@ts-defold/types 1.2.73 → 1.2.74
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 +122 -36
- package/package.json +1 -1
package/index.d.ts
CHANGED
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@@ -3,8 +3,35 @@
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/// <reference types="lua-types/5.1" />
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/// <reference types="lua-types/special/jit-only" />
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-
// DEFOLD. stable version 1.11.
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+
// DEFOLD. stable version 1.11.1 (758dfc0ea71dca26d169fddd0c5a1bc6dd0be4b3)
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/**
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* All ids in the engine are represented as hashes, so a string needs to be hashed
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before it can be compared with an id.
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* @param s string to hash
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* @returns a hashed string
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* @example To compare a message_id in an on-message callback function:
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```lua
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function on_message(self, message_id, message, sender)
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if message_id == hash("my_message") then
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-- Act on the message here
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end
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end
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```
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*/
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declare function hash(s: string): hash;
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/**
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* Returns a hexadecimal representation of a hash value.
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The returned string is always padded with leading zeros.
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* @param h hash value to get hex string for
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* @returns hex representation of the hash
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* @example ```lua
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local h = hash("my_hash")
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local hexstr = hash_to_hex(h)
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print(hexstr) --> a2bc06d97f580aab
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```
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*/
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declare function hash_to_hex(h: hash): string;
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/**
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* Pretty printing of Lua values. This function prints Lua values
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in a manner similar to +print()+, but will also recurse into tables
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@@ -34,33 +61,6 @@ Lua tables is undefined):
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```
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*/
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declare function pprint(...v: any[]): void;
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/**
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* All ids in the engine are represented as hashes, so a string needs to be hashed
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before it can be compared with an id.
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* @param s string to hash
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* @returns a hashed string
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* @example To compare a message_id in an on-message callback function:
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```lua
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function on_message(self, message_id, message, sender)
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if message_id == hash("my_message") then
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-- Act on the message here
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end
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end
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```
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*/
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declare function hash(s: string): hash;
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/**
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* Returns a hexadecimal representation of a hash value.
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The returned string is always padded with leading zeros.
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* @param h hash value to get hex string for
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* @returns hex representation of the hash
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* @example ```lua
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local h = hash("my_hash")
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local hexstr = hash_to_hex(h)
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print(hexstr) --> a2bc06d97f580aab
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```
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*/
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declare function hash_to_hex(h: hash): string;
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/**
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* A unique identifier used to reference resources, messages, properties, and other entities within the game.
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*/
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@@ -546,6 +546,20 @@ export function set_metadata(buf: buffer, metadata_name: hash | string, values:
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}
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declare namespace camera {
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/**
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* Computes zoom so the original display area covers the entire window while preserving aspect ratio.
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Equivalent to using max(window_width/width, window_height/height).
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*/
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export const ORTHO_MODE_AUTO_COVER: number;
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/**
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* Computes zoom so the original display area (game.project width/height) fits inside the window
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while preserving aspect ratio. Equivalent to using min(window_width/width, window_height/height).
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*/
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export const ORTHO_MODE_AUTO_FIT: number;
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/**
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* Uses the manually set orthographic zoom value (camera.set_orthographic_zoom).
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*/
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export const ORTHO_MODE_FIXED: number;
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/**
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* Gets the effective aspect ratio of the camera. If auto aspect ratio is enabled,
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returns the aspect ratio calculated from the current render target dimensions.
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@@ -598,6 +612,13 @@ export function get_fov(camera: url | number | undefined): number;
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* @returns the near z.
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*/
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export function get_near_z(camera: url | number | undefined): number;
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/**
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* get orthographic zoom mode
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* @param camera camera id
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* @returns one of camera.ORTHO_MODE_FIXED, camera.ORTHO_MODE_AUTO_FIT or
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camera.ORTHO_MODE_AUTO_COVER
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*/
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export function get_orthographic_mode(camera: url | number | undefined): number;
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/**
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* get orthographic zoom
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* @param camera camera id
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@@ -650,6 +671,12 @@ export function set_fov(camera: url | number | undefined, fov: number): void;
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* @param near_z the near z.
