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diff --git a/meta/3rd/Defold b/meta/3rd/Defold
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diff --git a/meta/3rd/Defold/library/gui.lua b/meta/3rd/Defold/library/gui.lua
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----GUI API documentation
----GUI API documentation
----@class gui
-gui = {}
----This is a callback-function, which is called by the engine when a gui component is finalized (destroyed). It can
----be used to e.g. take some last action, report the finalization to other game object instances
----or release user input focus (see release_input_focus). There is no use in starting any animations or similar
----from this function since the gui component is about to be destroyed.
----@param self object # reference to the script state to be used for storing data
-function final(self) end
-
----fit adjust mode
-gui.ADJUST_FIT = nil
----stretch adjust mode
-gui.ADJUST_STRETCH = nil
----zoom adjust mode
-gui.ADJUST_ZOOM = nil
----bottom y-anchor
-gui.ANCHOR_BOTTOM = nil
----left x-anchor
-gui.ANCHOR_LEFT = nil
----no anchor
-gui.ANCHOR_NONE = nil
----right x-anchor
-gui.ANCHOR_RIGHT = nil
----top y-anchor
-gui.ANCHOR_TOP = nil
----additive blending
-gui.BLEND_ADD = nil
----additive alpha blending
-gui.BLEND_ADD_ALPHA = nil
----alpha blending
-gui.BLEND_ALPHA = nil
----multiply blending
-gui.BLEND_MULT = nil
----clipping mode none
-gui.CLIPPING_MODE_NONE = nil
----clipping mode stencil
-gui.CLIPPING_MODE_STENCIL = nil
----in-back
-gui.EASING_INBACK = nil
----in-bounce
-gui.EASING_INBOUNCE = nil
----in-circlic
-gui.EASING_INCIRC = nil
----in-cubic
-gui.EASING_INCUBIC = nil
----in-elastic
-gui.EASING_INELASTIC = nil
----in-exponential
-gui.EASING_INEXPO = nil
----in-out-back
-gui.EASING_INOUTBACK = nil
----in-out-bounce
-gui.EASING_INOUTBOUNCE = nil
----in-out-circlic
-gui.EASING_INOUTCIRC = nil
----in-out-cubic
-gui.EASING_INOUTCUBIC = nil
----in-out-elastic
-gui.EASING_INOUTELASTIC = nil
----in-out-exponential
-gui.EASING_INOUTEXPO = nil
----in-out-quadratic
-gui.EASING_INOUTQUAD = nil
----in-out-quartic
-gui.EASING_INOUTQUART = nil
----in-out-quintic
-gui.EASING_INOUTQUINT = nil
----in-out-sine
-gui.EASING_INOUTSINE = nil
----in-quadratic
-gui.EASING_INQUAD = nil
----in-quartic
-gui.EASING_INQUART = nil
----in-quintic
-gui.EASING_INQUINT = nil
----in-sine
-gui.EASING_INSINE = nil
----linear interpolation
-gui.EASING_LINEAR = nil
----out-back
-gui.EASING_OUTBACK = nil
----out-bounce
-gui.EASING_OUTBOUNCE = nil
----out-circlic
-gui.EASING_OUTCIRC = nil
----out-cubic
-gui.EASING_OUTCUBIC = nil
----out-elastic
-gui.EASING_OUTELASTIC = nil
----out-exponential
-gui.EASING_OUTEXPO = nil
----out-in-back
-gui.EASING_OUTINBACK = nil
----out-in-bounce
-gui.EASING_OUTINBOUNCE = nil
----out-in-circlic
-gui.EASING_OUTINCIRC = nil
----out-in-cubic
-gui.EASING_OUTINCUBIC = nil
----out-in-elastic
-gui.EASING_OUTINELASTIC = nil
----out-in-exponential
-gui.EASING_OUTINEXPO = nil
----out-in-quadratic
-gui.EASING_OUTINQUAD = nil
----out-in-quartic
-gui.EASING_OUTINQUART = nil
----out-in-quintic
-gui.EASING_OUTINQUINT = nil
----out-in-sine
-gui.EASING_OUTINSINE = nil
----out-quadratic
-gui.EASING_OUTQUAD = nil
----out-quartic
-gui.EASING_OUTQUART = nil
----out-quintic
-gui.EASING_OUTQUINT = nil
----out-sine
-gui.EASING_OUTSINE = nil
----default keyboard
-gui.KEYBOARD_TYPE_DEFAULT = nil
----email keyboard
-gui.KEYBOARD_TYPE_EMAIL = nil
----number input keyboard
-gui.KEYBOARD_TYPE_NUMBER_PAD = nil
----password keyboard
-gui.KEYBOARD_TYPE_PASSWORD = nil
----elliptical pie node bounds
-gui.PIEBOUNDS_ELLIPSE = nil
