1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
|
---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
|