(body: any, impulse: vmath.vector3, point: vmath.vector3): void
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+
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+ /**
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+ * Apply a torque. This affects the angular velocity
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+ * without affecting the linear velocity of the center of mass.
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+ * This wakes up the body.
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+ * @param body 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(body: any, torque: number): void
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+
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+ /**
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+ * Print the body representation to the log output
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+ * @param body body
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+ */
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+ export function dump(body: any): void
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+
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+ /**
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+ * Get the angular damping of the body.
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+ * @param body body
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+ * @return damping the damping
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+ */
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+ export function get_angular_damping(body: any): number
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+
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+ /**
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+ * Set the angular velocity.
320
+ * @param body body
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+ * @param omega the new angular velocity in radians/second.
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+ */
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+ export function get_angular_velocity(body: any, omega: number): void
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+
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+ /**
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+ * Get the angular velocity.
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+ * @param body body
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+ * @return velocity the angular velocity in radians/second.
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+ */
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+ export function get_angular_velocity(body: any): number
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+
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+ /**
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+ * Get the gravity scale of the body.
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+ * @param body body
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+ * @return scale the scale
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+ */
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+ export function get_gravity_scale(body: any): number
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+
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+ /**
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+ * Get the rotational inertia of the body about the local origin.
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+ * @param body body
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+ * @return inertia the rotational inertia, usually in kg-m^2.
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+ */
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+ export function get_inertia(body: any): number
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+
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+ /**
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+ * Get the linear damping of the body.
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+ * @param body body
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+ * @return damping the damping
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+ */
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+ export function get_linear_damping(body: any): number
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+
353
+ /**
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+ * Get the linear velocity of the center of mass.
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+ * @param body body
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+ * @return velocity the linear velocity of the center of mass.
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+ */
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+ export function get_linear_velocity(body: any): vmath.vector3
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+
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+ /**
361
+ * Get the world linear velocity of a world point attached to this body.
362
+ * @param body body
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+ * @param world_point a point in world coordinates.
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+ * @return velocity the world velocity of a point.
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+ */
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+ export function get_linear_velocity_from_world_point(body: any, world_point: vmath.vector3): vmath.vector3
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+
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+ /**
369
+ * Get the world velocity of a local point.
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+ * @param body body
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+ * @param world_point a point in local coordinates.
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+ * @return velocity the world velocity of a point.
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+ */
374
+ export function get_linear_velocity_from_world_point(body: any, world_point: vmath.vector3): vmath.vector3
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+
376
+ /**
377
+ * Get the local position of the center of mass.
378
+ * @param body body
379
+ * @return center Get the local position of the center of mass.
380
+ */
381
+ export function get_local_center(body: any): vmath.vector3
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+
383
+ /**
384
+ * Gets a local point relative to the body's origin given a world point.
385
+ * @param body body
386
+ * @param world_point a point in world coordinates.
387
+ * @return vector the corresponding local point relative to the body's origin.
388
+ */
389
+ export function get_local_point(body: any, world_point: vmath.vector3): vmath.vector3
390
+
391
+ /**
392
+ * Gets a local vector given a world vector.
393
+ * @param body body
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+ * @param world_vector a vector in world coordinates.
395
+ * @return vector the corresponding local vector.
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+ */
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+ export function get_local_vector(body: any, world_vector: vmath.vector3): vmath.vector3
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+
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+ /**
400
+ * Get the total mass of the body.
401
+ * @param body body
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+ * @return mass the mass, usually in kilograms (kg).
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+ */
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+ export function get_mass(body: any): number
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+
406
+ /**
407
+ * Get the next body in the world's body list.
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+ * @param body body
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+ * @return body the next body
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+ */
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+ export function get_next(body: any): any
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+
413
+ /**
414
+ * Get the world body origin position.
415
+ * @param body body
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+ * @return position the world position of the body's origin.
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+ */
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+ export function get_position(body: any): vmath.vector3