----rectangular pie node bounds
-gui.PIEBOUNDS_RECTANGLE = nil
----center pivot
-gui.PIVOT_CENTER = nil
----east pivot
-gui.PIVOT_E = nil
----north pivot
-gui.PIVOT_N = nil
----north-east pivot
-gui.PIVOT_NE = nil
----north-west pivot
-gui.PIVOT_NW = nil
----south pivot
-gui.PIVOT_S = nil
----south-east pivot
-gui.PIVOT_SE = nil
----south-west pivot
-gui.PIVOT_SW = nil
----west pivot
-gui.PIVOT_W = nil
----loop backward
-gui.PLAYBACK_LOOP_BACKWARD = nil
----loop forward
-gui.PLAYBACK_LOOP_FORWARD = nil
----ping pong loop
-gui.PLAYBACK_LOOP_PINGPONG = nil
----once backward
-gui.PLAYBACK_ONCE_BACKWARD = nil
----once forward
-gui.PLAYBACK_ONCE_FORWARD = nil
----once forward and then backward
-gui.PLAYBACK_ONCE_PINGPONG = nil
----color property
-gui.PROP_COLOR = nil
----fill_angle property
-gui.PROP_FILL_ANGLE = nil
----inner_radius property
-gui.PROP_INNER_RADIUS = nil
----outline color property
-gui.PROP_OUTLINE = nil
----position property
-gui.PROP_POSITION = nil
----rotation property
-gui.PROP_ROTATION = nil
----scale property
-gui.PROP_SCALE = nil
----shadow color property
-gui.PROP_SHADOW = nil
----size property
-gui.PROP_SIZE = nil
----slice9 property
-gui.PROP_SLICE9 = nil
----data error
-gui.RESULT_DATA_ERROR = nil
----out of resource
-gui.RESULT_OUT_OF_RESOURCES = nil
----texture already exists
-gui.RESULT_TEXTURE_ALREADY_EXISTS = nil
----automatic size mode
-gui.SIZE_MODE_AUTO = nil
----manual size mode
-gui.SIZE_MODE_MANUAL = nil
----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
----replaced by the new one. Note however that several different node properties
----can be animated simultaneously. Use gui.cancel_animation to stop the animation
----before it has completed.
----Composite properties of type vector3, vector4 or quaternion
----also expose their sub-components (x, y, z and w).
----You can address the components individually by suffixing the name with a dot '.'
----and the name of the component.
----For instance, "position.x" (the position x coordinate) or "color.w"
----(the color alpha value).
----If a complete_function (Lua function) is specified, that function will be called
----when the animation has completed.
----By starting a new animation in that function, several animations can be sequenced
----together. See the examples below for more information.
----@param node node # node to animate
----@param property string|constant # property to animate
----@param to vector3|vector4 # target property value
----@param easing constant|vector # easing to use during animation. Either specify one of the gui.EASING_* constants or provide a vector with a custom curve. See the animation guide <> for more information.
----@param duration number # duration of the animation in seconds.
----@param delay number? # delay before the animation starts in seconds.
----@param complete_function (fun(self: any, node: any))? # function to call when the animation has completed
----@param playback constant? # playback mode
-function gui.animate(node, property, to, easing, duration, delay, complete_function, playback) end
-
----If an animation of the specified node is currently running (started by gui.animate), it will immediately be canceled.
----@param node node # node that should have its animation canceled
----@param property string|constant # property for which the animation should be canceled
-function gui.cancel_animation(node, property) end
-
----Cancels any running flipbook animation on the specified node.
----@param node node # node cancel flipbook animation for
-function gui.cancel_flipbook(node) end
-
----Make a clone instance of a node.
