typescript-to-gdscript 0.1.0 → 0.1.2
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/README.md +232 -104
- package/dist/cli/convert.d.ts.map +1 -1
- package/dist/cli/convert.js +15 -5
- package/dist/cli/convert.js.map +1 -1
- package/dist/converter/common/index.d.ts +17 -1
- package/dist/converter/common/index.d.ts.map +1 -1
- package/dist/converter/common/index.js +69 -19
- package/dist/converter/common/index.js.map +1 -1
- package/dist/converter/ts-to-gd/access-rewrite.d.ts +40 -0
- package/dist/converter/ts-to-gd/access-rewrite.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/access-rewrite.js +124 -0
- package/dist/converter/ts-to-gd/access-rewrite.js.map +1 -0
- package/dist/converter/ts-to-gd/class-members.d.ts.map +1 -1
- package/dist/converter/ts-to-gd/class-members.js +5 -5
- package/dist/converter/ts-to-gd/class-members.js.map +1 -1
- package/dist/converter/ts-to-gd/expressions.d.ts.map +1 -1
- package/dist/converter/ts-to-gd/expressions.js +32 -8
- package/dist/converter/ts-to-gd/expressions.js.map +1 -1
- package/dist/converter/ts-to-gd/file-scope.d.ts.map +1 -1
- package/dist/converter/ts-to-gd/file-scope.js +1 -1
- package/dist/converter/ts-to-gd/file-scope.js.map +1 -1
- package/dist/converter/ts-to-gd/gd-getset.js +2 -2
- package/dist/converter/ts-to-gd/gd-getset.js.map +1 -1
- package/dist/converter/ts-to-gd/index.d.ts.map +1 -1
- package/dist/converter/ts-to-gd/index.js +1 -0
- package/dist/converter/ts-to-gd/index.js.map +1 -1
- package/dist/converter/ts-to-gd/parameters.d.ts.map +1 -1
- package/dist/converter/ts-to-gd/parameters.js +2 -2
- package/dist/converter/ts-to-gd/parameters.js.map +1 -1
- package/dist/converter/ts-to-gd/statements.d.ts.map +1 -1
- package/dist/converter/ts-to-gd/statements.js +1 -1
- package/dist/converter/ts-to-gd/statements.js.map +1 -1
- package/dist/typings/override-system.d.ts.map +1 -1
- package/dist/typings/override-system.js +6 -0
- package/dist/typings/override-system.js.map +1 -1
- package/dist/watcher/check.d.ts +87 -0
- package/dist/watcher/check.d.ts.map +1 -0
- package/dist/watcher/check.js +209 -0
- package/dist/watcher/check.js.map +1 -0
- package/dist/watcher/heal.d.ts +66 -0
- package/dist/watcher/heal.d.ts.map +1 -0
- package/dist/watcher/heal.js +132 -0
- package/dist/watcher/heal.js.map +1 -0
- package/dist/watcher/index.d.ts +1 -0
- package/dist/watcher/index.d.ts.map +1 -1
- package/dist/watcher/index.js +48 -52
- package/dist/watcher/index.js.map +1 -1
- package/package.json +6 -1
- package/typings/classes/AccessibilityServer.d.ts +1 -1
- package/typings/classes/AnimationLibrary.d.ts +4 -4
- package/typings/classes/AnimationNodeBlendSpace1D.d.ts +28 -2
- package/typings/classes/AnimationNodeBlendSpace2D.d.ts +28 -2
- package/typings/classes/AreaLight3D.d.ts +37 -0
- package/typings/classes/AudioEffectInstance.d.ts +1 -1
- package/typings/classes/AudioStreamRandomizer.d.ts +10 -0
- package/typings/classes/Basis.d.ts +2 -2
- package/typings/classes/CPUParticles2D.d.ts +2 -2
- package/typings/classes/CPUParticles3D.d.ts +2 -2
- package/typings/classes/CanvasItem.d.ts +15 -0
- package/typings/classes/CodeEdit.d.ts +2 -0
- package/typings/classes/CollisionObject2D.d.ts +2 -2
- package/typings/classes/Container.d.ts +1 -0
- package/typings/classes/Control.d.ts +68 -9
- package/typings/classes/Curve.d.ts +26 -1
- package/typings/classes/Curve2D.d.ts +15 -0
- package/typings/classes/Curve3D.d.ts +20 -0
- package/typings/classes/DirAccess.d.ts +6 -1
- package/typings/classes/DisplayServer.d.ts +35 -10
- package/typings/classes/DrawableTexture2D.d.ts +0 -4
- package/typings/classes/EditorCommandPalette.d.ts +0 -2
- package/typings/classes/EditorContextMenuPlugin.d.ts +4 -0
- package/typings/classes/EditorDock.d.ts +2 -3
- package/typings/classes/EditorExportPlatform.d.ts +4 -2
- package/typings/classes/EditorExportPlugin.d.ts +2 -0
- package/typings/classes/EditorFeatureProfile.d.ts +1 -1
- package/typings/classes/EditorInspector.d.ts +10 -0
- package/typings/classes/EditorInterface.d.ts +2 -2
- package/typings/classes/EditorNode3DGizmoPlugin.d.ts +4 -0
- package/typings/classes/EditorPlugin.d.ts +4 -4
- package/typings/classes/EditorResourcePicker.d.ts +2 -1
- package/typings/classes/EditorSceneFormatImporter.d.ts +23 -0
- package/typings/classes/EditorSettings.d.ts +44 -7
- package/typings/classes/EditorTranslationParserPlugin.d.ts +4 -0
- package/typings/classes/EditorVCSInterface.d.ts +6 -2
- package/typings/classes/FileDialog.d.ts +15 -0
- package/typings/classes/Font.d.ts +13 -1
- package/typings/classes/FontVariation.d.ts +10 -0
- package/typings/classes/GDScript.d.ts +8 -0
- package/typings/classes/GDScriptLanguageProtocol.d.ts +25 -0
- package/typings/classes/GDScriptSyntaxHighlighter.d.ts +6 -0
- package/typings/classes/GDScriptTextDocument.d.ts +27 -0
- package/typings/classes/GDScriptWorkspace.d.ts +17 -0
- package/typings/classes/GPUParticles2D.d.ts +2 -2
- package/typings/classes/GPUParticles3D.d.ts +15 -2
- package/typings/classes/Geometry2D.d.ts +2 -2
- package/typings/classes/Image.d.ts +6 -4
- package/typings/classes/ImageFormatLoader.d.ts +5 -0
- package/typings/classes/Input.d.ts +11 -2
- package/typings/classes/InputEventMouseMotion.d.ts +2 -2
- package/typings/classes/ItemList.d.ts +20 -0
- package/typings/classes/IterateIK3D.d.ts +6 -3
- package/typings/classes/JavaClassWrapper.d.ts +13 -0
- package/typings/classes/JavaScriptBridge.d.ts +1 -1
- package/typings/classes/Label.d.ts +1 -0
- package/typings/classes/LabelSettings.d.ts +25 -0
- package/typings/classes/Light3D.d.ts +1 -1
- package/typings/classes/Logger.d.ts +1 -1
- package/typings/classes/LookAtModifier3D.d.ts +1 -1
- package/typings/classes/MenuButton.d.ts +35 -0
- package/typings/classes/MeshLibrary.d.ts +2 -0
- package/typings/classes/MovieWriter.d.ts +2 -0
- package/typings/classes/MultiplayerPeerExtension.d.ts +9 -9
- package/typings/classes/Node.d.ts +6 -0
- package/typings/classes/Node3D.d.ts +6 -4
- package/typings/classes/OS.d.ts +1 -1
- package/typings/classes/Object.d.ts +11 -8
- package/typings/classes/OptimizedTranslation.d.ts +2 -2
- package/typings/classes/OptionButton.d.ts +51 -7
- package/typings/classes/PacketPeerExtension.d.ts +1 -1
- package/typings/classes/ParticleProcessMaterial.d.ts +58 -0
- package/typings/classes/PhysicsDirectSpaceState2DExtension.d.ts +6 -6
- package/typings/classes/PhysicsDirectSpaceState3DExtension.d.ts +6 -6
- package/typings/classes/PhysicsServer2DExtension.d.ts +5 -5
- package/typings/classes/PhysicsServer3DExtension.d.ts +1 -1
- package/typings/classes/PopupMenu.d.ts +58 -6
- package/typings/classes/ProjectSettings.d.ts +89 -21
- package/typings/classes/Quaternion.d.ts +2 -2
- package/typings/classes/RDAccelerationStructureGeometry.d.ts +42 -0
- package/typings/classes/RDAccelerationStructureInstance.d.ts +34 -0
- package/typings/classes/RDHitGroup.d.ts +20 -0
- package/typings/classes/RDPipelineShader.d.ts +14 -0
- package/typings/classes/RandomNumberGenerator.d.ts +4 -2
- package/typings/classes/RenderSceneBuffersConfiguration.d.ts +4 -1
- package/typings/classes/RenderingDevice.d.ts +93 -23
- package/typings/classes/RenderingServer.d.ts +51 -3
- package/typings/classes/Resource.d.ts +2 -0
- package/typings/classes/ResourceImporterOBJ.d.ts +1 -1
- package/typings/classes/ResourceImporterScene.d.ts +11 -3
- package/typings/classes/RichTextLabel.d.ts +14 -6
- package/typings/classes/SceneTree.d.ts +29 -5
- package/typings/classes/Script.d.ts +2 -0
- package/typings/classes/ScriptEditor.d.ts +7 -0
- package/typings/classes/ScriptLanguageExtension.d.ts +7 -0
- package/typings/classes/ScrollContainer.d.ts +17 -5
- package/typings/classes/SkeletonModification2DJiggle.d.ts +4 -0
- package/typings/classes/SpringBoneSimulator3D.d.ts +4 -2
- package/typings/classes/SpriteFrames.d.ts +20 -4
- package/typings/classes/StreamPeerExtension.d.ts +2 -2
- package/typings/classes/TabBar.d.ts +20 -0
- package/typings/classes/TabContainer.d.ts +21 -3
- package/typings/classes/TextEdit.d.ts +2 -2
- package/typings/classes/TextServer.d.ts +23 -1
- package/typings/classes/TextServerExtension.d.ts +23 -1
- package/typings/classes/TileSet.d.ts +3 -1
- package/typings/classes/Tree.d.ts +16 -7
- package/typings/classes/TreeItem.d.ts +9 -2
- package/typings/classes/UndoRedo.d.ts +2 -2
- package/typings/classes/Vector2.d.ts +4 -2
- package/typings/classes/Vector2i.d.ts +4 -2
- package/typings/classes/Vector3.d.ts +4 -2
