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* Update Signal * Update modal_dialogs * Inputs * Update factories * Update tracked state * Changed let to const where possible * Add HUD typings * improvements to typings * fix exports not being exposed to mods * fix signal typings * remove TypedSignal * fix all reported type errors --------- Co-authored-by: Thomas B <t.ferb1@gmail.com> Co-authored-by: EmeraldBlock <yygengjunior@gmail.com>
40 lines
1.4 KiB
JavaScript
40 lines
1.4 KiB
JavaScript
/* typehints:start */
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import { BaseHUDPart } from "../game/hud/base_hud_part";
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import { GameRoot } from "../game/root";
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import { GameState } from "../core/game_state";
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import { InGameState } from "../states/ingame";
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/* typehints:end */
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import { Signal } from "../core/signal";
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// Single file to avoid circular deps
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export const MOD_SIGNALS = {
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// Called when the application has booted and instances like the app settings etc are available
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appBooted: new Signal(),
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modifyLevelDefinitions: /** @type {Signal<[Array[Object]]>} */ (new Signal()),
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modifyUpgrades: /** @type {Signal<[Object]>} */ (new Signal()),
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hudElementInitialized: /** @type {Signal<[BaseHUDPart]>} */ (new Signal()),
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hudElementFinalized: /** @type {Signal<[BaseHUDPart]>} */ (new Signal()),
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hudInitializer: /** @type {Signal<[GameRoot]>} */ (new Signal()),
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gameInitialized: /** @type {Signal<[GameRoot]>} */ (new Signal()),
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gameLoadingStageEntered: /** @type {Signal<[InGameState, string]>} */ (new Signal()),
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gameStarted: /** @type {Signal<[GameRoot]>} */ (new Signal()),
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stateEntered: /** @type {Signal<[GameState]>} */ (new Signal()),
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gameSerialized:
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/** @type {Signal<[GameRoot, import("../savegame/savegame_typedefs").SerializedGame]>} */ (
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new Signal()
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),
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gameDeserialized:
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/** @type {Signal<[GameRoot, import("../savegame/savegame_typedefs").SerializedGame]>} */ (
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new Signal()
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),
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};
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