@ts-defold/types 1.2.56 → 1.2.58
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/index.d.ts +93 -2
- package/package.json +1 -1
package/index.d.ts
CHANGED
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@@ -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 1.9.
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5
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// DEFOLD. stable version 1.9.6 (c44cf0e43c510ce26be7600e002f53e660d5b718)
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// =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
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@@ -2370,6 +2370,31 @@ declare namespace gui {
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*/
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export let SIZE_MODE_MANUAL: any
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/**
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* box type
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*/
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export let TYPE_BOX: any
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/**
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* custom type
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*/
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export let TYPE_CUSTOM: any
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/**
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* particlefx type
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*/
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export let TYPE_PARTICLEFX: any
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/**
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* pie type
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*/
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export let TYPE_PIE: any
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/**
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* text type
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*/
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export let TYPE_TEXT: any
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/**
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* This starts an animation of a node property according to the specified parameters.
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* If the node property is already being animated, that animation will be canceled and
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@@ -2913,6 +2938,21 @@ index into array property (1 based)
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*/
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export function get_tree(node: node): any
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/**
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* gets the node type
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* @param node node from which to get the type
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* @return type type
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- `gui.TYPE_BOX`
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- `gui.TYPE_TEXT`
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- `gui.TYPE_PIE`
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- `gui.TYPE_PARTICLEFX`
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- `gui.TYPE_CUSTOM`
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* @return subtype id of the custom type
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*/
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export function get_type(node: node): LuaMultiReturn<[any, any, any]>
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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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@@ -4215,7 +4255,6 @@ declare namespace profiler {
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To stop recording, switch to a different mode such as `MODE_PAUSE` or `MODE_RUN`.
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You can also use the `view_recorded_frame` function to display a recorded frame. Doing so stops the recording as well.
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Every time you switch to recording mode the recording buffer is cleared.
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-
The recording buffer is also cleared when setting the `MODE_SHOW_PEAK_FRAME` mode.
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*/
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export function set_ui_mode(mode: any): void
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@@ -4772,6 +4811,22 @@ If true, the renderer will use the cameras view-projection matrix for frustum cu
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*/
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export function set_depth_mask(depth: boolean): void
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/**
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* Set or remove listener. Currenly only only two type of events can arrived:
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* `render.CONTEXT_EVENT_CONTEXT_LOST` - when rendering context lost. Rending paused and all graphics resources become invalid.
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* `render.CONTEXT_EVENT_CONTEXT_RESTORED` - when rendering context was restored. Rendering still paused and graphics resources still
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* invalid but can be reloaded.
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* @param callback A callback that receives all render related events.
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Pass `nil` if want to remove listener.
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`self`
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The render script
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`event_type`
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Rendering event. Possible values: `render.CONTEXT_EVENT_CONTEXT_LOST`, `render.CONTEXT_EVENT_CONTEXT_RESTORED`
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*/
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export function set_listener(callback: any): void
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/**
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* Sets the scale and units used to calculate depth values.
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* If `graphics.STATE_POLYGON_OFFSET_FILL` is enabled, each fragment's depth value
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@@ -5736,6 +5791,12 @@ declare namespace sys {
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*/
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export type reboot = "reboot"
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/**
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* Resume rendering.
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* This message can only be sent to the designated `@system` socket.
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*/
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export type resume_rendering = "resume_rendering"
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/**
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* Set game update-frequency (frame cap). This option is equivalent to `display.update_frequency` in
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* the "game.project" settings but set in run-time. If `Vsync` checked in "game.project", the rate will
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@@ -6824,6 +6885,17 @@ declare namespace vmath {
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*/
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export function dot(v1: vmath.vector3 | vmath.vector4, v2: vmath.vector3 | vmath.vector4): number
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/**
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* Converts euler angles (x, y, z) in degrees into a quaternion
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* The error is guaranteed to be less than 0.001.
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* If the first argument is vector3, its values are used as x, y, z angles.
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* @param x rotation around x-axis in degrees or vector3 with euler angles in degrees
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* @param y rotation around y-axis in degrees
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* @param z rotation around z-axis in degrees
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* @return q quaternion describing an equivalent rotation (231 (YZX) rotation sequence)
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*/
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export function euler_to_quat(x: number | vmath.vector3, y: number, z: number): vmath.quaternion
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/**
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* The resulting matrix is the inverse of the supplied matrix.
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* ⚠ For ortho-normal matrices, e.g. regular object transformation,
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@@ -7173,6 +7245,18 @@ declare namespace vmath {
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*/
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export function quat_rotation_z(angle: number): vmath.quaternion
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/**
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* Converts a quaternion into euler angles (r0, r1, r2), based on YZX rotation order.
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* To handle gimbal lock (singularity at r1 ~ +/- 90 degrees), the cut off is at r0 = +/- 88.85 degrees, which snaps to +/- 90.
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* The provided quaternion is expected to be normalized.
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* The error is guaranteed to be less than +/- 0.02 degrees
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* @param q source quaternion
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* @return x euler angle x in degrees
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* @return y euler angle y in degrees
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* @return z euler angle z in degrees
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*/
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export function quat_to_euler(q: vmath.quaternion): LuaMultiReturn<[number, number, number]>
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/**
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* Returns a new vector from the supplied vector that is
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* rotated by the rotation described by the supplied
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@@ -7340,6 +7424,13 @@ declare namespace camera {
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*/
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export function get_cameras(): any
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/**
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* get enabled
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* @param camera camera id
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* @return flag true if the camera is enabled
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*/
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export function get_enabled(camera: any): any
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/**
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* get far z
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* @param camera camera id
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