- package/typings/classes/Vector3i.d.ts +4 -2
- package/typings/classes/Vector4.d.ts +4 -2
- package/typings/classes/Vector4i.d.ts +4 -2
- package/typings/classes/Viewport.d.ts +17 -1
- package/typings/classes/Window.d.ts +20 -6
- package/typings/classes/_globals.d.ts +104 -26
- package/typings/classes/index.d.ts +10 -112
- package/typings/godot-class-registry.json +885 -3604
- package/typings/classes/VisualShader.d.ts +0 -112
- package/typings/classes/VisualShaderNode.d.ts +0 -63
- package/typings/classes/VisualShaderNodeBillboard.d.ts +0 -28
- package/typings/classes/VisualShaderNodeBooleanConstant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeBooleanParameter.d.ts +0 -14
- package/typings/classes/VisualShaderNodeClamp.d.ts +0 -26
- package/typings/classes/VisualShaderNodeColorConstant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeColorFunc.d.ts +0 -32
- package/typings/classes/VisualShaderNodeColorOp.d.ts +0 -32
- package/typings/classes/VisualShaderNodeColorParameter.d.ts +0 -14
- package/typings/classes/VisualShaderNodeComment.d.ts +0 -12
- package/typings/classes/VisualShaderNodeCompare.d.ts +0 -68
- package/typings/classes/VisualShaderNodeConstant.d.ts +0 -6
- package/typings/classes/VisualShaderNodeCubemap.d.ts +0 -43
- package/typings/classes/VisualShaderNodeCubemapParameter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeCurveTexture.d.ts +0 -10
- package/typings/classes/VisualShaderNodeCurveXYZTexture.d.ts +0 -10
- package/typings/classes/VisualShaderNodeCustom.d.ts +0 -122
- package/typings/classes/VisualShaderNodeDerivativeFunc.d.ts +0 -56
- package/typings/classes/VisualShaderNodeDeterminant.d.ts +0 -6
- package/typings/classes/VisualShaderNodeDistanceFade.d.ts +0 -6
- package/typings/classes/VisualShaderNodeDotProduct.d.ts +0 -6
- package/typings/classes/VisualShaderNodeExpression.d.ts +0 -12
- package/typings/classes/VisualShaderNodeFaceForward.d.ts +0 -8
- package/typings/classes/VisualShaderNodeFloatConstant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeFloatFunc.d.ts +0 -108
- package/typings/classes/VisualShaderNodeFloatOp.d.ts +0 -36
- package/typings/classes/VisualShaderNodeFloatParameter.d.ts +0 -52
- package/typings/classes/VisualShaderNodeFrame.d.ts +0 -35
- package/typings/classes/VisualShaderNodeFresnel.d.ts +0 -6
- package/typings/classes/VisualShaderNodeGlobalExpression.d.ts +0 -6
- package/typings/classes/VisualShaderNodeGroupBase.d.ts +0 -60
- package/typings/classes/VisualShaderNodeIf.d.ts +0 -8
- package/typings/classes/VisualShaderNodeInput.d.ts +0 -20
- package/typings/classes/VisualShaderNodeIntConstant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeIntFunc.d.ts +0 -24
- package/typings/classes/VisualShaderNodeIntOp.d.ts +0 -48
- package/typings/classes/VisualShaderNodeIntParameter.d.ts +0 -58
- package/typings/classes/VisualShaderNodeIs.d.ts +0 -18
- package/typings/classes/VisualShaderNodeLinearSceneDepth.d.ts +0 -6
- package/typings/classes/VisualShaderNodeMix.d.ts +0 -28
- package/typings/classes/VisualShaderNodeMultiplyAdd.d.ts +0 -22
- package/typings/classes/VisualShaderNodeOuterProduct.d.ts +0 -6
- package/typings/classes/VisualShaderNodeOutput.d.ts +0 -6
- package/typings/classes/VisualShaderNodeParameter.d.ts +0 -32
- package/typings/classes/VisualShaderNodeParameterRef.d.ts +0 -10
- package/typings/classes/VisualShaderNodeParticleAccelerator.d.ts +0 -20
- package/typings/classes/VisualShaderNodeParticleBoxEmitter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeParticleConeVelocity.d.ts +0 -6
- package/typings/classes/VisualShaderNodeParticleEmit.d.ts +0 -22
- package/typings/classes/VisualShaderNodeParticleEmitter.d.ts +0 -12
- package/typings/classes/VisualShaderNodeParticleMeshEmitter.d.ts +0 -20
- package/typings/classes/VisualShaderNodeParticleMultiplyByAxisAngle.d.ts +0 -10
- package/typings/classes/VisualShaderNodeParticleOutput.d.ts +0 -6
- package/typings/classes/VisualShaderNodeParticleRandomness.d.ts +0 -22
- package/typings/classes/VisualShaderNodeParticleRingEmitter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeParticleSphereEmitter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeProximityFade.d.ts +0 -6
- package/typings/classes/VisualShaderNodeRandomRange.d.ts +0 -6
- package/typings/classes/VisualShaderNodeRemap.d.ts +0 -33
- package/typings/classes/VisualShaderNodeReroute.d.ts +0 -8
- package/typings/classes/VisualShaderNodeResizableBase.d.ts +0 -10
- package/typings/classes/VisualShaderNodeRotationByAxis.d.ts +0 -6
- package/typings/classes/VisualShaderNodeSDFRaymarch.d.ts +0 -6
- package/typings/classes/VisualShaderNodeSDFToScreenUV.d.ts +0 -8
- package/typings/classes/VisualShaderNodeSample3D.d.ts +0 -18
- package/typings/classes/VisualShaderNodeScreenNormalWorldSpace.d.ts +0 -6
- package/typings/classes/VisualShaderNodeScreenUVToSDF.d.ts +0 -8
- package/typings/classes/VisualShaderNodeSmoothStep.d.ts +0 -28
- package/typings/classes/VisualShaderNodeStep.d.ts +0 -28
- package/typings/classes/VisualShaderNodeSwitch.d.ts +0 -30
- package/typings/classes/VisualShaderNodeTexture.d.ts +0 -57
- package/typings/classes/VisualShaderNodeTexture2DArray.d.ts +0 -12
- package/typings/classes/VisualShaderNodeTexture2DArrayParameter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTexture2DParameter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTexture3D.d.ts +0 -12
- package/typings/classes/VisualShaderNodeTexture3DParameter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTextureParameter.d.ts +0 -104
- package/typings/classes/VisualShaderNodeTextureParameterTriplanar.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTextureSDF.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTextureSDFNormal.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTransformCompose.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTransformConstant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeTransformDecompose.d.ts +0 -6
- package/typings/classes/VisualShaderNodeTransformFunc.d.ts +0 -18
- package/typings/classes/VisualShaderNodeTransformOp.d.ts +0 -32
- package/typings/classes/VisualShaderNodeTransformParameter.d.ts +0 -14
- package/typings/classes/VisualShaderNodeTransformVecMult.d.ts +0 -22
- package/typings/classes/VisualShaderNodeUIntConstant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeUIntFunc.d.ts +0 -20
- package/typings/classes/VisualShaderNodeUIntOp.d.ts +0 -48
- package/typings/classes/VisualShaderNodeUIntParameter.d.ts +0 -16
- package/typings/classes/VisualShaderNodeUVFunc.d.ts +0 -22
- package/typings/classes/VisualShaderNodeUVPolarCoord.d.ts +0 -6
- package/typings/classes/VisualShaderNodeVarying.d.ts +0 -14
- package/typings/classes/VisualShaderNodeVaryingGetter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeVaryingSetter.d.ts +0 -6
- package/typings/classes/VisualShaderNodeVec2Constant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeVec2Parameter.d.ts +0 -14
- package/typings/classes/VisualShaderNodeVec3Constant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeVec3Parameter.d.ts +0 -14
- package/typings/classes/VisualShaderNodeVec4Constant.d.ts +0 -10
- package/typings/classes/VisualShaderNodeVec4Parameter.d.ts +0 -14
- package/typings/classes/VisualShaderNodeVectorBase.d.ts +0 -20
- package/typings/classes/VisualShaderNodeVectorCompose.d.ts +0 -8
- package/typings/classes/VisualShaderNodeVectorDecompose.d.ts +0 -8
- package/typings/classes/VisualShaderNodeVectorDistance.d.ts +0 -6
- package/typings/classes/VisualShaderNodeVectorFunc.d.ts +0 -84
- package/typings/classes/VisualShaderNodeVectorLen.d.ts +0 -6
- package/typings/classes/VisualShaderNodeVectorOp.d.ts +0 -42
- package/typings/classes/VisualShaderNodeVectorRefract.d.ts +0 -8
- package/typings/classes/VisualShaderNodeWorldPositionFromDepth.d.ts +0 -8
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@@ -64,13 +64,13 @@ declare class EditorPlugin extends Node {
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/**
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* Override this method in your plugin to return a {@link Texture2D} in order to give it an icon.
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* For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "Asset Store" buttons.
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* Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
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* For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "Asset Store" buttons.