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+
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+ /**
421
+ * Get the type of this body.
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+ * @param body body
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+ * @return type the body type
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+ */
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+ export function get_type(body: any): any
426
+
427
+ /**
428
+ * Get the parent world of this body.
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+ * @param body body
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+ * @return world
431
+ */
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+ export function get_world(body: any): any
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+
434
+ /**
435
+ * Get the angle in radians.
436
+ * @param body body
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+ * @return angle the current world rotation angle in radians.
438
+ */
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+ export function get_world_center(body: any): number
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+
441
+ /**
442
+ * Get the world position of the center of mass.
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+ * @param body body
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+ * @return center Get the world position of the center of mass.
445
+ */
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+ export function get_world_center(body: any): vmath.vector3
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+
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+ /**
449
+ * Get the world coordinates of a point given the local coordinates.
450
+ * @param body body
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+ * @param local_vector localPoint a point on the body measured relative the the body's origin.
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+ * @return vector the same point expressed in world coordinates.
453
+ */
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+ export function get_world_point(body: any, local_vector: vmath.vector3): vmath.vector3
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+
456
+ /**
457
+ * Get the world coordinates of a vector given the local coordinates.
458
+ * @param body body
459
+ * @param local_vector a vector fixed in the body.
460
+ * @return vector the same vector expressed in world coordinates.
461
+ */
462
+ export function get_world_vector(body: any, local_vector: vmath.vector3): vmath.vector3
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+
464
+ /**
465
+ * Get the active state of the body.
466
+ * @param body body
467
+ * @return enabled is the body active
468
+ */
469
+ export function is_active(body: any): any
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+
471
+ /**
472
+ * Get the sleeping state of this body.
473
+ * @param body body
474
+ * @return enabled true if the body is awake, false if it's sleeping.
475
+ */
476
+ export function is_awake(body: any): any
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+
478
+ /**
479
+ * Is this body in bullet mode
480
+ * @param body body
481
+ * @return enabled true if the body is in bullet mode
482
+ */
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+ export function is_bullet(body: any): any
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+
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+ /**
486
+ * Does this body have fixed rotation?
487
+ * @param body body
488
+ * @return enabled is the rotation fixed
489
+ */
490
+ export function is_fixed_rotation(body: any): any
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+
492
+ /**
493
+ * Is this body allowed to sleep
494
+ * @param body body
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+ * @return enabled true if the body is allowed to sleep
496
+ */
497
+ export function is_sleeping_allowed(body: any): any
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+
499
+ /**
500
+ * This resets the mass properties to the sum of the mass properties of the fixtures.
501
+ * This normally does not need to be called unless you called SetMassData to override
502
+ * @param body body
503
+ */
504
+ export function reset_mass_data(body: any): void
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+
506
+ /**
507
+ * Set the active state of the body. An inactive body is not
508
+ * simulated and cannot be collided with or woken up.
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+ * If you pass a flag of true, all fixtures will be added to the
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+ * broad-phase.
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+ * If you pass a flag of false, all fixtures will be removed from
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+ * the broad-phase and all contacts will be destroyed.
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+ * Fixtures and joints are otherwise unaffected. You may continue
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+ * to create/destroy fixtures and joints on inactive bodies.
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+ * Fixtures on an inactive body are implicitly inactive and will
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+ * not participate in collisions, ray-casts, or queries.
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+ * Joints connected to an inactive body are implicitly inactive.
518
+ * An inactive body is still owned by a b2World object and remains
519
+ * in the body list.
520
+ * @param body body
521
+ * @param enable true if the body should be active
522
+ */
523
+ export function set_active(body: any, enable: any): void
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+
525
+ /**
526
+ * Set the angular damping of the body.
527
+ * @param body body
528
+ * @param damping the damping
529
+ */
530
+ export function set_angular_damping(body: any, damping: number): void
531
+
532
+ /**
533
+ * Set the sleep state of the body. A sleeping body has very low CPU cost.
534
+ * @param body body
535
+ * @param enable flag set to false to put body to sleep, true to wake it.
536
+ */
537
+ export function set_awake(body: any, enable: any): void
538
+
539
+ /**
540
+ * Should this body be treated like a bullet for continuous collision detection?
541
+ * @param body body
542
+ * @param enable if true, the body will be in bullet mode
543
+ */
544
+ export function set_bullet(body: any, enable: any): void
545
+
546
+ /**
547
+ * Set this body to have fixed rotation. This causes the mass to be reset.
548
+ * @param body body
549
+ * @param enable true if the rotation should be fixed
550
+ */
551
+ export function set_fixed_rotation(body: any, enable: any): void
552
+
553
+ /**
554
+ * Set the gravity scale of the body.
555
+ * @param body body
556
+ * @param scale the scale
557
+ */
558
+ export function set_gravity_scale(body: any, scale: number): void
559
+
560
+ /**
561
+ * Set the linear damping of the body.
562
+ * @param body body
563
+ * @param damping the damping
564
+ */
565
+ export function set_linear_damping(body: any, damping: number): void
566
+
567
+ /**
568
+ * Set the linear velocity of the center of mass.
569
+ * @param body body
570
+ * @param velocity the new linear velocity of the center of mass.
571
+ */
572
+ export function set_linear_velocity(body: any, velocity: vmath.vector3): void
573
+
574
+ /**
575
+ * You can disable sleeping on this body. If you disable sleeping, the body will be woken.
576
+ * @param body body
577
+ * @param enable if false, the body will never sleep, and consume more CPU
578
+ */
579
+ export function set_sleeping_allowed(body: any, enable: any): void
580
+
581
+ /**
582
+ * Set the position of the body's origin and rotation.
583
+ * This breaks any contacts and wakes the other bodies.
584
+ * Manipulating a body's transform may cause non-physical behavior.
585
+ * @param body body
586
+ * @param position the world position of the body's local origin.
587
+ * @param angle the world position of the body's local origin.
588
+ */
589
+ export function set_transform(body: any, position: vmath.vector3, angle: number): void
590
+
591
+ /**
592
+ * Set the type of this body. This may alter the mass and velocity.
593
+ * @param body body
594
+ * @param type the body type
595
+ */
596
+ export function set_type(body: any, type: any): void
597
+
598
+ }
599
+ // =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
600
+
601
+
226
602
  declare namespace crash {
227
603
 