----This function does not clone the supplied node's children nodes.
----Use gui.clone_tree for that purpose.
----@param node node # node to clone
----@return node # the cloned node
-function gui.clone(node) end
-
----Make a clone instance of a node and all its children.
----Use gui.clone to clone a node excluding its children.
----@param node node # root node to clone
----@return table # a table mapping node ids to the corresponding cloned nodes
-function gui.clone_tree(node) end
-
----Deletes the specified node. Any child nodes of the specified node will be
----recursively deleted.
----@param node node # node to delete
-function gui.delete_node(node) end
-
----Delete a dynamically created texture.
----@param texture string|hash # texture id
-function gui.delete_texture(texture) end
-
----Returns the adjust mode of a node.
----The adjust mode defines how the node will adjust itself to screen
----resolutions that differs from the one in the project settings.
----@param node node # node from which to get the adjust mode (node)
----@return constant # the current adjust mode
-function gui.get_adjust_mode(node) end
-
----gets the node alpha
----@param node node # node from which to get alpha
-function gui.get_alpha(node) end
-
----Returns the blend mode of a node.
----Blend mode defines how the node will be blended with the background.
----@param node node # node from which to get the blend mode
----@return constant # blend mode
-function gui.get_blend_mode(node) end
-
----If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.
----@param node node # node from which to get the clipping inverted state
----@return boolean # true or false
-function gui.get_clipping_inverted(node) end
-
----Clipping mode defines how the node will clip it's children nodes
----@param node node # node from which to get the clipping mode
----@return constant # clipping mode
-function gui.get_clipping_mode(node) end
-
----If node is set as visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.
----@param node node # node from which to get the clipping visibility state
----@return boolean # true or false
-function gui.get_clipping_visible(node) end
-
----Returns the color of the supplied node. The components
----of the returned vector4 contains the color channel values:
----
----Component Color value
----x Red value
----y Green value
----z Blue value
----w Alpha value
----@param node node # node to get the color from
----@return vector4 # node color
-function gui.get_color(node) end
-
----Returns the sector angle of a pie node.
----@param node node # node from which to get the fill angle
----@return number # sector angle
-function gui.get_fill_angle(node) end
-
----Get node flipbook animation.
----@param node node # node to get flipbook animation from
----@return hash # animation id
-function gui.get_flipbook(node) end
-
----This is only useful nodes with flipbook animations. Gets the normalized cursor of the flipbook animation on a node.
----@param node node # node to get the cursor for (node)
----@return # value number cursor value
-function gui.get_flipbook_cursor(node) end
-
----This is only useful nodes with flipbook animations. Gets the playback rate of the flipbook animation on a node.
----@param node node # node to set the cursor for
----@return number # playback rate
-function gui.get_flipbook_playback_rate(node) end
-
----This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.
----@param node node # node from which to get the font
----@return hash # font id
-function gui.get_font(node) end
-
----This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.
----@param font_name hash|string # font of which to get the path hash
----@return hash # path hash to resource
-function gui.get_font_resource(font_name) end
-
----Returns the scene height.
----@return number # scene height
-function gui.get_height() end
-
----Retrieves the id of the specified node.
----@param node node # the node to retrieve the id from
----@return hash # the id of the node
-function gui.get_id(node) end
-
----Retrieve the index of the specified node among its siblings.
----The index defines the order in which a node appear in a GUI scene.
----Higher index means the node is drawn on top of lower indexed nodes.
----@param node node # the node to retrieve the id from
----@return number # the index of the node
-function gui.get_index(node) end
-
----gets the node inherit alpha state
----@param node node # node from which to get the inherit alpha state
-function gui.get_inherit_alpha(node) end
-
----Returns the inner radius of a pie node.
----The radius is defined along the x-axis.
----@param node node # node from where to get the inner radius
----@return number # inner radius
-function gui.get_inner_radius(node) end
-
----The layer must be mapped to the gui scene in the gui editor.
----@param node node # node from which to get the layer
----@return hash # layer id
-function gui.get_layer(node) end
-
----gets the scene current layout
----@return hash # layout id
-function gui.get_layout() end
-
----Returns the leading value for a text node.