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* When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of {@link EditorInterface.get_editor_main_screen} and made visible inside {@link _make_visible}.
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/** Emitted when the given `resource` was saved on disc. See also {@link scene_saved}. */
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* This virtual method is called when updating the context menu of an {@link editable} {@link EditorResourcePicker}. Implement this method to override the "New" items section with your own options. `menu_node` is a reference to the {@link PopupMenu} node.
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* **Note:** Relevant built-in options ("Load", "Copy", "Paste", etc.) are automatically added to the `menu_node` afterwards, using their hard-coded IDs starting from `0`. Custom options need to use non-colliding IDs to be handled properly. Using `id = 100 + custom_option_index` is safe (this is what the default items in the "New" section use).
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static readonly IMPORT_SCENE: int;
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/**
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* Import animations from the 3D scene. When importing a scene as an {@link AnimationLibrary}, this flag is always enabled.
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*/
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static readonly IMPORT_ANIMATION: int;
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/** Unused flag (this has no effect when enabled). */
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static readonly IMPORT_FAIL_ON_MISSING_DEPENDENCIES: int;
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/**
|
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+
* If `true`, generate vertex tangents using Mikktspace (http://www.mikktspace.com/) if the input meshes don't have tangent data. When possible, it's recommended to let the 3D modeling software generate tangents on export instead of relying on this option. Tangents are required for correct display of normal and height maps, along with any material/shader features that require tangents.
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* If you don't need material features that require tangents, disabling this can reduce output file size and speed up importing if the source 3D file doesn't contain tangents.
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*/
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static readonly IMPORT_GENERATE_TANGENT_ARRAYS: int;
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/**
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* If checked, use named {@link Skin}s for animation. The {@link MeshInstance3D} node contains 3 properties of relevance here: a skeleton {@link NodePath} pointing to the {@link Skeleton3D} node (usually `..`), a mesh, and a skin:
|
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+
* - The {@link Skeleton3D} node contains a list of bones with names, their pose and rest, a name, and a parent bone.
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+
* - The mesh is all of the raw vertex data needed to display a mesh. In terms of the mesh, it knows how vertices are weight-painted and uses some internal numbering often imported from 3D modeling software.
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+
* - The skin contains the information necessary to bind this mesh onto this Skeleton3D. For each of the internal bone IDs chosen by the 3D modeling software, it contains two things. Firstly, a matrix known as the Bind Pose Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the {@link Skin} contains each bone's name (if this flag is enabled), or the bone's index within the {@link Skeleton3D} list (if this flag is disabled).
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48
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+
* Together, this information is enough to tell Godot how to use the bone poses in the {@link Skeleton3D} node to render the mesh from each {@link MeshInstance3D}. Note that each {@link MeshInstance3D} may share binds, as is common in models exported from Blender, or each {@link MeshInstance3D} may use a separate {@link Skin} object, as is common in models exported from other tools such as Maya.
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+
*/
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50
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static readonly IMPORT_USE_NAMED_SKIN_BINDS: int;
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+
/**
|
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* Ignore meshes and materials on import. When importing a scene as an {@link AnimationLibrary}, this flag is always enabled.
|
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+
*/
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34
54
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static readonly IMPORT_DISCARD_MESHES_AND_MATERIALS: int;
|
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+
/**
|
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+
* If `true`, mesh compression will not be used. Consider enabling if you notice blocky artifacts in your mesh normals or UVs, or if you have meshes that are larger than a few thousand meters in each direction.
|
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57
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+
*/
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35
58
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static readonly IMPORT_FORCE_DISABLE_MESH_COMPRESSION: int;
|
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36
59
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}
|
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@@ -4,9 +4,13 @@
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4
4
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/** Object that holds the project-independent editor settings. */
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5
5
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declare class EditorSettings extends Resource {
|
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6
6
|
/**
|
|
7
|
-
*
|
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7
|
+
* A list of the available URLs that can be chosen in the Asset Store to fetch asset data. With the key being the name, and the value being the URL.
|
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8
8
|
*/
|
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9
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-
'
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9
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+
'asset_store/available_urls': Dictionary;
|
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10
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+
/**
|
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11
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+
* If `true`, the Asset Store uses multiple threads for its HTTP requests. This prevents the Asset Store from blocking the main thread for every loaded asset.
|
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+
*/
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13
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+
'asset_store/use_threads': boolean;
|
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10
14
|
/**
|
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11
15
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* If `true`, automatically switches to the **Remote** scene tree when running the project from the editor. If `false`, stays on the **Local** scene tree when running the project from the editor.
|
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12
16
|
* **Warning:** Enabling this setting can cause stuttering when running a project with a large amount of nodes (typically a few thousands of nodes or more), even if the editor window isn't focused. This is due to the remote scene tree being updated every second regardless of whether the editor is focused.
|
|
@@ -49,6 +53,10 @@ declare class EditorSettings extends Resource {
|
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49
53
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* **Note:** This setting has no effect when split mode is disabled (which is the default).
