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tobspr_shapez.io/src/js/globals.d.ts

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// Globals defined by webpack
declare const G_IS_DEV: boolean;
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declare function assert(condition: boolean | object | string, ...errorMessage: string[]): asserts condition;
declare function assertAlways(
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condition: boolean | object | string,
...errorMessage: string[]
): asserts condition;
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declare const abstract: void;
declare const G_APP_ENVIRONMENT: string;
declare const G_HAVE_ASSERT: boolean;
declare const G_BUILD_TIME: number;
declare const G_BUILD_COMMIT_HASH: string;
declare const G_BUILD_VERSION: string;
declare const G_ALL_UI_IMAGES: Array<string>;
declare const G_IS_RELEASE: boolean;
Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
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declare const shapez: any;
declare const ipcRenderer: any;
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declare interface ImportMeta {
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webpackContext(
request: string,
options?: {
recursive?: boolean;
regExp?: RegExp;
include?: RegExp;
exclude?: RegExp;
preload?: boolean | number;
prefetch?: boolean | number;
chunkName?: string;
exports?: string | string[][];
mode?: "sync" | "eager" | "weak" | "lazy" | "lazy-once";
}
): webpack.Context;
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}
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declare interface CanvasRenderingContext2D {
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beginRoundedRect(x: number, y: number, w: number, h: number, r: number): void;
beginCircle(x: number, y: number, r: number): void;
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}
// Just for compatibility with the shared code
declare interface Logger {
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log(...args);
warn(...args);
info(...args);
error(...args);
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}
declare interface MobileAccessibility {
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usePreferredTextZoom(boolean);
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}
declare interface Window {
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// Debugging
activeClickDetectors: Array<any>;
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// Mods
$shapez_registerMod: any;
anyModLoaded: any;
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shapez: any;
Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
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APP_ERROR_OCCURED?: boolean;
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webkitRequestAnimationFrame();
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assert(condition: boolean, failureMessage: string);
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coreThreadLoadedCb();
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}
declare interface Navigator {
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app: any;
device: any;
splashscreen: any;
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}
// Webpack
declare interface WebpackContext {
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keys(): Array<string>;
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}
declare interface NodeRequire {
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context(src: string, flag: boolean, regexp: RegExp): WebpackContext;
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}
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declare interface Object {
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entries(obj: object): Array<[string, any]>;
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}
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declare interface Math {
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radians(number): number;
degrees(number): number;
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}
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declare type Class<T = unknown> = new (...args: any[]) => T;
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declare interface String {
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padStart(size: number, fill?: string): string;
padEnd(size: number, fill: string): string;
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}
declare interface SignalTemplate0 {
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add(receiver: () => string | void, scope: null | any);
dispatch(): string | void;
remove(receiver: () => string | void);
removeAll();
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}
declare class TypedTrackedState<T> {
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constructor(callbackMethod?: (value: T) => void, callbackScope?: any);
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set(value: T, changeHandler?: (value: T) => void, changeScope?: any): void;
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setSilent(value: any): void;
get(): T;
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}
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declare type Layer = "regular" | "wires";
declare type ItemType = "shape" | "color" | "boolean";
declare module "worker-loader?inline=true&fallback=false!*" {
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class WebpackWorker extends Worker {
constructor();
}
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export default WebpackWorker;
}
// JSX type support - https://www.typescriptlang.org/docs/handbook/jsx.html
// modified from https://stackoverflow.com/a/68238924
declare namespace JSX {
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/**
* The return type of a JSX expression.
*
* In reality, Fragments can return arbitrary values, but we ignore this for convenience.
*/
type Element = HTMLElement;
/**
* Key-value list of intrinsic element names and their allowed properties.
*
* Because children are treated as a property, the Node type cannot be excluded from the index signature.
*/
type IntrinsicElements = {
[K in keyof HTMLElementTagNameMap]: {
children?: Node | Node[];
[k: string]: Node | Node[] | string | number | boolean;
};
};
/**
* The property of the attributes object storing the children.
*/
type ElementChildrenAttribute = { children: unknown };
// The following do not have special meaning to TypeScript.
/**
* An attributes object.
*/
type Props = { [k: string]: unknown };
/**
* A functional component requiring attributes to match `T`.
*/
type Component<T extends Props> = {
(props: T): Element;
};
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/**
* A child of a JSX element.
*/
type Node = Element | string | boolean | null | undefined;
}