----@param node node # node from where to get the leading
----@return number # leading scaling value (default=1)
-function gui.get_leading(node) end
-
----Returns whether a text node is in line-break mode or not.
----This is only useful for text nodes.
----@param node node # node from which to get the line-break for
----@return boolean # true or false
-function gui.get_line_break(node) end
-
----Retrieves the node with the specified id.
----@param id string|hash # id of the node to retrieve
----@return node # a new node instance
-function gui.get_node(id) end
-
----Returns the outer bounds mode for a pie node.
----@param node node # node from where to get the outer bounds mode
----@return constant # the outer bounds mode of the pie node:
-function gui.get_outer_bounds(node) end
-
----Returns the outline color of the supplied node.
----See gui.get_color <> for info how vectors encode color values.
----@param node node # node to get the outline color from
----@return vector4 # outline color
-function gui.get_outline(node) end
-
----Returns the parent node of the specified node.
----If the supplied node does not have a parent, nil is returned.
----@param node node # the node from which to retrieve its parent
----@return node # parent instance or nil
-function gui.get_parent(node) end
-
----Get the paricle fx for a gui node
----@param node node # node to get particle fx for
----@return hash # particle fx id
-function gui.get_particlefx(node) end
-
----Returns the number of generated vertices around the perimeter
----of a pie node.
----@param node node # pie node
----@return number # vertex count
-function gui.get_perimeter_vertices(node) end
-
----The pivot specifies how the node is drawn and rotated from its position.
----@param node node # node to get pivot from
----@return constant # pivot constant
-function gui.get_pivot(node) end
-
----Returns the position of the supplied node.
----@param node node # node to get the position from
----@return vector3 # node position
-function gui.get_position(node) end
-
----Returns the rotation of the supplied node.
----The rotation is expressed in degree Euler angles.
----@param node node # node to get the rotation from
----@return vector3 # node rotation
-function gui.get_rotation(node) end
-
----Returns the scale of the supplied node.
----@param node node # node to get the scale from
----@return vector3 # node scale
-function gui.get_scale(node) end
-
----Returns the screen position of the supplied node. This function returns the
----calculated transformed position of the node, taking into account any parent node
----transforms.
----@param node node # node to get the screen position from
----@return vector3 # node screen position
-function gui.get_screen_position(node) end
-
----Returns the shadow color of the supplied node.
----See gui.get_color <> for info how vectors encode color values.
----@param node node # node to get the shadow color from
----@return vector4 # node shadow color
-function gui.get_shadow(node) end
-
----Returns the size of the supplied node.
----@param node node # node to get the size from
----@return vector3 # node size
-function gui.get_size(node) end
-
----Returns the size of a node.
----The size mode defines how the node will adjust itself in size. Automatic
----size mode alters the node size based on the node's content. Automatic size
----mode works for Box nodes and Pie nodes which will both adjust their size
----to match the assigned image. Particle fx and Text nodes will ignore
----any size mode setting.
----@param node node # node from which to get the size mode (node)
----@return constant # the current size mode
-function gui.get_size_mode(node) end
-
----Returns the slice9 configuration values for the node.
----@param node node # node to manipulate
----@return vector4 # configuration values
-function gui.get_slice9(node) end
-
----Returns the text value of a text node. This is only useful for text nodes.
----@param node node # node from which to get the text
----@return string # text value
-function gui.get_text(node) end
-
----Returns the texture of a node.
----This is currently only useful for box or pie nodes.
----The texture must be mapped to the gui scene in the gui editor.
----@param node node # node to get texture from
----@return hash # texture id
-function gui.get_texture(node) end
-
----Returns the tracking value of a text node.
----@param node node # node from where to get the tracking
----@return number # tracking scaling number (default=0)
-function gui.get_tracking(node) end
-
----Returns true if a node is visible and false if it's not.
----Invisible nodes are not rendered.
----@param node node # node to query
----@return boolean # whether the node is visible or not
-function gui.get_visible(node) end
-
----Returns the scene width.
----@return number # scene width
-function gui.get_width() end
-
----The x-anchor specifies how the node is moved when the game is run in a different resolution.
----@param node node # node to get x-anchor from
----@return constant # anchor constant
-function gui.get_xanchor(node) end
-
----The y-anchor specifies how the node is moved when the game is run in a different resolution.