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*/
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'docks/filesystem/always_show_folders': boolean;
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+
/**
|
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+
* If `true`, displays a confirmation dialog when moving or duplicating items in the FileSystem dock. This dialog can also be bypassed by holding `Shift`.
|
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+
*/
|
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+
'docks/filesystem/ask_before_moving_files': boolean;
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/** If `true`, scripts created in FileSystem dock will be automatically edited. */
|
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61
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'docks/filesystem/automatically_open_created_scripts': boolean;
|
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54
62
|
/**
|
|
@@ -444,6 +452,22 @@ declare class EditorSettings extends Resource {
|
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444
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* The modulate color to use for "past" frames displayed in the animation editor's onion skinning feature.
|
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453
|
*/
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454
|
'editors/animation/onion_layers_past_color': Color;
|
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455
|
+
/** The color at the top of the VU meter gradient when it is active. */
|
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456
|
+
'editors/audio_buses/active_max_db_color': Color;
|
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457
|
+
/** The color at the bottom of the VU meter gradient when it is active. */
|
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458
|
+
'editors/audio_buses/active_min_db_color': Color;
|
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459
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+
/** The color at 0 dB of the VU meter gradient when it is active. */
|
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460
|
+
'editors/audio_buses/active_normalized_db_color': Color;
|
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461
|
+
/** The color at the top of the VU meter gradient when it is inactive. */
|
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462
|
+
'editors/audio_buses/inactive_max_db_color': Color;
|
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463
|
+
/** The color at the bottom of the VU meter gradient when it is inactive. */
|
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464
|
+
'editors/audio_buses/inactive_min_db_color': Color;
|
|
465
|
+
/** The color at 0 dB of the VU meter gradient when it is inactive. */
|
|
466
|
+
'editors/audio_buses/inactive_normalized_db_color': Color;
|
|
467
|
+
/** The multiplier color for the VU meter gradient when it is inactive. */
|
|
468
|
+
'editors/audio_buses/tint_over_color': Color;
|
|
469
|
+
/** The multiplier color for the VU meter gradient where audio is not reaching. */
|
|
470
|
+
'editors/audio_buses/tint_under_color': Color;
|
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447
471
|
'editors/bone_mapper/handle_colors/error': Color;
|
|
448
472
|
'editors/bone_mapper/handle_colors/missing': Color;
|
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449
473
|
'editors/bone_mapper/handle_colors/set': Color;
|
|
@@ -729,6 +753,10 @@ declare class EditorSettings extends Resource {
|
|
|
729
753
|
* **Note:** Accessibility debugging tools, such as Accessibility Insights for Windows, Accessibility Inspector (macOS), or AT-SPI Browser (Linux/BSD), do not count as assistive apps. To test the editor with these tools, use **Always Active**.
|
|
730
754
|
*/
|
|
731
755
|
'interface/accessibility/accessibility_support': int;
|
|
756
|
+
/**
|
|
757
|
+
* If `true`, editor inspector uses property documentation as an accessible description of the property.
|
|
758
|
+
*/
|
|
759
|
+
'interface/accessibility/property_descriptions': boolean;
|
|
732
760
|
/**
|
|
733
761
|
* How to position the Cancel and OK buttons in the editor's {@link AcceptDialog} windows. Different platforms have different conventions for this, which can be overridden through this setting to avoid accidental clicks when using Godot on multiple platforms.
|
|
734
762
|
* - **Auto** follows the platform convention: OK first on Windows, KDE, and LXQt; Cancel first on macOS and other Linux desktop environments.
|
|
@@ -765,6 +793,10 @@ declare class EditorSettings extends Resource {
|
|
|
765
793
|
'interface/editor/appearance/expand_to_title': boolean;
|
|
766
794
|
/** The preferred monitor to display the project manager. */
|
|
767
795
|
'interface/editor/appearance/project_manager_screen': int;
|
|
796
|
+
/**
|
|
797
|
+
* If `true`, a renderer selector that can be used to change the {@link ProjectSettings.rendering/renderer/rendering_method} project setting will be shown in the top right of the main editor window.
|
|
798
|
+
*/
|
|
799
|
+
'interface/editor/appearance/show_renderer_selector': boolean;
|
|
768
800
|
/**
|
|
769
801
|
* If enabled, displays an icon in the top-right corner of the editor that spins when the editor redraws a frame. This can be used to diagnose situations where the engine is constantly redrawing, which should be avoided as this increases CPU and GPU utilization for no good reason. To further troubleshoot these situations, start the editor with the `--debug-canvas-item-redraw` command line argument ($DOCS_URL/tutorials/editor/command_line_tutorial.html).
|
|
770
802
|
* Consider enabling this if you are developing editor plugins to ensure they only make the editor redraw when required.
|
|
@@ -1059,7 +1091,7 @@ declare class EditorSettings extends Resource {
|
|
|
1059
1091
|
/** The editor color preset to use. */
|
|
1060
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|
'interface/theme/color_preset': string;
|
|
1061
1093
|
/**
|
|
1062
|
-
* The contrast factor to use when deriving the editor theme's base color (see {@link interface/theme/base_color}). When using
|
|
1094
|
+
* The contrast factor to use when deriving the editor theme's base color (see {@link interface/theme/base_color}). When using positive values, the derived colors will be *darker* than the base color. This contrast factor can be set to a negative value, which will make the derived colors *brighter* than the base color. Negative contrast rates often look better for light themes.
|
|
1063
1095
|
*/
|
|
1064
1096
|
'interface/theme/contrast': float;
|
|
1065
1097
|
/** The corner radius to use for interface elements (in pixels). `0` is square. */
|
|
@@ -1127,6 +1159,11 @@ declare class EditorSettings extends Resource {
|
|
|
1127
1159
|
* **Note:** Defaults to `true` on touchscreen devices.
|
|
1128
1160
|
*/
|
|
1129
1161
|
'interface/touchscreen/enable_touch_optimizations': boolean;
|
|
1162
|
+
/**
|
|
1163
|
+
* If `true`, the device will vibrate when a long-press gesture triggers a right-click context menu in the editor.
|
|
1164
|
+
* **Note:** Only has an effect on devices with haptic feedback hardware. Defaults to `true` on touchscreen devices.
|
|
1165
|
+
*/
|
|
1166
|
+
'interface/touchscreen/haptic_on_long_press': boolean;
|
|
1130
1167
|
/**
|
|
1131
1168
|
* Specify the multiplier to apply to the scale for the editor gizmo handles to improve usability on touchscreen devices.
|
|
1132
1169
|
* **Note:** Defaults to `1` on non-touchscreen devices.
|
|
@@ -1148,7 +1185,7 @@ declare class EditorSettings extends Resource {
|
|
|
1148
1185
|
*/
|
|
1149
1186
|
'network/connection/check_for_updates': int;
|
|
1150
1187
|
/**
|
|
1151
|
-
* Determines whether online features, such as the Asset
|
|
1188
|
+
* Determines whether online features, such as the Asset Store or update checks, are enabled in the editor. If this is a privacy concern, disabling these online features prevents the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Store.
