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author最萌小汐 <sumneko@hotmail.com>2022-11-11 21:51:35 +0800
committerGitHub <noreply@github.com>2022-11-11 21:51:35 +0800
commit87f74181a4d2e638834440be45c2cf3fce096195 (patch)
tree18edb32cfb9f1f1c352f903f11fa902f422b69ae /meta/3rd/Defold/library/system.lua
parent1fd547431097f80cdee019d30fff9149c250c7a1 (diff)
parent893121d303baa63d8172055688278826e78a9b54 (diff)
downloadlua-language-server-87f74181a4d2e638834440be45c2cf3fce096195.zip
Merge pull request #1665 from SalavatR/master
Defold engine meta
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+---System API documentation
+---Functions and messages for using system resources, controlling the engine,
+---error handling and debugging.
+---@class sys
+sys = {}
+---network connected through other, non cellular, connection
+sys.NETWORK_CONNECTED = nil
+---network connected through mobile cellular
+sys.NETWORK_CONNECTED_CELLULAR = nil
+---no network connection found
+sys.NETWORK_DISCONNECTED = nil
+---deserializes buffer into a lua table
+---@param buffer string # buffer to deserialize from
+---@return table # lua table with deserialized data
+function sys.deserialize(buffer) end
+
+---Terminates the game application and reports the specified code to the OS.
+---@param code number # exit code to report to the OS, 0 means clean exit
+function sys.exit(code) end
+
+---Returns a table with application information for the requested app.
+--- On iOS, the app_string is an url scheme for the app that is queried. Your
+---game needs to list the schemes that are queried in an LSApplicationQueriesSchemes array
+---in a custom "Info.plist".
+--- On Android, the app_string is the package identifier for the app.
+---@param app_string string # platform specific string with application package or query, see above for details.
+---@return table # table with application information in the following fields:
+function sys.get_application_info(app_string) end
+
+---The path from which the application is run.
+---@return string # path to application executable
+function sys.get_application_path() end
+
+---Get config value from the game.project configuration file.
+---In addition to the project file, configuration values can also be passed
+---to the runtime as command line arguments with the --config argument.
+---@param key string # key to get value for. The syntax is SECTION.KEY
+---@return string # config value as a string. nil if the config key doesn't exists
+function sys.get_config(key) end
+
+---Get config value from the game.project configuration file with default value
+---@param key string # key to get value for. The syntax is SECTION.KEY
+---@param default_value string # default value to return if the value does not exist
+---@return string # config value as a string. default_value if the config key does not exist
+function sys.get_config(key, default_value) end
+
+--- Returns the current network connectivity status
+---on mobile platforms.
+---On desktop, this function always return sys.NETWORK_CONNECTED.
+---@return constant # network connectivity status:
+function sys.get_connectivity() end
+
+---Returns a table with engine information.
+---@return table # table with engine information in the following fields:
+function sys.get_engine_info() end
+
+---Returns an array of tables with information on network interfaces.
+---@return table # an array of tables. Each table entry contain the following fields:
+function sys.get_ifaddrs() end
+
+---The save-file path is operating system specific and is typically located under the user's home directory.
+---@param application_id string # user defined id of the application, which helps define the location of the save-file
+---@param file_name string # file-name to get path for
+---@return string # path to save-file
+function sys.get_save_file(application_id, file_name) end
+
+---Returns a table with system information.
+---@param options table # (optional) options table - ignore_secure boolean this flag ignores values might be secured by OS e.g. device_ident
+---@return table # table with system information in the following fields:
+function sys.get_sys_info(options) end
+
+---If the file exists, it must have been created by sys.save to be loaded.
+---@param filename string # file to read from
+---@return table # lua table, which is empty if the file could not be found
+function sys.load(filename) end
+
+---Loads a custom resource. Specify the full filename of the resource that you want
+---to load. When loaded, the file data is returned as a string.
+---If loading fails, the function returns nil plus the error message.
+---In order for the engine to include custom resources in the build process, you need
+---to specify them in the "custom_resources" key in your "game.project" settings file.
+---You can specify single resource files or directories. If a directory is included
+---in the resource list, all files and directories in that directory is recursively
+---included:
+---For example "main/data/,assets/level_data.json".
+---@param filename string # resource to load, full path
+---@return string # loaded data, or nil if the resource could not be loaded
+---@return string # the error message, or nil if no error occurred
+function sys.load_resource(filename) end
+
+---Open URL in default application, typically a browser
+---@param url string # url to open
+---@param attributes table? # table with attributes target - string : Optional. Specifies the target attribute or the name of the window. The following values are supported: - _self - (default value) URL replaces the current page. - _blank - URL is loaded into a new window, or tab. - _parent - URL is loaded into the parent frame. - _top - URL replaces any framesets that may be loaded. - name - The name of the window (Note: the name does not specify the title of the new window).
+---@return boolean # a boolean indicating if the url could be opened or not
+function sys.open_url(url, attributes) end
+
+---Reboots the game engine with a specified set of arguments.
+---Arguments will be translated into command line arguments. Calling reboot
+---function is equivalent to starting the engine with the same arguments.
+---On startup the engine reads configuration from "game.project" in the
+---project root.
+---@param arg1 string # argument 1
+---@param arg2 string # argument 2
+---@param arg3 string # argument 3
+---@param arg4 string # argument 4
+---@param arg5 string # argument 5
+---@param arg6 string # argument 6
+function sys.reboot(arg1, arg2, arg3, arg4, arg5, arg6) end
+
+---The table can later be loaded by sys.load.
+---Use sys.get_save_file to obtain a valid location for the file.
+---Internally, this function uses a workspace buffer sized output file sized 512kb.
+---This size reflects the output file size which must not exceed this limit.
+---Additionally, the total number of rows that any one table may contain is limited to 65536
+---(i.e. a 16 bit range). When tables are used to represent arrays, the values of
+---keys are permitted to fall within a 32 bit range, supporting sparse arrays, however
+---the limit on the total number of rows remains in effect.
+---@param filename string # file to write to
+---@param table table # lua table to save
+---@return boolean # a boolean indicating if the table could be saved or not
+function sys.save(filename, table) end
+
+---The buffer can later deserialized by sys.deserialize.
+---This method has all the same limitations as sys.save.
+---@param table table # lua table to serialize
+---@return string # serialized data buffer
+function sys.serialize(table) end
+
+---Sets the host that is used to check for network connectivity against.
+---@param host string # hostname to check against
+function sys.set_connectivity_host(host) end
+
+---Set the Lua error handler function.
+---The error handler is a function which is called whenever a lua runtime error occurs.
+---@param error_handler fun(source: string, message: string, traceback: string) # the function to be called on error
+function sys.set_error_handler(error_handler) end
+
+---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
+---be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is
+---unchecked the engine will try to respect the rate in software using timers. There is no
+---guarantee that the frame cap will be achieved depending on platform specifics and hardware settings.
+---@param frequency number # target frequency. 60 for 60 fps
+function sys.set_update_frequency(frequency) end
+
+---Set the vsync swap interval. The interval with which to swap the front and back buffers
+---in sync with vertical blanks (v-blank), the hardware event where the screen image is updated
+---with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of
+---2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank
+---before swapping the buffers. Default value is 1.
+---When setting the swap interval to 0 and having vsync disabled in
+---"game.project", the engine will try to respect the set frame cap value from
+---"game.project" in software instead.
+---This setting may be overridden by driver settings.
+---@param swap_interval number # target swap interval.
+function sys.set_vsync_swap_interval(swap_interval) end
+
+
+
+
+return sys \ No newline at end of file