----@param node node # node to get y-anchor from
----@return constant # anchor constant
-function gui.get_yanchor(node) end
-
----Hides the on-display touch keyboard on the device.
-function gui.hide_keyboard() end
-
----Returns true if a node is enabled and false if it's not.
----Disabled nodes are not rendered and animations acting on them are not evaluated.
----@param node node # node to query
----@param recursive boolean # check hierarchy recursively
----@return boolean # whether the node is enabled or not
-function gui.is_enabled(node, recursive) end
-
----Alters the ordering of the two supplied nodes by moving the first node
----above the second.
----If the second argument is nil the first node is moved to the top.
----@param node node # to move
----@param node node|nil # reference node above which the first node should be moved
-function gui.move_above(node, node) end
-
----Alters the ordering of the two supplied nodes by moving the first node
----below the second.
----If the second argument is nil the first node is moved to the bottom.
----@param node node # to move
----@param node node|nil # reference node below which the first node should be moved
-function gui.move_below(node, node) end
-
----Dynamically create a new box node.
----@param pos vector3|vector4 # node position
----@param size vector3 # node size
----@return node # new box node
-function gui.new_box_node(pos, size) end
-
----Dynamically create a particle fx node.
----@param pos vector3|vector4 # node position
----@param particlefx hash|string # particle fx resource name
----@return node # new particle fx node
-function gui.new_particlefx_node(pos, particlefx) end
-
----Dynamically create a new pie node.
----@param pos vector3|vector4 # node position
----@param size vector3 # node size
----@return node # new pie node
-function gui.new_pie_node(pos, size) end
-
----Dynamically create a new text node.
----@param pos vector3|vector4 # node position
----@param text string # node text
----@return node # new text node
-function gui.new_text_node(pos, text) end
-
----Dynamically create a new texture.
----@param texture string|hash # texture id
----@param width number # texture width
----@param height number # texture height
----@param type string|constant # texture type
----@param buffer string # texture data
----@param flip boolean # flip texture vertically
----@return boolean # texture creation was successful
----@return number # one of the gui.RESULT_* codes if unsuccessful
-function gui.new_texture(texture, width, height, type, buffer, flip) end
-
----Tests whether a coordinate is within the bounding box of a
----node.
----@param node node # node to be tested for picking
----@param x number # x-coordinate (see on_input <> )
----@param y number # y-coordinate (see on_input <> )
----@return boolean # pick result
-function gui.pick_node(node, x, y) end
-
----Play flipbook animation on a box or pie node.
----The current node texture must contain the animation.
----Use this function to set one-frame still images on the node.
----@param node node # node to set animation for
----@param animation string|hash # animation id
----@param complete_function (fun(self: object, node: node))? # optional function to call when the animation has completed
----@param play_properties table? # optional table with properties
-function gui.play_flipbook(node, animation, complete_function, play_properties) end
-
----Plays the paricle fx for a gui node
----@param node node # node to play particle fx for
----@param emitter_state_function (fun(self: object, node: hash, emitter: hash, state: constant))? # optional callback function that will be called when an emitter attached to this particlefx changes state.
-function gui.play_particlefx(node, emitter_state_function) end
-
----Resets the input context of keyboard. This will clear marked text.
-function gui.reset_keyboard() end
-
----Resets all nodes in the current GUI scene to their initial state.
----The reset only applies to static node loaded from the scene.
----Nodes that are created dynamically from script are not affected.
-function gui.reset_nodes() end
-
----Convert the screen position to the local position of supplied node
----@param node node # node used for getting local transformation matrix
----@param screen_position vector3 # screen position
----@return vector3 # local position
-function gui.screen_to_local(node, screen_position) end
-
----Sets the adjust mode on a node.
----The adjust mode defines how the node will adjust itself to screen
----resolutions that differs from the one in the project settings.
----@param node node # node to set adjust mode for
----@param adjust_mode constant # adjust mode to set
-function gui.set_adjust_mode(node, adjust_mode) end
-
----sets the node alpha
----@param node node # node for which to set alpha
----@param alpha number # 0..1 alpha color
-function gui.set_alpha(node, alpha) end
-
----Set the blend mode of a node.
----Blend mode defines how the node will be blended with the background.