|
|
1152
1189
|
* Editor plugins and tool scripts are recommended to follow this setting. However, Godot can't prevent them from violating this rule.
|
|
1153
1190
|
*/
|
|
1154
1191
|
'network/connection/network_mode': int;
|
|
@@ -1161,12 +1198,12 @@ declare class EditorSettings extends Resource {
|
|
|
1161
1198
|
*/
|
|
1162
1199
|
'network/debug/remote_port': int;
|
|
1163
1200
|
/**
|
|
1164
|
-
* The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset
|
|
1201
|
+
* The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset store and export template downloads). See also {@link network/http_proxy/port}.
|
|
1165
1202
|
* **Note:** Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
|
|
1166
1203
|
*/
|
|
1167
1204
|
'network/http_proxy/host': string;
|
|
1168
1205
|
/**
|
|
1169
|
-
* The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset
|
|
1206
|
+
* The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset store and export template downloads). See also {@link network/http_proxy/host}.
|
|
1170
1207
|
* **Note:** Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
|
|
1171
1208
|
*/
|
|
1172
1209
|
'network/http_proxy/port': int;
|
|
@@ -1196,7 +1233,7 @@ declare class EditorSettings extends Resource {
|
|
|
1196
1233
|
*/
|
|
1197
1234
|
'network/language_server/use_thread': boolean;
|
|
1198
1235
|
/**
|
|
1199
|
-
* The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the
|
|
1236
|
+
* The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the Asset Store tab). If left empty, the included Mozilla certificate bundle (https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-bundle.crt) will be used.
|
|
1200
1237
|
*/
|
|
1201
1238
|
'network/tls/editor_tls_certificates': string;
|
|
1202
1239
|
/**
|
|
@@ -5,6 +5,10 @@
|
|
|
5
5
|
* Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.).
|
|
6
6
|
*/
|
|
7
7
|
declare class EditorTranslationParserPlugin extends RefCounted {
|
|
8
|
+
/**
|
|
9
|
+
* Called after parsing all files. You can modify the `strings` array to add or remove entries from the final list of strings, then return it after modifications. Each entry is a {@link PackedStringArray} like explained in the {@link EditorTranslationParserPlugin}'s description.
|
|
10
|
+
*/
|
|
11
|
+
_customize_strings(strings: Array<PackedStringArray>): Array<PackedStringArray>;
|
|
8
12
|
/** Gets the list of file extensions to associate with this parser, e.g. `["csv"]`. */
|
|
9
13
|
_get_recognized_extensions(): PackedStringArray;
|
|
10
14
|
/** Override this method to define a custom parsing logic to extract the translatable strings. */
|
|
@@ -3,10 +3,14 @@
|
|
|
3
3
|
|
|
4
4
|
/** Version Control System (VCS) interface, which reads and writes to the local VCS in use. */
|
|
5
5
|
declare class EditorVCSInterface extends GodotObject {
|
|
6
|
+
/** Returns whether or not the plugin allows commit amends. */
|
|
7
|
+
_allow_amends(): boolean;
|
|
6
8
|
/** Checks out a `branch_name` in the VCS. */
|
|
7
9
|
_checkout_branch(branch_name: string | NodePath): boolean;
|
|
8
|
-
/**
|
|
9
|
-
|
|
10
|
+
/**
|
|
11
|
+
* Commits the currently staged changes and applies the commit `msg` to the resulting commit. If `amend` is `true` the commit will modify the most recent commit instead.
|
|
12
|
+
*/
|
|
13
|
+
_commit(msg: string | NodePath, amend: boolean): void;
|
|
10
14
|
/** Creates a new branch named `branch_name` in the VCS. */
|
|
11
15
|
_create_branch(branch_name: string | NodePath): void;
|
|
12
16
|
/**
|
|
@@ -58,6 +58,21 @@ declare class FileDialog extends ConfirmationDialog {
|
|
|
58
58
|
mode_overrides_title: boolean;
|
|
59
59
|
/** The number of additional {@link OptionButton}s and {@link CheckBox}es in the dialog. */
|
|
60
60
|
option_count: int;
|
|
61
|
+
/**
|
|
62
|
+
* The default value for the option at `index`.
|
|
63
|
+
* **Note:** `index` is a value in the `0 .. option_count - 1` range.
|
|
64
|
+
*/
|
|
65
|
+
'option_{index}/default': int;
|
|
66
|
+
/**
|
|
67
|
+
* The name of the option at `index`.
|
|
68
|
+
* **Note:** `index` is a value in the `0 .. option_count - 1` range.
|
|
69
|
+
*/
|
|
70
|
+
'option_{index}/name': string;
|
|
71
|
+
/**
|
|
72
|
+
* The list of values for the option at `index`.
|
|
73
|
+
* **Note:** `index` is a value in the `0 .. option_count - 1` range.
|
|
74
|
+
*/
|
|
75
|
+
'option_{index}/values': PackedStringArray;
|
|
61
76
|
/** If `true`, the {@link FileDialog} will warn the user before overwriting files in save mode. */
|
|
62
77
|
overwrite_warning_enabled: boolean;
|
|
63
78
|
/** If `true`, shows the recent directories list on the left side of the dialog. */
|
|
@@ -42,7 +42,7 @@ declare class Font extends Resource {
|
|
|
42
42
|
*/
|
|
43
43
|
draw_string_outline(canvas_item: RID, pos: Vector2 | Vector2i, text: string | NodePath, alignment: int, width?: float, font_size?: int, size?: int, modulate?: Color, justification_flags?: int, direction?: int, orientation?: int, oversampling?: float): void;
|
|
44
44
|
/** Returns {@link TextServer} RID of the font cache for specific variation. */
|
|
45
|
-
find_variation(variation_coordinates: Dictionary, face_index?: int, strength?: float, transform?: Transform2D, spacing_top?: int, spacing_bottom?: int, spacing_space?: int, spacing_glyph?: int, baseline_offset?: float): RID;
|
|
45
|
+
find_variation(variation_coordinates: Dictionary, face_index?: int, strength?: float, transform?: Transform2D, spacing_top?: int, spacing_bottom?: int, spacing_space?: int, spacing_glyph?: int, baseline_offset?: float, palette_index?: int, custom_colors?: PackedColorArray | Array<unknown>): RID;
|
|
46
46
|
/**
|
|
47
47
|
* Returns the maximum font ascent (number of pixels above the baseline) of this font and all fallback fonts.
|
|
48
48
|
* **Note:** Real ascent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the ascent of empty line).
|
|
@@ -92,6 +92,18 @@ declare class Font extends Resource {
|
|
|
92
92
|
* Returns {@link Dictionary} with OpenType font name strings (localized font names, version, description, license information, sample text, etc.).
|
|
93
93
|
*/
|
|
94
94
|
get_ot_name_strings(): Dictionary;
|
|
95
|
+
/**
|
|
96
|
+
* Returns the array in the predefined color palette at `index`. Palette contains all colors used to render font glyphs. Each palette has the same number of colors. Colors can be overridden using {@link FontVariation}.
|
|
97
|
+
*/
|
|
98
|
+
get_palette_colors(index: int): PackedColorArray;
|
|
99
|
+
/**
|
|
100
|
+
* Returns the number of predefined color palettes. Palette contains all colors used to render font glyphs. Each palette has the same number of colors.
|
|
101
|
+
*/
|
|
102
|
+
get_palette_count(): int;
|
|
103
|
+
/**
|
|
104
|
+
* Returns the name of the predefined color palette at `index`. Palette contains all colors used to render font glyphs. Each palette has the same number of colors.
|
|
105
|
+
*/
|
|
106
|
+
get_palette_name(index: int): string;
|
|
95
107
|
/**
|
|
96
108
|
* Returns {@link Array} of valid {@link Font} {@link RID}s, which can be passed to the {@link TextServer} methods.