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*/
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export function set_near_z(camera: url | number | undefined, near_z: number): void;
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/**
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* set orthographic zoom mode
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* @param camera camera id
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* @param mode camera.ORTHO_MODE_FIXED, camera.ORTHO_MODE_AUTO_FIT or camera.ORTHO_MODE_AUTO_COVER
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*/
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export function set_orthographic_mode(camera: url | number | undefined, mode: number): void;
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/**
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* set orthographic zoom
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* @param camera camera id
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@@ -1643,6 +1670,7 @@ local s = go.get_scale_uniform("x")
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export function get_scale_uniform(id?: string | hash | url): number;
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/**
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* The function will return the world position calculated at the end of the previous frame.
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To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
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Use go.get_position to retrieve the position relative to the parent.
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* @param id optional id of the game object instance to get the world position for, by default the instance of the calling script
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* @returns instance world position
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@@ -1659,6 +1687,7 @@ local p = go.get_world_position("x")
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export function get_world_position(id?: string | hash | url): vmath.vector3;
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/**
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* The function will return the world rotation calculated at the end of the previous frame.
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To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
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Use go.get_rotation to retrieve the rotation relative to the parent.
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* @param id optional id of the game object instance to get the world rotation for, by default the instance of the calling script
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* @returns instance world rotation
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@@ -1675,6 +1704,7 @@ local r = go.get_world_rotation("x")
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export function get_world_rotation(id?: string | hash | url): vmath.quaternion;
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/**
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* The function will return the world 3D scale factor calculated at the end of the previous frame.
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To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
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Use go.get_scale to retrieve the 3D scale factor relative to the parent.
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This vector is derived by decomposing the transformation matrix and should be used with care.
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For most cases it should be fine to use go.get_world_scale_uniform instead.
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@@ -1693,6 +1723,7 @@ local s = go.get_world_scale("x")
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export function get_world_scale(id?: string | hash | url): vmath.vector3;
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/**
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* The function will return the world scale factor calculated at the end of the previous frame.
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To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
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Use go.get_scale_uniform to retrieve the scale factor relative to the parent.
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* @param id optional id of the game object instance to get the world scale for, by default the instance of the calling script
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* @returns instance world scale factor
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@@ -1709,6 +1740,7 @@ local s = go.get_world_scale_uniform("x")
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export function get_world_scale_uniform(id?: string | hash | url): number;
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/**
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* The function will return the world transform matrix calculated at the end of the previous frame.
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To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
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* @param id optional id of the game object instance to get the world transform for, by default the instance of the calling script
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* @returns instance world transform
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* @example Get the world transform of the game object instance the script is attached to:
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@@ -2213,6 +2245,26 @@ end
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```
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*/
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export function update(this: LuaUserdata, dt: number): void;
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/**
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* Recalculates and updates the cached world transform immediately for the target instance
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and its ancestors (parent chain up to the collection root). Descendants (children) are
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not updated by this function.
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If no id is provided, the instance of the calling script is used.
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⚠ Use this after changing local transform mid-frame when you need the
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new world transform right away (e.g. before end-of-frame updates). Note that child
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instances will still have last-frame world transforms until the regular update.
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* @param id optional id of the game object instance to update
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* @example Update this game object's world transform:
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```lua
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go.update_world_transform()
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```
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Update another game object's world transform:
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```lua
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go.update_world_transform("/other")
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```
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*/
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export function update_world_transform(id?: string | hash | url): void;
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/**
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* ⚠ The function uses world transformation calculated at the end of previous frame.
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* @param position position which need to be converted
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@@ -2415,7 +2467,7 @@ export const TEXTURE_FORMAT_RGBA_16BPP: number;
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/**
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* May be nil if the graphics driver doesn't support it
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*/
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export
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export const TEXTURE_FORMAT_RGBA_ASTC_4X4: number;
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/**
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* May be nil if the graphics driver doesn't support it
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*/
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* @returns layout id
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*/
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export function get_layout(): hash;
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/**
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* Returns a table mapping each layout id hash to a vector3(width, height, 0). For the default layout,
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the current scene resolution is returned. If a layout name is not present in the Display Profiles (or when
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no display profiles are assigned), the width/height pair is 0.