----@param node node # node to set blend mode for
----@param blend_mode constant # blend mode to set
-function gui.set_blend_mode(node, blend_mode) end
-
----If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.
----@param node node # node to set clipping inverted state for
----@param inverted boolean # true or false
-function gui.set_clipping_inverted(node, inverted) end
-
----Clipping mode defines how the node will clip it's children nodes
----@param node node # node to set clipping mode for
----@param clipping_mode constant # clipping mode to set
-function gui.set_clipping_mode(node, clipping_mode) end
-
----If node is set as an visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.
----@param node node # node to set clipping visibility for
----@param visible boolean # true or false
-function gui.set_clipping_visible(node, visible) end
-
----Sets the color of the supplied node. The components
----of the supplied vector3 or vector4 should contain the color channel values:
----
----Component Color value
----x Red value
----y Green value
----z Blue value
----w vector4 Alpha value
----@param node node # node to set the color for
----@param color vector3|vector4 # new color
-function gui.set_color(node, color) end
-
----Sets a node to the disabled or enabled state.
----Disabled nodes are not rendered and animations acting on them are not evaluated.
----@param node node # node to be enabled/disabled
----@param enabled boolean # whether the node should be enabled or not
-function gui.set_enabled(node, enabled) end
-
----Set the sector angle of a pie node.
----@param node node # node to set the fill angle for
----@param angle number # sector angle
-function gui.set_fill_angle(node, angle) end
-
----This is only useful nodes with flipbook animations. The cursor is normalized.
----@param node node # node to set the cursor for
----@param cursor number # cursor value
-function gui.set_flipbook_cursor(node, cursor) end
-
----This is only useful nodes with flipbook animations. Sets the playback rate of the flipbook animation on a node. Must be positive.
----@param node node # node to set the cursor for
----@param playback_rate number # playback rate
-function gui.set_flipbook_playback_rate(node, playback_rate) end
-
----This is only useful for text nodes.
----The font must be mapped to the gui scene in the gui editor.
----@param node node # node for which to set the font
----@param font string|hash # font id
-function gui.set_font(node, font) end
-
----Set the id of the specicied node to a new value.
----Nodes created with the gui.new_*_node() functions get
----an empty id. This function allows you to give dynamically
----created nodes an id.
---- No checking is done on the uniqueness of supplied ids.
----It is up to you to make sure you use unique ids.
----@param node node # node to set the id for
----@param id string|hash # id to set
-function gui.set_id(node, id) end
-
----sets the node inherit alpha state
----@param node node # node from which to set the inherit alpha state
----@param inherit_alpha boolean # true or false
-function gui.set_inherit_alpha(node, inherit_alpha) end
-
----Sets the inner radius of a pie node.
----The radius is defined along the x-axis.
----@param node node # node to set the inner radius for
----@param radius number # inner radius
-function gui.set_inner_radius(node, radius) end
-
----The layer must be mapped to the gui scene in the gui editor.
----@param node node # node for which to set the layer
----@param layer string|hash # layer id
-function gui.set_layer(node, layer) end
-
----Sets the leading value for a text node. This value is used to
----scale the line spacing of text.
----@param node node # node for which to set the leading
----@param leading number # a scaling value for the line spacing (default=1)
-function gui.set_leading(node, leading) end
-
----Sets the line-break mode on a text node.
----This is only useful for text nodes.
----@param node node # node to set line-break for
----@param line_break boolean # true or false
-function gui.set_line_break(node, line_break) end
-
----Sets the outer bounds mode for a pie node.
----@param node node # node for which to set the outer bounds mode
----@param bounds_mode constant # the outer bounds mode of the pie node:
-function gui.set_outer_bounds(node, bounds_mode) end
-
----Sets the outline color of the supplied node.
----See gui.set_color <> for info how vectors encode color values.
----@param node node # node to set the outline color for
----@param color vector3|vector4 # new outline color
-function gui.set_outline(node, color) end
-
----Sets the parent node of the specified node.
----@param node node # node for which to set its parent
----@param parent node # parent node to set
----@param keep_scene_transform boolean # optional flag to make the scene position being perserved
-function gui.set_parent(node, parent, keep_scene_transform) end
-
----Set the paricle fx for a gui node
----@param node node # node to set particle fx for
----@param particlefx hash|string # particle fx id
-function gui.set_particlefx(node, particlefx) end
-
----Sets the number of generated vertices around the perimeter of a pie node.
