/* typehints:start */ import { BaseHUDPart } from "../game/hud/base_hud_part"; import { GameRoot } from "../game/root"; import { GameState } from "../core/game_state"; import { InGameState } from "../states/ingame"; /* typehints:end */ import { Signal } from "../core/signal"; // Single file to avoid circular deps export const MOD_SIGNALS = { // Called when the application has booted and instances like the app settings etc are available appBooted: new Signal(), modifyLevelDefinitions: /** @type {Signal<[Array[Object]]>} */ (new Signal()), modifyUpgrades: /** @type {Signal<[Object]>} */ (new Signal()), hudElementInitialized: /** @type {Signal<[BaseHUDPart]>} */ (new Signal()), hudElementFinalized: /** @type {Signal<[BaseHUDPart]>} */ (new Signal()), hudInitializer: /** @type {Signal<[GameRoot]>} */ (new Signal()), gameInitialized: /** @type {Signal<[GameRoot]>} */ (new Signal()), gameLoadingStageEntered: /** @type {Signal<[InGameState, string]>} */ (new Signal()), gameStarted: /** @type {Signal<[GameRoot]>} */ (new Signal()), stateEntered: /** @type {Signal<[GameState]>} */ (new Signal()), gameSerialized: /** @type {Signal<[GameRoot, import("../savegame/savegame_typedefs").SerializedGame]>} */ ( new Signal() ), gameDeserialized: /** @type {Signal<[GameRoot, import("../savegame/savegame_typedefs").SerializedGame]>} */ ( new Signal() ), };