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*/
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export function get_layouts(): LuaMap<hash, vmath.vector3>;
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/**
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* Returns the leading value for a text node.
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* @param node node from where to get the leading
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* @param layer layer id
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*/
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export function set_layer(node: node, layer: string | hash): void;
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/**
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* Applies a named layout on the GUI scene. This re-applies per-layout node descriptors
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and, if a matching Display Profile exists, updates the scene resolution. Emits
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the "layout_changed" message to the scene script when the layout actually changes.
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* @param layout the layout id to apply
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* @returns true if the layout exists in the scene and was applied, false otherwise
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*/
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export function set_layout(layout: string | hash): boolean;
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/**
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* Sets the leading value for a text node. This value is used to
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scale the line spacing of text.
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@@ -6237,6 +6303,18 @@ declare namespace render {
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export const FRUSTUM_PLANES_ALL: number;
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export const FRUSTUM_PLANES_SIDES: number;
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export const RENDER_TARGET_DEFAULT: number;
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/**
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* Depth sort far-to-near (default; good for transparent passes).
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*/
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export const SORT_BACK_TO_FRONT: number;
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/**
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* Depth sort near-to-far (good for opaque passes to reduce overdraw).
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*/
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export const SORT_FRONT_TO_BACK: number;
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/**
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* No per-call sorting; draw entries in insertion order.
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*/
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export const SORT_NONE: number;
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/**
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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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@@ -6405,6 +6483,8 @@ render.FRUSTUM_PLANES_ALL : All 6 sides of the frustum.
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`constants`
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constant_buffer optional constants to use while rendering
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`sort_order`
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int How to sort draw order for world-ordered entries. Default uses the renderer's preferred world sorting (back-to-front).
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* @example ```lua
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function init(self)
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@@ -7527,6 +7607,7 @@ export function create_atlas(path: string, table: { texture: string | hash; anim
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height: number;
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pivot_x: number;
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pivot_y: number;
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rotated: boolean;
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vertices: number[] | LuaSet<number>;
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uvs: number[] | LuaSet<number>;
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indices: number[] | LuaSet<number>;
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@@ -7671,7 +7752,7 @@ These constants might not be available on the device:
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`graphics.TEXTURE_FORMAT_RGBA_PVRTC_4BPPV1`
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`graphics.TEXTURE_FORMAT_RGB_ETC1`
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`graphics.TEXTURE_FORMAT_RGBA_ETC2`
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`graphics.
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`graphics.TEXTURE_FORMAT_RGBA_ASTC_4X4`
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`graphics.TEXTURE_FORMAT_RGB_BC1`
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`graphics.TEXTURE_FORMAT_RGBA_BC3`
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`graphics.TEXTURE_FORMAT_R_BC4`
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@@ -7841,7 +7922,7 @@ These constants might not be available on the device:
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`graphics.TEXTURE_FORMAT_RGBA_PVRTC_4BPPV1`
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`graphics.TEXTURE_FORMAT_RGB_ETC1`
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`graphics.TEXTURE_FORMAT_RGBA_ETC2`
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`graphics.
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`graphics.TEXTURE_FORMAT_RGBA_ASTC_4X4`
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`graphics.TEXTURE_FORMAT_RGB_BC1`
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`graphics.TEXTURE_FORMAT_RGBA_BC3`
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`graphics.TEXTURE_FORMAT_R_BC4`
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@@ -7883,6 +7964,7 @@ Creating an empty texture with no buffer data is not supported as a core feature
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`COMPRESSION_TYPE_BASIS_UASTC`
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* @param buffer optional buffer of precreated pixel data
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* @param callback callback function when texture is created (self, request_id, resource)
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* @example Create a texture resource asyncronously with a buffer and a callback
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|
7887
7969
|
```lua
|
|
7888
7970
|
function callback(self, request_id, resource)
|
|
@@ -7955,7 +8037,7 @@ function init(self)
|
|
|
7955
8037
|
end
|
|
7956
8038
|
```
|
|
7957
8039
|
*/
|
|
7958
|
-
export function create_texture_async(path: string | hash, table: { type: number; width: number; height: number; depth: number; format: number; flags: number; max_mipmaps?: number; compression_type?: number }, buffer?:
|
|
8040
|
+
export function create_texture_async(path: string | hash, table: { type: number; width: number; height: number; depth: number; format: number; flags: number; max_mipmaps?: number; compression_type?: number }, buffer: buffer, callback?: (this: any, request_id: number, resource: hash) => void): LuaMultiReturn<[hash, number]>;
|
|
7959
8041
|
/**
|
|
7960
8042
|
* Constructor-like function with two purposes:
|
|
7961
8043
|
|
|
@@ -8516,7 +8598,7 @@ These constants might not be available on the device:
|
|
|
8516
8598
|
- `graphics.TEXTURE_FORMAT_RGBA_PVRTC_4BPPV1`
|
|
8517
8599
|
- `graphics.TEXTURE_FORMAT_RGB_ETC1`
|
|
8518
8600
|
- `graphics.TEXTURE_FORMAT_RGBA_ETC2`
|
|
8519
|
-
- `graphics.