----@param node node # pie node
----@param vertices number # vertex count
-function gui.set_perimeter_vertices(node, vertices) end
-
----The pivot specifies how the node is drawn and rotated from its position.
----@param node node # node to set pivot for
----@param pivot constant # pivot constant
-function gui.set_pivot(node, pivot) end
-
----Sets the position of the supplied node.
----@param node node # node to set the position for
----@param position vector3|vector4 # new position
-function gui.set_position(node, position) end
-
----Set the order number for the current GUI scene.
----The number dictates the sorting of the "gui" render predicate,
----in other words in which order the scene will be rendered in relation
----to other currently rendered GUI scenes.
----The number must be in the range 0 to 15.
----@param order number # rendering order (0-15)
-function gui.set_render_order(order) end
-
----Sets the rotation of the supplied node.
----The rotation is expressed in degree Euler angles.
----@param node node # node to set the rotation for
----@param rotation vector3|vector4 # new rotation
-function gui.set_rotation(node, rotation) end
-
----Sets the scaling of the supplied node.
----@param node node # node to set the scale for
----@param scale vector3|vector4 # new scale
-function gui.set_scale(node, scale) end
-
----Set the screen position to the supplied node
----@param node node # node to set the screen position to
----@param screen_position vector3 # screen position
-function gui.set_screen_position(node, screen_position) end
-
----Sets the shadow color of the supplied node.
----See gui.set_color <> for info how vectors encode color values.
----@param node node # node to set the shadow color for
----@param color vector3|vector4 # new shadow color
-function gui.set_shadow(node, color) end
-
----Sets the size of the supplied node.
---- You can only set size on nodes with size mode set to SIZE_MODE_MANUAL
----@param node node # node to set the size for
----@param size vector3|vector4 # new size
-function gui.set_size(node, size) end
-
----Sets the size mode of a node.
----The size mode defines how the node will adjust itself in size. Automatic
----size mode alters the node size based on the node's content. Automatic size
----mode works for Box nodes and Pie nodes which will both adjust their size
----to match the assigned image. Particle fx and Text nodes will ignore
----any size mode setting.
----@param node node # node to set size mode for
----@param size_mode constant # size mode to set
-function gui.set_size_mode(node, size_mode) end
-
----Set the slice9 configuration values for the node.
----@param node node # node to manipulate
----@param values vector4 # new values
-function gui.set_slice9(node, values) end
-
----Set the text value of a text node. This is only useful for text nodes.
----@param node node # node to set text for
----@param text string # text to set
-function gui.set_text(node, text) end
-
----Set the texture on a box or pie node. The texture must be mapped to
----the gui scene in the gui editor. The function points out which texture
----the node should render from. If the texture is an atlas, further
----information is needed to select which image/animation in the atlas
----to render. In such cases, use gui.play_flipbook() in
----addition to this function.
----@param node node # node to set texture for
----@param texture string|hash # texture id
-function gui.set_texture(node, texture) end
-
----Set the texture buffer data for a dynamically created texture.
----@param texture string|hash # texture id
----@param width number # texture width
----@param height number # texture height
----@param type string|constant # texture type
----@param buffer string # texture data
----@param flip boolean # flip texture vertically
----@return boolean # setting the data was successful
-function gui.set_texture_data(texture, width, height, type, buffer, flip) end
-
----Sets the tracking value of a text node. This value is used to
----adjust the vertical spacing of characters in the text.
----@param node node # node for which to set the tracking
----@param tracking number # a scaling number for the letter spacing (default=0)
-function gui.set_tracking(node, tracking) end
-
----Set if a node should be visible or not. Only visible nodes are rendered.
----@param node node # node to be visible or not
----@param visible boolean # whether the node should be visible or not
-function gui.set_visible(node, visible) end
-
----The x-anchor specifies how the node is moved when the game is run in a different resolution.
----@param node node # node to set x-anchor for
----@param anchor constant # anchor constant
-function gui.set_xanchor(node, anchor) end
-
----The y-anchor specifies how the node is moved when the game is run in a different resolution.