|
|
97
109
|
*/
|
|
@@ -11,6 +11,12 @@ declare class FontVariation extends Font {
|
|
|
11
11
|
* A set of OpenType feature tags. More info: OpenType feature tags (https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags).
|
|
12
12
|
*/
|
|
13
13
|
opentype_features: Dictionary;
|
|
14
|
+
/**
|
|
15
|
+
* An array of colors to override predefined palette. Use `Color(0, 0, 0, 0)`, to keep predefined palette color at specific position.
|
|
16
|
+
*/
|
|
17
|
+
palette_custom_colors: PackedColorArray;
|
|
18
|
+
/** A palette index. */
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palette_index: int;
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14
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/** Extra spacing at the bottom of the line in pixels. */
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spacing_bottom: int;
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/** Extra spacing between graphical glyphs. */
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@@ -42,6 +48,10 @@ declare class FontVariation extends Font {
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42
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set_baseline_offset(value: float): void;
|
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43
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|
get_baseline_offset(): float;
|
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set_opentype_features(value: Dictionary): void;
|
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+
set_palette_custom_colors(value: PackedColorArray | Array<unknown>): void;
|
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|
+
get_palette_custom_colors(): PackedColorArray;
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set_palette_index(value: int): void;
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+
get_palette_index(): int;
|
|
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set_variation_embolden(value: float): void;
|
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get_variation_embolden(): float;
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set_variation_face_index(value: int): void;
|
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@@ -0,0 +1,8 @@
|
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+
// AUTO-GENERATED from Godot class documentation.
|
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2
|
+
// Manual overrides applied from typings-overrides/*.d.ts
|
|
3
|
+
|
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4
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+
/** A script implemented in the GDScript programming language. */
|
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|
+
declare class GDScript extends Script {
|
|
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|
+
/** Returns a new instance of the script. */
|
|
7
|
+
new(...args: any[]): unknown;
|
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+
}
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
// AUTO-GENERATED from Godot class documentation.
|
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2
|
+
// Manual overrides applied from typings-overrides/*.d.ts
|
|
3
|
+
|
|
4
|
+
/** GDScript language server. */
|
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5
|
+
declare interface GDScriptLanguageProtocol extends JSONRPC {
|
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6
|
+
/** Returns the language server's {@link GDScriptTextDocument} instance. */
|
|
7
|
+
get_text_document(): GDScriptTextDocument | null;
|
|
8
|
+
/** Returns the language server's {@link GDScriptWorkspace} instance. */
|
|
9
|
+
get_workspace(): GDScriptWorkspace | null;
|
|
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|
+
initialize(params: Dictionary): unknown;
|
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|
+
initialized(params: unknown): void;
|
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+
/**
|
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+
* Returns `true` if the language server was initialized by a language server client, `false` otherwise.
|
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+
*/
|
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+
is_initialized(): boolean;
|
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+
/**
|
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+
* Returns `true` if the language server is providing the smart resolve feature, `false` otherwise. The feature can be configured through the editor settings.
|
|
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+
*/
|
|
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+
is_smart_resolve_enabled(): boolean;
|
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+
notify_client(method: string | NodePath, params?: unknown, client_id?: int): void;
|
|
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|
+
on_client_connected(): int;
|
|
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|
+
on_client_disconnected(client_id: int): void;
|
|
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|
+
}
|
|
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|
+
declare const GDScriptLanguageProtocol: GDScriptLanguageProtocol;
|
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+
|
|
@@ -0,0 +1,6 @@
|
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1
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+
// AUTO-GENERATED from Godot class documentation.
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+
// Manual overrides applied from typings-overrides/*.d.ts
|
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3
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+
|
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+
/** A GDScript syntax highlighter that can be used with {@link TextEdit} and {@link CodeEdit} nodes. */
|
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+
declare class GDScriptSyntaxHighlighter extends EditorSyntaxHighlighter {
|
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6
|
+
}
|
|
@@ -0,0 +1,27 @@
|
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1
|
+
// AUTO-GENERATED from Godot class documentation.
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2
|
+
// Manual overrides applied from typings-overrides/*.d.ts
|
|
3
|
+
|
|
4
|
+
/** Document related language server functionality. */
|
|
5
|
+
declare class GDScriptTextDocument extends RefCounted {
|
|
6
|
+
codeLens(params: Dictionary): Array<unknown>;
|
|
7
|
+
colorPresentation(params: Dictionary): Array<unknown>;
|
|
8
|
+
completion(params: Dictionary): Array<unknown>;
|
|
9
|
+
declaration(params: Dictionary): unknown;
|
|
10
|
+
definition(params: Dictionary): Array<unknown>;
|
|
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|
+
didChange(params: unknown): void;
|
|
12
|
+
didClose(params: unknown): void;
|
|
13
|
+
didOpen(params: unknown): void;
|
|
14
|
+
didSave(params: unknown): void;
|
|
15
|
+
documentLink(params: Dictionary): Array<unknown>;
|
|
16
|
+
documentSymbol(params: Dictionary): Array<unknown>;
|
|
17
|
+
foldingRange(params: Dictionary): Array<unknown>;
|
|
18
|
+
hover(params: Dictionary): unknown;
|
|
19
|
+
nativeSymbol(params: Dictionary): unknown;
|
|
20
|
+
prepareRename(params: Dictionary): unknown;
|
|
21
|
+
references(params: Dictionary): Array<unknown>;
|
|
22
|
+
rename(params: Dictionary): Dictionary;
|
|
23
|
+
resolve(params: Dictionary): Dictionary;
|
|
24
|
+
show_native_symbol_in_editor(symbol_id: string | NodePath): void;
|
|
25
|
+
signatureHelp(params: Dictionary): unknown;
|
|
26
|
+
willSaveWaitUntil(params: unknown): void;
|
|
27
|
+
}
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
// AUTO-GENERATED from Godot class documentation.
|
|
2
|
+
// Manual overrides applied from typings-overrides/*.d.ts
|
|
3
|
+
|
|
4
|
+
/** Workspace related language server functionality. */
|
|
5
|
+
declare class GDScriptWorkspace extends RefCounted {
|
|
6
|
+
apply_new_signal(obj: GodotObject, function_: string | NodePath, args: PackedStringArray | Array<unknown>): void;
|
|
7
|
+
didDeleteFiles(params: Dictionary): void;
|
|
8
|
+
/** Returns the interface of the script in a machine-readable format. */
|
|
9
|
+
generate_script_api(path: string | NodePath): Dictionary;
|
|
10
|
+
/** Converts a URI to a file path. */
|
|
11
|
+
get_file_path(uri: string | NodePath): string;
|
|
12
|
+
/** Converts a file path to a URI. */
|
|
13
|
+
get_file_uri(path: string | NodePath): string;
|
|
14
|
+
parse_local_script(path: string | NodePath): int;
|
|
15
|
+
parse_script(path: string | NodePath, content: string | NodePath): int;
|
|
16
|
+
publish_diagnostics(path: string | NodePath): void;
|
|
17
|
+
}
|
|
@@ -178,9 +178,9 @@ declare class GPUParticles2D extends Node2D {
|
|
|
178
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|
emit_particle(xform: Transform2D, velocity: Vector2 | Vector2i, color: Color, custom: Color, flags: int): void;
|
|
179
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|
/**
|
|
180
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|
* Requests the particles to process for extra process time during a single frame.
|
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|
-
*
|
|
181
|
+
* `process_time` defines the time that the particles will process while emitting is on. `process_time_residual` defines the time that particles will process with emitting turned off for the simulation. When combined with {@link speed_scale} set to `0.0`, this is useful to be able to seek a particle system timeline.
|
|
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|
*/
|
|
183
|
-
request_particles_process(process_time: float): void;
|
|
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|
+
request_particles_process(process_time: float, process_time_residual?: float): void;
|
|
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|
/**
|
|
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|
* Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the {@link finished} signal before calling.
