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Defold Release
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{"version":"1.9.6","sha1":"4035511f1e258a47b77798a2005c024609ed2c67"}
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github-actions[bot] committed Dec 16, 2024
1 parent 6b4810b commit 6513bc8
Showing 1 changed file with 93 additions and 2 deletions.
95 changes: 93 additions & 2 deletions index.d.ts
Original file line number Diff line number Diff line change
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/// <reference types="lua-types/5.1" />
/// <reference types="@typescript-to-lua/language-extensions" />

// DEFOLD. stable version 1.9.5 (d01194cf0fb576b516a1dca6af6f643e9e590051)
// DEFOLD. stable version 1.9.6 (4035511f1e258a47b77798a2005c024609ed2c67)
// =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //


Expand Down Expand Up @@ -2370,6 +2370,31 @@ declare namespace gui {
*/
export let SIZE_MODE_MANUAL: any

/**
* box type
*/
export let TYPE_BOX: any

/**
* custom type
*/
export let TYPE_CUSTOM: any

/**
* particlefx type
*/
export let TYPE_PARTICLEFX: any

/**
* pie type
*/
export let TYPE_PIE: any

/**
* text type
*/
export let TYPE_TEXT: any

/**
* This starts an animation of a node property according to the specified parameters.
* If the node property is already being animated, that animation will be canceled and
Expand Down Expand Up @@ -2913,6 +2938,21 @@ index into array property (1 based)
*/
export function get_tree(node: node): any

/**
* gets the node type
* @param node node from which to get the type
* @return type type
- `gui.TYPE_BOX`
- `gui.TYPE_TEXT`
- `gui.TYPE_PIE`
- `gui.TYPE_PARTICLEFX`
- `gui.TYPE_CUSTOM`
* @return subtype id of the custom type
*/
export function get_type(node: node): LuaMultiReturn<[any, any, any]>

/**
* Returns `true` if a node is visible and `false` if it's not.
* Invisible nodes are not rendered.
Expand Down Expand Up @@ -4215,7 +4255,6 @@ declare namespace profiler {
To stop recording, switch to a different mode such as `MODE_PAUSE` or `MODE_RUN`.
You can also use the `view_recorded_frame` function to display a recorded frame. Doing so stops the recording as well.
Every time you switch to recording mode the recording buffer is cleared.
The recording buffer is also cleared when setting the `MODE_SHOW_PEAK_FRAME` mode.
*/
export function set_ui_mode(mode: any): void

Expand Down Expand Up @@ -4772,6 +4811,22 @@ If true, the renderer will use the cameras view-projection matrix for frustum cu
*/
export function set_depth_mask(depth: boolean): void

/**
* Set or remove listener. Currenly only only two type of events can arrived:
* `render.CONTEXT_EVENT_CONTEXT_LOST` - when rendering context lost. Rending paused and all graphics resources become invalid.
* `render.CONTEXT_EVENT_CONTEXT_RESTORED` - when rendering context was restored. Rendering still paused and graphics resources still
* invalid but can be reloaded.
* @param callback A callback that receives all render related events.
Pass `nil` if want to remove listener.
`self`
The render script
`event_type`
Rendering event. Possible values: `render.CONTEXT_EVENT_CONTEXT_LOST`, `render.CONTEXT_EVENT_CONTEXT_RESTORED`
*/
export function set_listener(callback: any): void

/**
* Sets the scale and units used to calculate depth values.
* If `graphics.STATE_POLYGON_OFFSET_FILL` is enabled, each fragment's depth value
Expand Down Expand Up @@ -5736,6 +5791,12 @@ declare namespace sys {
*/
export type reboot = "reboot"

/**
* Resume rendering.
* This message can only be sent to the designated `@system` socket.
*/
export type resume_rendering = "resume_rendering"

/**
* Set game update-frequency (frame cap). This option is equivalent to `display.update_frequency` in
* the "game.project" settings but set in run-time. If `Vsync` checked in "game.project", the rate will
Expand Down Expand Up @@ -6824,6 +6885,17 @@ declare namespace vmath {
*/
export function dot(v1: vmath.vector3 | vmath.vector4, v2: vmath.vector3 | vmath.vector4): number

/**
* Converts euler angles (x, y, z) in degrees into a quaternion
* The error is guaranteed to be less than 0.001.
* If the first argument is vector3, its values are used as x, y, z angles.
* @param x rotation around x-axis in degrees or vector3 with euler angles in degrees
* @param y rotation around y-axis in degrees
* @param z rotation around z-axis in degrees
* @return q quaternion describing an equivalent rotation (231 (YZX) rotation sequence)
*/
export function euler_to_quat(x: number | vmath.vector3, y: number, z: number): vmath.quaternion

/**
* The resulting matrix is the inverse of the supplied matrix.
* ⚠ For ortho-normal matrices, e.g. regular object transformation,
Expand Down Expand Up @@ -7173,6 +7245,18 @@ declare namespace vmath {
*/
export function quat_rotation_z(angle: number): vmath.quaternion

/**
* Converts a quaternion into euler angles (r0, r1, r2), based on YZX rotation order.
* To handle gimbal lock (singularity at r1 ~ +/- 90 degrees), the cut off is at r0 = +/- 88.85 degrees, which snaps to +/- 90.
* The provided quaternion is expected to be normalized.
* The error is guaranteed to be less than +/- 0.02 degrees
* @param q source quaternion
* @return x euler angle x in degrees
* @return y euler angle y in degrees
* @return z euler angle z in degrees
*/
export function quat_to_euler(q: vmath.quaternion): LuaMultiReturn<[number, number, number]>

/**
* Returns a new vector from the supplied vector that is
* rotated by the rotation described by the supplied
Expand Down Expand Up @@ -7340,6 +7424,13 @@ declare namespace camera {
*/
export function get_cameras(): any

/**
* get enabled
* @param camera camera id
* @return flag true if the camera is enabled
*/
export function get_enabled(camera: any): any

/**
* get far z
* @param camera camera id
Expand Down

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