----@param node node # node to set y-anchor for
----@param anchor constant # anchor constant
-function gui.set_yanchor(node, anchor) end
-
----Shows the on-display touch keyboard.
----The specified type of keyboard is displayed if it is available on
----the device.
----This function is only available on iOS and Android. .
----@param type constant # keyboard type
----@param autoclose boolean # if the keyboard should automatically close when clicking outside
-function gui.show_keyboard(type, autoclose) end
-
----Stops the particle fx for a gui node
----@param node node # node to stop particle fx for
----@param options table # options when stopping the particle fx. Supported options:
-function gui.stop_particlefx(node, options) end
-
----This is a callback-function, which is called by the engine when a gui component is initialized. It can be used
----to set the initial state of the script and gui scene.
----@param self object # reference to the script state to be used for storing data
-function init(self) end
-
----This is a callback-function, which is called by the engine when user input is sent to the instance of the gui component.
----It can be used to take action on the input, e.g. modify the gui according to the input.
----For an instance to obtain user input, it must first acquire input
----focus through the message acquire_input_focus.
----Any instance that has obtained input will be put on top of an
----input stack. Input is sent to all listeners on the stack until the
----end of stack is reached, or a listener returns true
----to signal that it wants input to be consumed.
----See the documentation of acquire_input_focus <> for more
----information.
----The action parameter is a table containing data about the input mapped to the
----action_id.
----For mapped actions it specifies the value of the input and if it was just pressed or released.
----Actions are mapped to input in an input_binding-file.
----Mouse movement is specifically handled and uses nil as its action_id.
----The action only contains positional parameters in this case, such as x and y of the pointer.
----Here is a brief description of the available table fields:
----
----Field Description
----value The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement.
----pressed If the input was pressed this frame. This is not present for mouse movement.
----released If the input was released this frame. This is not present for mouse movement.
----repeated If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement.
----x The x value of a pointer device, if present.
----y The y value of a pointer device, if present.
----screen_x The screen space x value of a pointer device, if present.
----screen_y The screen space y value of a pointer device, if present.
----dx The change in x value of a pointer device, if present.
----dy The change in y value of a pointer device, if present.
----screen_dx The change in screen space x value of a pointer device, if present.
----screen_dy The change in screen space y value of a pointer device, if present.
----gamepad The index of the gamepad device that provided the input.
----touch List of touch input, one element per finger, if present. See table below about touch input
----Touch input table:
----
----Field Description
----id A number identifying the touch input during its duration.
----pressed True if the finger was pressed this frame.
----released True if the finger was released this frame.
----tap_count Number of taps, one for single, two for double-tap, etc
----x The x touch location.
----y The y touch location.
----dx The change in x value.
----dy The change in y value.
----acc_x Accelerometer x value (if present).
----acc_y Accelerometer y value (if present).
----acc_z Accelerometer z value (if present).
----@param self object # reference to the script state to be used for storing data
----@param action_id hash # id of the received input action, as mapped in the input_binding-file
----@param action table # a table containing the input data, see above for a description
----@return boolean? # optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false
-function on_input(self, action_id, action) end
-
----This is a callback-function, which is called by the engine whenever a message has been sent to the gui component.
----It can be used to take action on the message, e.g. update the gui or send a response back to the sender of the message.
----The message parameter is a table containing the message data. If the message is sent from the engine, the
----documentation of the message specifies which data is supplied.
----See the update <> function for examples on how to use this callback-function.
----@param self object # reference to the script state to be used for storing data
----@param message_id hash # id of the received message
----@param message table # a table containing the message data
-function on_message(self, message_id, message) end
-
----
----This is a callback-function, which is called by the engine when the gui script is reloaded, e.g. from the editor.
----It can be used for live development, e.g. to tweak constants or set up the state properly for the script.
----@param self object # reference to the script state to be used for storing data
-function on_reload(self) end
-
----This is a callback-function, which is called by the engine every frame to update the state of a gui component.
----It can be used to perform any kind of gui related tasks, e.g. animating nodes.
----@param self object # reference to the script state to be used for storing data
----@param dt number # the time-step of the frame update
-function update(self, dt) end
-
-
-
-
-return gui \ No newline at end of file