|
|
186
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|
* **Note:** The {@link finished} signal is only emitted by {@link one_shot} emitters.
|
|
@@ -101,7 +101,14 @@ declare class GPUParticles3D extends GeometryInstance3D {
|
|
|
101
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|
* The amount of time the particle's trail should represent (in seconds). Only effective if {@link trail_enabled} is `true`.
|
|
102
102
|
*/
|
|
103
103
|
trail_lifetime: float;
|
|
104
|
+
/** The alignment of particles. Use this for billboarding and aligning to velocity. */
|
|
104
105
|
transform_align: int;
|
|
106
|
+
/**
|
|
107
|
+
* When using transform align local billboard, which axis to use for the billboarding. Supports only X or Y.
|
|
108
|
+
*/
|
|
109
|
+
transform_align_axis: int;
|
|
110
|
+
/** In the case of billboarded particles, which custom channel to read from to calculate their angle. */
|
|
111
|
+
transform_align_channel_filter: int;
|
|
105
112
|
/**
|
|
106
113
|
* If `true`, particles will use the same seed for every simulation using the seed defined in {@link seed}. This is useful for situations where the visual outcome should be consistent across replays, for example when using Movie Maker mode.
|
|
107
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|
*/
|
|
@@ -160,6 +167,10 @@ declare class GPUParticles3D extends GeometryInstance3D {
|
|
|
160
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|
get_trail_lifetime(): float;
|
|
161
168
|
set_transform_align(value: int): void;
|
|
162
169
|
get_transform_align(): int;
|
|
170
|
+
set_transform_align_axis(value: int): void;
|
|
171
|
+
get_transform_align_axis(): int;
|
|
172
|
+
set_transform_align_channel_filter(value: int): void;
|
|
173
|
+
get_transform_align_channel_filter(): int;
|
|
163
174
|
set_use_fixed_seed(value: boolean): void;
|
|
164
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|
get_use_fixed_seed(): boolean;
|
|
165
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|
set_visibility_aabb(value: AABB): void;
|
|
@@ -181,9 +192,9 @@ declare class GPUParticles3D extends GeometryInstance3D {
|
|
|
181
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|
get_draw_pass_mesh(pass: int): Mesh | null;
|
|
182
193
|
/**
|
|
183
194
|
* Requests the particles to process for extra process time during a single frame.
|
|
184
|
-
*
|
|
195
|
+
* `process_time` defines the time that the particles will process while emitting is on. `process_time_residual` defines the time that particles will process with emitting turned off for the simulation. When combined with {@link speed_scale} set to `0.0`, this is useful to be able to seek a particle system timeline.
|
|
185
196
|
*/
|
|
186
|
-
request_particles_process(process_time: float): void;
|
|
197
|
+
request_particles_process(process_time: float, process_time_residual?: float): void;
|
|
187
198
|
/**
|
|
188
199
|
* Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the {@link finished} signal before calling.
|
|
189
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|
* **Note:** The {@link finished} signal is only emitted by {@link one_shot} emitters.
|
|
@@ -233,6 +244,8 @@ declare class GPUParticles3D extends GeometryInstance3D {
|
|
|
233
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|
static readonly TRANSFORM_ALIGN_Y_TO_VELOCITY: int;
|
|
234
245
|
/** Align each particle's Z axis to face the camera and Y axis to the velocity vector. */
|
|
235
246
|
static readonly TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: int;
|
|
247
|
+
/** Align each particle's Z axis to face the camera, while preserving a given axis (X or Y). */
|
|
248
|
+
static readonly TRANSFORM_ALIGN_LOCAL_BILLBOARD: int;
|
|
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|
|
|
237
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|
/** Maximum number of draw passes supported. */
|
|
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|
static readonly MAX_DRAW_PASSES: int;
|
|
@@ -66,7 +66,7 @@ declare interface Geometry2D extends GodotObject {
|
|
|
66
66
|
is_polygon_clockwise(polygon: PackedVector2Array | Array<unknown>): boolean;
|
|
67
67
|
/**
|
|
68
68
|
* Returns the point of intersection between the two lines (`from_a`, `dir_a`) and (`from_b`, `dir_b`). Returns a {@link Vector2}, or `null` if the lines are parallel.
|
|
69
|
-
* `from` and `dir` are *not* endpoints of a line segment or ray but the slope (`dir`) and a known point (`from`) on that line.
|
|
69
|
+
* `from` and `dir` are *not* endpoints of a line segment or ray but the slope (`dir`) and a known point (`from`) on that line. To get the intersection between two line segments, use {@link segment_intersects_segment}.
|
|
70
70
|
*/
|
|
71
71
|
line_intersects_line(from_a: Vector2 | Vector2i, dir_a: Vector2 | Vector2i, from_b: Vector2 | Vector2i, dir_b: Vector2 | Vector2i): unknown;
|
|
72
72
|
/**
|
|
@@ -99,7 +99,7 @@ declare interface Geometry2D extends GodotObject {
|
|
|
99
99
|
*/
|
|
100
100
|
segment_intersects_circle(segment_from: Vector2 | Vector2i, segment_to: Vector2 | Vector2i, circle_position: Vector2 | Vector2i, circle_radius: float): float;
|
|
101
101
|
/**
|
|
102
|
-
* Checks if
|
|
102
|
+
* Checks if two line segments intersect, with line `a` between `from_a` and `to_a` and line `b` between `from_b` and `to_b`. If the line segments intersect, the point of intersection is returned as a {@link Vector2}. If no intersection takes place, `null` is returned.
|
|
103
103
|
*/
|
|
104
104
|
segment_intersects_segment(from_a: Vector2 | Vector2i, to_a: Vector2 | Vector2i, from_b: Vector2 | Vector2i, to_b: Vector2 | Vector2i): unknown;
|
|
105
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|
/**
|
|
@@ -238,13 +238,15 @@ declare class Image extends Resource {
|
|
|
238
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|
*/
|
|
239
239
|
save_dds_to_buffer(): PackedByteArray;
|
|
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|
/**
|
|
241
|
-
* Saves the image as an EXR file to `path`. If `grayscale` is `true` and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return {@link ERR_UNAVAILABLE} if Godot was compiled without the TinyEXR module.
|
|
241
|
+
* Saves the image as an EXR file to `path`. If `grayscale` is `true` and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. Set `color_image` to `true` when saving a color image, such as a screenshot. Negative values will be included when `color_image` is `false`, which may be useful for saving raw floating point data such as a lightmap that includes negative light information. Color component values in the resulting EXR file will not exceed `max_linear_value` if `max_linear_value` is not negative. This function will return {@link ERR_UNAVAILABLE} if Godot was compiled without the TinyEXR module.
|
|
242
|
+
* When saving screenshots of a project that uses HDR output, use {@link Window.get_output_max_linear_value} for `max_linear_value`.
|
|
242
243
|
*/
|
|
243
|
-
save_exr(path: string | NodePath, grayscale?: boolean): int;
|
|
244
|
+
save_exr(path: string | NodePath, grayscale?: boolean, color_image?: boolean, max_linear_value?: float): int;
|
|
244
245
|
/**
|
|
245
|
-
* Saves the image as an EXR file to a byte array. If `grayscale` is `true` and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Godot was compiled without the TinyEXR module.
|
|
246
|
+
* Saves the image as an EXR file to a byte array. If `grayscale` is `true` and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. Set `color_image` to `true` when saving a color image, such as a screenshot. Negative values will be included when `color_image` is `false`, which may be useful for saving raw floating point data such as a lightmap that includes negative light information. Color component values in the resulting EXR file will not exceed `max_linear_value` if `max_linear_value` is not negative. This function will return an empty byte array if Godot was compiled without the TinyEXR module.
|
|
247
|
+
* When saving screenshots of a project that uses HDR output, use {@link Window.get_output_max_linear_value} for `max_linear_value`.