228
604
  /**
@@ -1368,6 +1744,11 @@ declare namespace gui {
1368
1744
  */
1369
1745
  export let PROP_COLOR: any
1370
1746
 
1747
+ /**
1748
+ * euler property
1749
+ */
1750
+ export let PROP_EULER: any
1751
+
1371
1752
  /**
1372
1753
  * fill_angle property
1373
1754
  */
@@ -1459,6 +1840,7 @@ declare namespace gui {
1459
1840
 
1460
1841
  - `"position"`
1461
1842
  - `"rotation"`
1843
+ - `"euler"`
1462
1844
  - `"scale"`
1463
1845
  - `"color"`
1464
1846
  - `"outline"`
@@ -1472,6 +1854,7 @@ The following property constants are defined equaling the corresponding property
1472
1854
 
1473
1855
  - `gui.PROP_POSITION`
1474
1856
  - `gui.PROP_ROTATION`
1857
+ - `gui.PROP_EULER`
1475
1858
  - `gui.PROP_SCALE`
1476
1859
  - `gui.PROP_COLOR`
1477
1860
  - `gui.PROP_OUTLINE`
@@ -1508,6 +1891,7 @@ with a custom curve. See the animation guide for more information.
1508
1891
 
1509
1892
  - `"position"`
1510
1893
  - `"rotation"`
1894
+ - `"euler"`
1511
1895
  - `"scale"`
1512
1896
  - `"color"`
1513
1897
  - `"outline"`
@@ -1558,6 +1942,31 @@ with a custom curve. See the animation guide for more information.
1558
1942
  */
1559
1943
  export function delete_texture(texture: string | hash): void
1560
1944
 
