anomaly-packer
Version:
Anomaly Packer is a utility package for STALKER Anomaly creators to help them develop addons at speed with TypeScript's type-safety and game-oriented build tools.
218 lines (205 loc) • 9.34 kB
TypeScript
/** @noSelfInFile */
import type { Section } from 'anomaly-packer'
declare global {
namespace ui_debug_main {
export const UI_ICON_EQUIPMENT_HEIGHT: number
export const UI_ICON_EQUIPMENT_WIDTH: number
export const UI_ICON_WIDTH_SCALE: number
/** Spawn presets keyed by id. */
export const id_to_spawn_table: AnyTable
export function get_spawn_table(name: string): boolean
}
/** @customConstructor anim_ui */
class anim_ui extends CUIScriptWnd {
anims_list: TODO // @generated field — refine type
constructor()
__finalize(): void
Update(): void
InitCallBacks(): void
InitControls(): void
FillAnim(): void
OnStartAnim(): void
OnKeyboard(dik: number, keyboard_action: number): boolean
OnQuit(): void
}
/** @customConstructor debug_ui */
class debug_ui extends CUIScriptWnd {
_addons: TODO // @generated field — refine type
_scopes: TODO // @generated field — refine type
binds: TODO // @generated field — refine type
console: TODO // @generated field — refine type
console_input: TODO // @generated field — refine type
console_relay: boolean // @generated field — refine type
console_size: number // @generated field — refine type
dialog: TODO // @generated field — refine type
editor_old_h: TODO // @generated field — refine type
editor_old_w: TODO // @generated field — refine type
editor_old_x: TODO // @generated field — refine type
editor_old_y: TODO // @generated field — refine type
form: TODO // @generated field — refine type
icon_scale: number // @generated field — refine type
level_present: TODO // @generated field — refine type
need_save_h: TODO // @generated field — refine type
need_save_offset_x: TODO // @generated field — refine type
need_save_offset_y: TODO // @generated field — refine type
need_save_w: TODO // @generated field — refine type
need_save_x: TODO // @generated field — refine type
need_save_y: TODO // @generated field — refine type
owner: TODO // @generated field — refine type
spawn_gvid: TODO // @generated field — refine type
spawn_lvid: TODO // @generated field — refine type
spawn_pos: TODO // @generated field — refine type
tab: TODO // @generated field — refine type
tab_list: TODO // @generated field — refine type
txt_console: TODO // @generated field — refine type
txt_focus: TODO // @generated field — refine type
txt_near: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor(owner?: any, binds?: AnyTable)
__finalize(): void
Reinit(level_present?: boolean): void
CreateTab(uID: string): void
InitControls(): void
SetCurrentValues(): void
ShowConsole(): void
HideConsole(): void
Update(): void
InitCallBacks(): void
OnConsoleInput(): string
OnBtnTeleport(): void
OnBtnSpawn(): void
OnBtnSpawnSquad(): void
SendOutput(txt: string, ...args: any[]): string
SendOutputList(list: AnyTable, start: number, finish: number): void
OnBtnFocus(): void
OnBtnExecuteString(): void
OnBtnSwitchDistance(): void
OnBtnFindNearest(): void
OnBtnSetLogic(): void
OnBtnRevertLogic(): void
OnBtnReloadIni(): void
OnQuit(): void
OnTabChange(): void
OnKeyboard(dik: number, keyboard_action: number): boolean
spawn_section(text: string): boolean
spawn_squad(section: Section.Item, smart_name: string): boolean
FindNearest(txt: string): void
FillList(name: string): void
FillEditorList(name: string): void
FillLevelList(): void
JumpLevel(): void
OnSelectSectionList(): void
OnSelectEditorSectionList(): void
OnButton_create_clicked(): void
OnEditorTriggerAddonSectionSelection(): void
OnEditorTriggerSectionSelection(): void
OnEditIconX(): void
OnEditIconY(): void
OnEditIconW(): void
OnEditIconH(): void
OnEditIconOffX(): void
OnEditIconOffY(): void
OnEditIcon(): void
OnEditorSave(): void
FillAnim(): void
OnListItemClicked(): void
OnStartAnim(): void
OnStartHudAnim(): void
