steamworks.js-timmy 0.1.19 → 0.1.20

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package/client.d.ts CHANGED
@@ -602,11 +602,6 @@ export declare namespace input {
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  export function runFrame(): void
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  export function setInputActionManifestFilePath(path: string): boolean
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  export function shutdown(): void
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- /**
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- * Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
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- * The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field.
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- */
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- export function triggerOnScreenKeyboard(keyboardInputKind: KeyboardInputKind, xPosOfTextInput: number, yPosOfTextInput: number, widthOfTextInput: number, heightOfTextInput: number, dismissedCallback?: (arg?: unknown) => unknown | undefined | null): boolean
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  export const enum VibrateSide {
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  Left = 0,
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  Right = 1
@@ -602,11 +602,6 @@ export declare namespace input {
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  export function runFrame(): void
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  export function setInputActionManifestFilePath(path: string): boolean
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  export function shutdown(): void
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- /**
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- * Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
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- * The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field.
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- */
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- export function triggerOnScreenKeyboard(keyboardInputKind: KeyboardInputKind, xPosOfTextInput: number, yPosOfTextInput: number, widthOfTextInput: number, heightOfTextInput: number, dismissedCallback?: (arg?: unknown) => unknown | undefined | null): boolean
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  export const enum VibrateSide {
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  Left = 0,
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  Right = 1
@@ -602,11 +602,6 @@ export declare namespace input {
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  export function runFrame(): void
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  export function setInputActionManifestFilePath(path: string): boolean
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  export function shutdown(): void
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- /**
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- * Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
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- * The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field.
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- */
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- export function triggerOnScreenKeyboard(keyboardInputKind: KeyboardInputKind, xPosOfTextInput: number, yPosOfTextInput: number, widthOfTextInput: number, heightOfTextInput: number, dismissedCallback?: (arg?: unknown) => unknown | undefined | null): boolean
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  export const enum VibrateSide {
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  Left = 0,
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  Right = 1
@@ -602,11 +602,6 @@ export declare namespace input {
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  export function runFrame(): void
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  export function setInputActionManifestFilePath(path: string): boolean
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  export function shutdown(): void
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- /**
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- * Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game.
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- * The text field position is specified in pixels relative the origin of the game window and is used to position the floating keyboard in a way that doesn't cover the text field.
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- */
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- export function triggerOnScreenKeyboard(keyboardInputKind: KeyboardInputKind, xPosOfTextInput: number, yPosOfTextInput: number, widthOfTextInput: number, heightOfTextInput: number, dismissedCallback?: (arg?: unknown) => unknown | undefined | null): boolean
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  export const enum VibrateSide {
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  Left = 0,
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  Right = 1
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "steamworks.js-timmy",
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- "version": "0.1.19",
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+ "version": "0.1.20",
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  "main": "index.js",
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  "types": "index.d.ts",
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  "napi": {
@@ -35,8 +35,8 @@
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  },
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  "scripts": {
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  "build": "npm run types && node build --release",
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- "prepare": "npm run build",
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- "build:debug": "node build",
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+ "prepare": "npm run build:debug",
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+ "build:debug": "npm run types && node build",
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  "prune": "rimraf dist target client.d.ts",
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  "format": "cargo clippy --fix --allow-staged && cargo fmt",
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  "types": "tsc index.js --allowJs --declaration --emitDeclarationOnly"