1945
+ /**
1946
+ * Instead of using specific getters such as gui.get_position or gui.get_scale,
1947
+ * you can use gui.get instead and supply the property as a string or a hash.
1948
+ * While this function is similar to go.get, there are a few more restrictions
1949
+ * when operating in the gui namespace. Most notably, only these propertie identifiers are supported:
1950
+ *
1951
+ * - `"position"`
1952
+ * - `"rotation"`
1953
+ * - `"euler"`
1954
+ * - `"scale"`
1955
+ * - `"color"`
1956
+ * - `"outline"`
1957
+ * - `"shadow"`
1958
+ * - `"size"`
1959
+ * - `"fill_angle"` (pie)
1960
+ * - `"inner_radius"` (pie)
1961
+ * - `"slice9"` (slice9)
1962
+ *
1963
+ * The value returned will either be a vmath.vector4 or a single number, i.e getting the "position"
1964
+ * property will return a vec4 while getting the "position.x" property will return a single value.
1965
+ * @param node node to get the property for
1966
+ * @param property the property to retrieve
1967
+ */
1968
+ export function get(node: node, property: any): void
1969
+
1561
1970
  /**
1562
1971
  * Returns the adjust mode of a node.
1563
1972
  * The adjust mode defines how the node will adjust itself to screen
@@ -1652,6 +2061,14 @@ with a custom curve. See the animation guide for more information.
1652
2061
  */
1653
2062
  export function get_color(node: node): vmath.vector4
1654
2063
 
2064
+ /**
2065
+ * Returns the rotation of the supplied node.
2066
+ * The rotation is expressed in degree Euler angles.
2067
+ * @param node node to get the rotation from
2068
+ * @return rotation node rotation
2069
+ */
2070
+ export function get_euler(node: node): vmath.vector3
2071
+
1655
2072
  /**
1656
2073
  * Returns the sector angle of a pie node.
1657
2074
  * @param node node from which to get the fill angle
@@ -1841,11 +2258,11 @@ with a custom curve. See the animation guide for more information.
1841
2258
 
1842
2259
  /**
1843
2260
  * Returns the rotation of the supplied node.
1844
- * The rotation is expressed in degree Euler angles.
2261
+ * The rotation is expressed as a quaternion
1845
2262
  * @param node node to get the rotation from
1846
2263
  * @return rotation node rotation
1847
2264
  */
1848
- export function get_rotation(node: node): vmath.vector3
2265
+ export function get_rotation(node: node): vmath.quaternion
1849
2266
 
1850
2267
  /**
1851
2268
  * Returns the scale of the supplied node.
@@ -2137,6 +2554,36 @@ the new state of the emitter:
2137
2554
  */
2138
2555
  export function screen_to_local(node: node, screen_position: vmath.vector3): vmath.vector3
2139
2556
 
2557
+ /**
2558
+ * Instead of using specific setteres such as gui.set_position or gui.set_scale,
2559
+ * you can use gui.set instead and supply the property as a string or a hash.
2560
+ * While this function is similar to go.get and go.set, there are a few more restrictions
2561
+ * when operating in the gui namespace. Most notably, only these propertie identifiers are supported:
2562
+ *
2563
+ * - `"position"`
2564
+ * - `"rotation"`
2565
+ * - `"euler"`
2566
+ * - `"scale"`
2567
+ * - `"color"`
2568
+ * - `"outline"`
2569
+ * - `"shadow"`
2570
+ * - `"size"`
2571
+ * - `"fill_angle"` (pie)
2572
+ * - `"inner_radius"` (pie)
2573
+ * - `"slice9"` (slice9)
2574
+ *
2575
+ * 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.
2576
+ * I.e when setting the "position" property, you need to use a vmath.vector4 and when setting a single component of the property,
2577
+ * such as "position.x", you need to use a single value.
2578
+ * 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,
2579
+ * 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,
2580
+ * use the "euler" property instead. The rotation and euler properties are linked, changing one of them will change the backing data of the other.
2581
+ * @param node node to set the property for
2582
+ * @param property the property to set
2583
+ * @param value the property to set
2584
+ */
2585
+ export function set(node: node, property: any, value: number | vmath.vector4 | vmath.vector3 | vmath.quaternion): void
2586
+
2140
2587
  /**
2141
2588
  * Sets the adjust mode on a node.
2142
2589
  * The adjust mode defines how the node will adjust itself to screen
@@ -2240,6 +2687,14 @@ the new state of the emitter:
2240
2687
  */
2241
2688
  export function set_enabled(node: node, enabled: boolean): void
2242
2689
 
