larksr_websdk 3.2.34 → 3.2.37
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/dist/doc/functions.md +55 -13
- package/dist/larksr-web-sdk.min.js +1 -1
- package/dist/types/appli_params.d.ts +12 -0
- package/dist/types/larksr.d.ts +49 -11
- package/dist/types/screen_state.d.ts +1 -0
- package/package.json +3 -2
- package/types/appli_params.d.ts +12 -0
- package/types/lark/application.d.ts +3 -1
- package/types/lark/peer_connection.d.ts +2 -1
- package/types/larksr.d.ts +49 -11
- package/types/protobuf/cloudlark.d.ts +103 -1
- package/types/screen_state.d.ts +1 -0
package/dist/doc/functions.md
CHANGED
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@@ -12,10 +12,24 @@ LarkSR 对象成员方法主要分为以下三类
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*/
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initSDKAuthCode(id: string): Promise<void>;
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/**
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-
*
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-
* @
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* 连接云端渲染资源
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* @params appID 云端资源的 ID
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* @returns Promise 调用接口并校验授权通过返回成功并自动开始连接
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*/
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-
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connect(params: {
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appliId: string;
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playerMode?: number;
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userType?: number;
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roomCode?: string;
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taskId?: string;
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clientMac?: string;
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groupId?: string;
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regionId?: string;
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targetServerIp?: string;
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appKey?: string;
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timestamp?: string;
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signature?: string;
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}): Promise<void>;
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/**
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* 重新开始云渲染流程
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*/
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@@ -24,6 +38,10 @@ restart(): void;
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* 重新启动云端应用
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*/
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restartApp(): void;
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/**
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* 主动关闭连接
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*/
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close(): void;
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```
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## 输入输出相关方法,包括鼠标,键盘,手柄,触摸
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@@ -122,11 +140,30 @@ keyDown(key: string, isRepeat: boolean): void;
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* @returns 是否发送成功,如果key参数传递错误可能发送失败
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*/
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keyUp(key: string): void;
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/**
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/**
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* 手柄接口消息按照 windows xbox 360 手柄标准定义,即包含 xbox 360 手柄的功能,如按钮,摇杆,扳机键。windows 上最多支持4个手柄,
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* 当前版本服务端只处理1个手柄,后续会放开多个手柄的支持。接口中发送的按键值为对应的 windows 中定义的按键值。
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* 向云端发送手柄按钮按下事件
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* 參考 https://developer.mozilla.org/zh-CN/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
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* @param userIndex
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* @param button 按鍵
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* 參考 js 中获取手柄事件,参考 https://developer.mozilla.org/zh-CN/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
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* @param userIndex 手柄的索引,硬件设备索引 0-3. 第一个连接的手柄为0,第二个为1,以此类推。
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* @param button 按鍵 @see https://docs.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_gamepad
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* export const enum XINPUT_BUTTONS {
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* XINPUT_GAMEPAD_DPAD_UP = 0x0001,
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* XINPUT_GAMEPAD_DPAD_DOWN = 0x0002,
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* XINPUT_GAMEPAD_DPAD_LEFT = 0x0004,
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* XINPUT_GAMEPAD_DPAD_RIGHT = 0x0008,
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* XINPUT_GAMEPAD_START = 0x0010,
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* XINPUT_GAMEPAD_BACK = 0x0020,
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* XINPUT_GAMEPAD_LEFT_THUMB = 0x0040,
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* XINPUT_GAMEPAD_RIGHT_THUMB = 0x0080,
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* XINPUT_GAMEPAD_LEFT_SHOULDER = 0x0100,
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* XINPUT_GAMEPAD_RIGHT_SHOULDER = 0x0200,
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* XINPUT_GAMEPAD_A = 0x1000,
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* XINPUT_GAMEPAD_B = 0x2000,
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* XINPUT_GAMEPAD_X = 0x4000,
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* XINPUT_GAMEPAD_Y = 0x8000,
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* XINPUT_UNKNOWN = -1,
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* }
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* @param isRepeat 是否重复按下
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* @returns
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*/
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@@ -144,18 +181,23 @@ gamepadButtonUp(userIndex: number, button: number): void;
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* 參考 https://developer.mozilla.org/zh-CN/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
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* @param userIndex 手柄的索引
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* @param isleft 是否是左trigger
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* @param value trigger的值
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* @param value trigger的值 扳机键的值 0-255
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* @returns
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*/
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gamepadTrigger(userIndex: number, isleft: boolean, value: number): void;
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/**
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* 向云端发送手柄按摇杆的值,即 axes 值
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*
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* win MAX
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* |
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* MIN-------------MAX
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* |
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* MIN
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* js 中获取硬件手柄參考 https://developer.mozilla.org/zh-CN/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
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* @param userIndex 手柄的索引
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* @param thumblx
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* @param thumbly
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* @param thumbrx
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* @param thumbry
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* @param thumblx 左摇杆 X 值,-32767 到 32767
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* @param thumbly 左摇杆 Y 值,-32767 到 32767
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* @param thumbrx 右摇杆 X 值,-32767 到 32767
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* @param thumbry 右摇杆 Y 值,-32767 到 32767
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* @returns
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*/
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joystick(userIndex: number, thumblx: number, thumbly: number, thumbrx: number, thumbry: number): void;
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