|
|
246
248
|
*/
|
|
247
|
-
save_exr_to_buffer(grayscale?: boolean): PackedByteArray;
|
|
249
|
+
save_exr_to_buffer(grayscale?: boolean, color_image?: boolean, max_linear_value?: float): PackedByteArray;
|
|
248
250
|
/**
|
|
249
251
|
* Saves the image as a JPEG file to `path` with the specified `quality` between `0.01` and `1.0` (inclusive). Higher `quality` values result in better-looking output at the cost of larger file sizes. Recommended `quality` values are between `0.75` and `0.90`. Even at quality `1.00`, JPEG compression remains lossy.
|
|
250
252
|
* **Note:** JPEG does not save an alpha channel. If the {@link Image} contains an alpha channel, the image will still be saved, but the resulting JPEG file won't contain the alpha channel.
|
|
@@ -5,7 +5,12 @@
|
|
|
5
5
|
declare class ImageFormatLoader extends RefCounted {
|
|
6
6
|
|
|
7
7
|
// enum LoaderFlags
|
|
8
|
+
/** Default loading behavior. No processing is applied to the image. */
|
|
8
9
|
static readonly FLAG_NONE: int;
|
|
10
|
+
/** If set, the image is converted from sRGB to linear encoding. */
|
|
9
11
|
static readonly FLAG_FORCE_LINEAR: int;
|
|
12
|
+
/**
|
|
13
|
+
* If set, a predefined color map is applied to the image. Used when {@link ResourceImporterTexture.editor/convert_colors_with_editor_theme} is `true`.
|
|
14
|
+
*/
|
|
10
15
|
static readonly FLAG_CONVERT_COLORS: int;
|
|
11
16
|
}
|
|
@@ -261,7 +261,10 @@ declare interface Input extends GodotObject {
|
|
|
261
261
|
* Returns `true` if any action, key, joypad button, or mouse button is being pressed. This will also return `true` if any action is simulated via code by calling {@link action_press}.
|
|
262
262
|
*/
|
|
263
263
|
is_anything_pressed(): boolean;
|
|
264
|
-
/**
|
|
264
|
+
/**
|
|
265
|
+
* Returns `true` if you are pressing the joypad button at index `button`.
|
|
266
|
+
* **Note:** If you want to check if a joypad button was just pressed, use Godot's input action system with {@link is_action_just_pressed} or use the {@link Node._input} method like this instead:
|
|
267
|
+
*/
|
|
265
268
|
is_joy_button_pressed(device: int, button: int): boolean;
|
|
266
269
|
/**
|
|
267
270
|
* Returns `true` if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
|
|
@@ -292,20 +295,26 @@ declare interface Input extends GodotObject {
|
|
|
292
295
|
is_joy_vibrating(device: int): boolean;
|
|
293
296
|
/**
|
|
294
297
|
* Returns `true` if you are pressing the key with the `keycode` printed on it. You can pass a {@link Key} constant or any Unicode character code.
|
|
298
|
+
* **Note:** If you want to check if a key was just pressed by using its label, use Godot's input action system with {@link is_action_just_pressed} or use the {@link Node._input} method like this instead:
|
|
295
299
|
*/
|
|
296
300
|
is_key_label_pressed(keycode: int): boolean;
|
|
297
301
|
/**
|
|
298
302
|
* Returns `true` if you are pressing the Latin key in the current keyboard layout. You can pass a {@link Key} constant.
|
|
299
303
|
* {@link is_key_pressed} is only recommended over {@link is_physical_key_pressed} in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use {@link is_physical_key_pressed}.
|
|
300
304
|
* **Note:** Due to keyboard ghosting, {@link is_key_pressed} may return `false` even if one of the action's keys is pressed. See Input examples ($DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events) in the documentation for more information.
|
|
305
|
+
* **Note:** If you want to check if a key was just pressed by using its keycode, use Godot's input action system with {@link is_action_just_pressed} or use the {@link Node._input} method like this instead:
|
|
301
306
|
*/
|
|
302
307
|
is_key_pressed(keycode: int): boolean;
|
|
303
|
-
/**
|
|
308
|
+
/**
|
|
309
|
+
* Returns `true` if you are pressing the mouse button specified with {@link MouseButton}.
|
|
310
|
+
* **Note:** If you want to check if a mouse button was just pressed, use Godot's input action system with {@link is_action_just_pressed} or use the {@link Node._input} method like this instead:
|
|
311
|
+
*/
|
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is_mouse_button_pressed(button: int): boolean;
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/**
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* Returns `true` if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a {@link Key} constant.
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* {@link is_physical_key_pressed} is recommended over {@link is_key_pressed} for in-game actions, as it will make `W`/`A`/`S`/`D` layouts work regardless of the user's keyboard layout. {@link is_physical_key_pressed} will also ensure that the top row number keys work on any keyboard layout. If in doubt, use {@link is_physical_key_pressed}.
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* **Note:** Due to keyboard ghosting, {@link is_physical_key_pressed} may return `false` even if one of the action's keys is pressed. See Input examples ($DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events) in the documentation for more information.
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+
* **Note:** If you want to check if a key was just pressed by using its physical keycode, use Godot's input action system with {@link is_action_just_pressed} or use the {@link Node._input} method like this instead:
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*/
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is_physical_key_pressed(keycode: int): boolean;
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/**
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@@ -24,7 +24,7 @@ declare class InputEventMouseMotion extends InputEventMouse {
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screen_relative: Vector2;
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/**
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* The unscaled mouse velocity in pixels per second in screen coordinates. This velocity is *not* scaled according to the content scale factor or calls to {@link InputEvent.xformed_by}.
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-
* **Note:** Use {@link screen_relative} for mouse aiming using the {@link Input.MOUSE_MODE_CAPTURED} mouse mode.
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27
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+
* **Note:** In {@link Input.MOUSE_MODE_CAPTURED} mode, {@link screen_velocity} returns `(0, 0)` because the mouse cursor is hidden and locked. Use {@link screen_relative} for mouse aiming using the {@link Input.MOUSE_MODE_CAPTURED} mouse mode.
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*/
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screen_velocity: Vector2;
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/**
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@@ -34,7 +34,7 @@ declare class InputEventMouseMotion extends InputEventMouse {
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/**
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* The mouse velocity in pixels per second.
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* **Note:** {@link velocity} is automatically scaled according to the content scale factor, which is defined by the project's stretch mode settings. That means mouse sensitivity may appear different depending on resolution.
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-
* **Note:** Use {@link screen_relative} for mouse aiming using the {@link Input.MOUSE_MODE_CAPTURED} mouse mode.
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+
* **Note:** In {@link Input.MOUSE_MODE_CAPTURED} mode, {@link velocity} returns `(0, 0)` because the mouse cursor is hidden and locked. Use {@link screen_relative} for mouse aiming using the {@link Input.MOUSE_MODE_CAPTURED} mouse mode.
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*/
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velocity: Vector2;
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set_pen_inverted(value: boolean): void;
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@@ -33,6 +33,26 @@ declare class ItemList extends Control {
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icon_scale: float;
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/** The number of items currently in the list. */
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item_count: int;
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+
/**
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+
* If `true`, the item at `index` is disabled.
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+
* **Note:** `index` is a value in the `0 .. item_count - 1` range.
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+
*/
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+
'item_{index}/disabled': boolean;
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+
/**
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+
* The icon of the item at `index`.
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+
* **Note:** `index` is a value in the `0 .. item_count - 1` range.
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+
*/
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+
'item_{index}/icon': Texture2D | null;
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+
/**
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+
* If `true`, the item at `index` is selectable.
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+
* **Note:** `index` is a value in the `0 .. item_count - 1` range.
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+
*/
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+
'item_{index}/selectable': boolean;
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+
/**
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+
* The text of the item at `index`.
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+
* **Note:** `index` is a value in the `0 .. item_count - 1` range.
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+
*/
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+
'item_{index}/text': string;
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|
/**
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* Maximum columns the list will have.
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* If greater than zero, the content will be split among the specified columns.
|