2690
+ /**
2691
+ * Sets the rotation of the supplied node.
2692
+ * The rotation is expressed in degree Euler angles.
2693
+ * @param node node to set the rotation for
2694
+ * @param rotation new rotation
2695
+ */
2696
+ export function set_euler(node: node, rotation: vmath.vector3 | vmath.vector4): void
2697
+
2243
2698
  /**
2244
2699
  * Set the sector angle of a pie node.
2245
2700
  * @param node node to set the fill angle for
@@ -2406,11 +2861,11 @@ the new state of the emitter:
2406
2861
 
2407
2862
  /**
2408
2863
  * Sets the rotation of the supplied node.
2409
- * The rotation is expressed in degree Euler angles.
2864
+ * The rotation is expressed as a quaternion
2410
2865
  * @param node node to set the rotation for
2411
2866
  * @param rotation new rotation
2412
2867
  */
2413
- export function set_rotation(node: node, rotation: vmath.vector3 | vmath.vector4): void
2868
+ export function set_rotation(node: node, rotation: vmath.quaternion | vmath.vector4): void
2414
2869
 
2415
2870
  /**
2416
2871
  * Sets the scaling of the supplied node.
@@ -4341,7 +4796,7 @@ declare namespace resource {
4341
4796
  * Note that releasing a resource essentially means decreasing the reference count of that resource,
4342
4797
  * and not necessarily that it will be deleted.
4343
4798
  * @param path The path to the resource.
4344
- * @param table A table containing info about how to create the texture. Supported entries:
4799
+ * @param table A table containing info about how to create the atlas. Supported entries:
4345
4800
 
4346
4801
 
4347
4802
 
@@ -4417,6 +4872,12 @@ A list of the geometries that should map to the texture data. Supports the follo
4417
4872
 
4418
4873
 
4419
4874
 
4875
+ `id`
4876
+ The name of the geometry. Used when matching animations between multiple atlases
4877
+
4878
+
4879
+
4880
+
4420
4881
  `vertices`
4421
4882
  a list of the vertices in texture space of the geometry in the form {px0, py0, px1, py1, ..., pxn, pyn}
4422
4883
 
@@ -4542,6 +5003,86 @@ Creating an empty texture with no buffer data is not supported as a core feature
4542
5003
  */
4543
5004
  export function create_texture(path: string, table: any, buffer?: buffer): hash
4544
5005
 
