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@bscotch/stitch-launcher

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Manage GameMaker IDE and runtime installations for fast switching between versions.

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import { GameMakerLogOptions } from './GameMakerLauncher.types.js'; import { GameMakerCliBuildWorker, GameMakerCliOptions } from './GameMakerRuntime.cliTypes.js'; /** * GameMaker CLI workers that are for making builds * and that are supported by Stitch. */ export type StitchSupportedBuilder = Exclude<GameMakerCliBuildWorker, 'amazonfire' | 'html5' | 'operagx' | 'ps4' | 'ps5' | 'tvos' | 'wasm'>; export type GameMakerSupportedArchitecture = 'x64' | 'arm' | 'arm64'; export interface GameMakerRunOptions extends GameMakerLogOptions { /** * Full path to a GameMaker yyp file. */ project: string; /** * @default 'windows' */ targetPlatform?: StitchSupportedBuilder; config?: string; yyc?: boolean; noCache?: boolean; quiet?: boolean; } export interface GameMakerBuildOptions extends GameMakerRunOptions { /** * The name of the compiled artifact. */ outDir?: string; } export interface GameMakerExecuteOptions extends Partial<GameMakerCliOptions> { } export interface GameMakerExecutionResults { /** * Whether just building *or* running, we * always attempt to compile. If `false`, * Igor exited before finishing the compile. */ compileSucceeded: boolean; /** * If we are only building, the runner's * success is `undefined` * * Otherwise, this value is `true` if * the runner exits normally (e.g. via * the user closing the window or via * the GML function `game_end()`) and * `false` otherwise. */ runnerSucceeded?: boolean; stdout: string; stderr: string; compilerLogsPath: string; runnerLogsPath?: string; compilerLogs: string; runnerLogs?: string; } //# sourceMappingURL=GameMakerRuntime.types.d.ts.map