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Diffstat (limited to 'meta/3rd/Defold/library/gui.lua')
m--------- | meta/3rd/Defold | 0 | ||||
-rw-r--r-- | meta/3rd/Defold/library/gui.lua | 929 |
2 files changed, 0 insertions, 929 deletions
diff --git a/meta/3rd/Defold b/meta/3rd/Defold new file mode 160000 +Subproject 05379b40fb3084d82f7270475e42da8d521c4da diff --git a/meta/3rd/Defold/library/gui.lua b/meta/3rd/Defold/library/gui.lua deleted file mode 100644 index f4b82cd0..00000000 --- a/meta/3rd/Defold/library/gui.lua +++ /dev/null @@ -1,929 +0,0 @@ ----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
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