5006
+ /**
5007
+ * Creates a new texture resource that can be used in the same way as any texture created during build time.
5008
+ * The path used for creating the texture must be unique, trying to create a resource at a path that is already
5009
+ * registered will trigger an error. If the intention is to instead modify an existing texture, use the resource.set_texture
5010
+ * function. Also note that the path to the new texture resource must have a '.texturec' extension,
5011
+ * meaning "/path/my_texture" is not a valid path but "/path/my_texture.texturec" is.
5012
+ * If the texture is created without a buffer, the pixel data will be blank.
5013
+ * The difference between the async version and resource.create_texture is that the texture data will be uploaded
5014
+ * in a graphics worker thread. The function will return a resource immediately that contains a 1x1 blank texture which can be used
5015
+ * immediately after the function call. When the new texture has been uploaded, the initial blank texture will be deleted and replaced with the
5016
+ * new texture. Be careful when using the initial texture handle handle as it will not be valid after the upload has finished.
5017
+ * @param path The path to the resource.
5018
+ * @param table
5019
+ A table containing info about how to create the texture. Supported entries:
5020
+ `type`
5021
+ The texture type. Supported values:
5022
+
5023
+
5024
+ - `resource.TEXTURE_TYPE_2D`
5025
+ - `resource.TEXTURE_TYPE_CUBE_MAP`
5026
+
5027
+
5028
+ `width`
5029
+ The width of the texture (in pixels). Must be larger than 0.
5030
+ `height`
5031
+ The width of the texture (in pixels). Must be larger than 0.
5032
+ `format`
5033
+ The texture format, note that some of these formats might not be supported by the running device. Supported values:
5034
+
5035
+
5036
+ - `resource.TEXTURE_FORMAT_LUMINANCE`
5037
+ - `resource.TEXTURE_FORMAT_RGB`
5038
+ - `resource.TEXTURE_FORMAT_RGBA`
5039
+
5040
+ These constants might not be available on the device:
5041
+
5042
+ - `resource.TEXTURE_FORMAT_RGB_PVRTC_2BPPV1`
5043
+ - `resource.TEXTURE_FORMAT_RGB_PVRTC_4BPPV1`
5044
+ - `resource.TEXTURE_FORMAT_RGBA_PVRTC_2BPPV1`
5045
+ - `resource.TEXTURE_FORMAT_RGBA_PVRTC_4BPPV1`
5046
+ - `resource.TEXTURE_FORMAT_RGB_ETC1`
5047
+ - `resource.TEXTURE_FORMAT_RGBA_ETC2`
5048
+ - `resource.TEXTURE_FORMAT_RGBA_ASTC_4x4`
5049
+ - `resource.TEXTURE_FORMAT_RGB_BC1`
5050
+ - `resource.TEXTURE_FORMAT_RGBA_BC3`
5051
+ - `resource.TEXTURE_FORMAT_R_BC4`
5052
+ - `resource.TEXTURE_FORMAT_RG_BC5`
5053
+ - `resource.TEXTURE_FORMAT_RGBA_BC7`
5054
+ - `resource.TEXTURE_FORMAT_RGB16F`
5055
+ - `resource.TEXTURE_FORMAT_RGB32F`
5056
+ - `resource.TEXTURE_FORMAT_RGBA16F`
5057
+ - `resource.TEXTURE_FORMAT_RGBA32F`
5058
+ - `resource.TEXTURE_FORMAT_R16F`
5059
+ - `resource.TEXTURE_FORMAT_RG16F`
5060
+ - `resource.TEXTURE_FORMAT_R32F`
5061
+ - `resource.TEXTURE_FORMAT_RG32F`
5062
+
5063
+ You can test if the device supports these values by checking if a specific enum is nil or not:
5064
+ `if resource.TEXTURE_FORMAT_RGBA16F ~= nil then
5065
+ -- it is safe to use this format
5066
+ end
5067
+ `
5068
+
5069
+
5070
+ `max_mipmaps`
5071
+ optional max number of mipmaps. Defaults to zero, i.e no mipmap support
5072
+ `compression_type`
5073
+ 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.
5074
+ 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:
5075
+
5076
+
5077
+ - `COMPRESSION_TYPE_DEFAULT`
5078
+ - `COMPRESSION_TYPE_BASIS_UASTC`
5079
+
5080
+ * @param buffer optional buffer of precreated pixel data
5081
+ * @return path The path to the resource.
5082
+ * @return request_id The request id for the async request.
5083
+ */
5084
+ export function create_texture_async(path: string, table: any, buffer?: buffer): LuaMultiReturn<[hash, any]>
5085
+
4545
5086
  /**
4546
5087
  * Constructor-like function with two purposes:
4547
5088
  *
@@ -7381,6 +7922,13 @@ declare namespace sprite {
7381
7922
  */
7382
7923
  export let size: any
7383
7924
 
7925
+ /**
7926
+ * The slice values of the sprite. The type of the property is a vector4 that corresponds to
7927
+ * the left, top, right, bottom values of the sprite in the editor.
7928
+ * It is not possible to set the slice property if the size mode of the sprite is set to auto.
7929
+ */
7930
+ export let slice: any
7931
+
7384
7932
  /**
7385
7933
  * Play an animation on a sprite component from its tile set
7386
7934
  * 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": "1.2.43",
4
4
  "description": "TypeScript definitions for Defold",
5
5
  "repository": "github:ts-defold/types",
6
6
  "keywords": [