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@drincs/pixi-vn

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Pixi'VN is a npm package that provides various features for creating visual novels.

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import { HistoryInfo, GameStepState } from '@drincs/pixi-vn'; import deepDiff from 'deep-diff'; import { Difference } from 'microdiff'; import { CachedMap } from '../classes/index.js'; import { H as HistoryGameState } from '../HistoryGameState-i_gx3rGM.js'; import { H as HistoryStep } from '../OpenedLabel-DxlOwJKw.js'; import { N as NarrationHistory } from '../HistoryChoiceMenuOption-Kj_P28ke.js'; import 'lru-cache'; import '../StorageElementType-DTGcnkzF.js'; interface HistoryManagerInterface { /** * Get the narrative history. * @returns the history of the dialogues, choices and steps */ readonly narrativeHistory: NarrationHistory[]; /** * Get the history of the latest steps belonging to the current label and its child labels. * * @returns the history of the dialogues, choices and steps */ readonly currentLabelHistory: NarrationHistory[]; /** * The number of steps to keep in the history into the save file. * * The other older steps will be compressed will be used in {@link HistoryManagerInterface.narrativeHistory} to show the older dialogues. * In the compressed steps, the canvas and storage information will be removed. * * This also means that a player, after saving and loading a save, will only be able to go back to {@link NarrationManagerInterface.stepLimitSaved} steps. * * If you want to keep all steps in the history, you can set this value to Infinity. */ stepLimitSaved: number; /** * Delete the narrative history. * @param itemsNumber The number of items to delete. If undefined, all items will be deleted. */ removeNarrativeHistory(itemsNumber?: number): void; /** * Go back to the last step and add it to the history. * @param navigate The navigate function. * @param steps The number of steps to go back. Must be greater than 0. @default 1 * @returns * @example * ```typescript * export function goBack(navigate: (path: string) => void | Promise<void>, afterBack?: () => void) { * narration.goBack(navigate) * afterBack && afterBack() * } * ``` */ goBack(navigate: (path: string) => void | Promise<void>, steps?: number): Promise<void>; /** * Block the go back function. */ blockGoBack(): void; /** * Return true if it is possible to go back. */ readonly canGoBack: boolean; /** * Add a step to the history. * @param historyInfo Info about the step to add. * @param opstions Options to add the step. */ add(historyInfo?: HistoryInfo, opstions?: { /** * If true, the step will not be added to the history if the current step is the same as the last step. */ ignoreSameStep?: boolean; }): void; /** * Clear the history. */ clear(): void; /** * Number of items in the history. */ readonly size: number; /** * Get the last key (id) of the history. */ readonly lastKey: number | null; /** * Get all the keys (id) of the history. */ keys(): MapIterator<number>; /** * Get a step from the history. * * **Note:** If the step not contains any information, this method will return undefined. * @param stepIndex The key (id) of the step to get. * @returns The step. */ get(stepIndex: number): NarrationHistory | undefined; /** * Remove a step from the history. * @param stepIndex The key (id) of the step to remove. * @returns True if the step was removed, false if it was not found. */ delete(stepIndex: number): void; /** * Map that contains all information about the steps in the history. * * **Don't edit unless you're sure what you're doing.** */ readonly stepsInfoMap: CachedMap<number, Omit<HistoryStep, "diff">>; /** * Map that contains all the differences between the steps in the history. * The differences will be used to restore a step. * * **Don't edit unless you're sure what you're doing.** */ readonly diffMap: CachedMap<number, deepDiff.Diff<GameStepState, GameStepState>[] | Difference[]>; /** * Map that contains all the narration history. * * **Don't edit unless you're sure what you're doing.** */ readonly narrationMap: CachedMap<number, NarrationHistory>; /** * Export the history to an object. * @returns The history in an object. */ export(): HistoryGameState; /** * Restore the history from an object. * @param data The history in an object. */ restore(data: object): Promise<void>; } declare class HistoryManagerStatic { static _diffHistory: CachedMap<number, deepDiff.Diff<GameStepState, GameStepState>[] | Difference[]>; static _stepsInfoHistory: CachedMap<number, Omit<HistoryStep, "diff">>; static _narrationHistory: CachedMap<number, NarrationHistory>; static stepLimitSaved: number; /** * goBackRunning is a boolean that indicates if the go back is running. */ static goBackRunning: boolean; static _originalStepData: GameStepState | undefined; static get originalStepData(): GameStepState; static set originalStepData(value: GameStepState); } declare const stepHistory: HistoryManagerInterface; export { HistoryGameState, type HistoryManagerInterface, HistoryManagerStatic, stepHistory };