|
|
8601
|
+
- `graphics.TEXTURE_FORMAT_RGBA_ASTC_4X4`
|
|
8520
8602
|
- `graphics.TEXTURE_FORMAT_RGB_BC1`
|
|
8521
8603
|
- `graphics.TEXTURE_FORMAT_RGBA_BC3`
|
|
8522
8604
|
- `graphics.TEXTURE_FORMAT_R_BC4`
|
|
@@ -9610,6 +9692,10 @@ number sound gain between 0 and 1, default is 1. The final gain of the sound wil
|
|
|
9610
9692
|
number sound pan between -1 and 1, default is 0. The final pan of the sound will be an addition of this pan and the sound pan.
|
|
9611
9693
|
`speed`
|
|
9612
9694
|
number sound speed where 1.0 is normal speed, 0.5 is half speed and 2.0 is double speed. The final speed of the sound will be a multiplication of this speed and the sound speed.
|
|
9695
|
+
`start_time`
|
|
9696
|
+
number start playback offset (seconds). Optional, mutually exclusive with `start_frame`.
|
|
9697
|
+
`start_frame`
|
|
9698
|
+
number start playback offset (frames/samples). Optional, mutually exclusive with `start_time`. If both are provided, `start_frame` is used.
|
|
9613
9699
|
|
|
9614
9700
|
* @param complete_function function to call when the sound has finished playing or stopped manually via sound.stop.
|
|
9615
9701
|
|
|
@@ -9647,7 +9733,7 @@ function init(self)
|
|
|
9647
9733
|
end
|
|
9648
9734
|
```
|
|
9649
9735
|
*/
|
|
9650
|
-
export function play(url: string | hash | url, play_properties?: { delay?: number; gain?: number; pan?: number; speed?: number }, complete_function?: (this: any, message_id: hash, message: { play_id: number }, sender: url,) => void): number;
|
|
9736
|
+
export function play(url: string | hash | url, play_properties?: { delay?: number; gain?: number; pan?: number; speed?: number; start_time?: number; start_frame?: number }, complete_function?: (this: any, message_id: hash, message: { play_id: number }, sender: url,) => void): number;
|
|
9651
9737
|
/**
|
|
9652
9738
|
* Set gain on all active playing voices of a sound.
|
|
9653
9739
|
* @param url the sound to set the gain of
|
|
@@ -10040,8 +10126,8 @@ print(my_file_path) --> /home/foobar/.local/share/my_game/my_file
|
|
|
10040
10126
|
-- Android package name: com.foobar.packagename
|
|
10041
10127
|
print(my_file_path) --> /data/data/0/com.foobar.packagename/files/my_file
|
|
10042
10128
|
|
|
10043
|
-
-- iOS:
|
|
10044
|
-
print(my_file_path) --> /var/
|
|
10129
|
+
-- iOS: my_game.app
|
|
10130
|
+
print(my_file_path) --> /var/mobile/Containers/Data/Application/123456AB-78CD-90DE-12345678ABCD/my_game/my_file
|
|
10045
10131
|
|
|
10046
10132
|
-- HTML5 path inside the IndexedDB: /data/.my_game/my_file or /.my_game/my_file
|
|
10047
10133
|
print(my_file_path) --> /data/.my_game/my_file
|