}
/** @customConstructor debug_ui_advanced */
class debug_ui_advanced extends CUIWindow {
owner: TODO // @generated field — refine type
constructor(owner?: any, binds?: AnyTable)
__finalize(): void
InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void
}
/** @customConstructor debug_ui_attach */
class debug_ui_attach extends CUIScriptWnd {
_last: string // @generated field — refine type
anim_states: TODO // @generated field — refine type
attachable: TODO // @generated field — refine type
flds: TODO // @generated field — refine type
form: TODO // @generated field — refine type
need_save: TODO // @generated field — refine type
owner: TODO // @generated field — refine type
xml: TODO // @generated field — refine type
constructor(owner?: any, binds?: AnyTable)
__finalize(): void
OnAttachListSelect(): void
OnStateListSelect(): void
OnWeaponListSelect(): void
OnAttachSave(section: Section.Item): void
On_fld_attach_x(): void
On_fld_attach_y(): void
On_fld_attach_z(): void
On_fld_attach_rot_x(): void
On_fld_attach_rot_y(): void
On_fld_attach_rot_z(): void
OnEditAttach(fld: string): void
OnKeyboard(dik: number, keyboard_action: number): boolean
OnAttach(): void
OnQuit(): void
}
/** @customConstructor debug_ui_editor */
class debug_ui_editor extends CUIWindow {
owner: TODO // @generated field — refine type
constructor(owner?: any, binds?: AnyTable)
__finalize(): void
InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void
}
/** @customConstructor debug_ui_hud */
class debug_ui_hud extends CUIWindow {
owner: TODO // @generated field — refine type
constructor(owner?: any, binds?: AnyTable)
__finalize(): void
InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void
}
/** @customConstructor debug_ui_object */
class debug_ui_object extends CUIWindow {
owner: TODO // @generated field — refine type
constructor(owner?: any, binds?: AnyTable)
__finalize(): void
InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void
}
/** @customConstructor debug_ui_spawner */
class debug_ui_spawner extends CUIWindow {
owner: TODO // @generated field — refine type
constructor(owner?: any, binds?: AnyTable)
__finalize(): void
InitControls(x: number, y: number, xml: CScriptXmlInit, owner?: any): void
}
/** @customConstructor set_list_text */
class set_list_text extends CUIListBoxItem {
sect: TODO // @generated field — refine type
constructor(height: number)
}
namespace ui_debug_main {
/** Anomaly `class "anim_ui"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.anim_ui.Method = ...`). */
export const anim_ui: anim_ui
/** Anomaly `class "debug_ui"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui.Method = ...`). */
export const debug_ui: debug_ui
/** Anomaly `class "debug_ui_advanced"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_advanced.Method = ...`). */
export const debug_ui_advanced: debug_ui_advanced
/** Anomaly `class "debug_ui_attach"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_attach.Method = ...`). */
export const debug_ui_attach: debug_ui_attach
/** Anomaly `class "debug_ui_editor"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_editor.Method = ...`). */
export const debug_ui_editor: debug_ui_editor
/** Anomaly `class "debug_ui_hud"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_hud.Method = ...`). */
export const debug_ui_hud: debug_ui_hud
/** Anomaly `class "debug_ui_object"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_object.Method = ...`). */
export const debug_ui_object: debug_ui_object
/** Anomaly `class "debug_ui_spawner"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.debug_ui_spawner.Method = ...`). */
export const debug_ui_spawner: debug_ui_spawner
/** Anomaly `class "set_list_text"` is also reachable on the `ui_debug_main` script namespace; typed as
* the instance so its methods can be captured/overridden (`ui_debug_main.set_list_text.Method = ...`). */
export const set_list_text: set_list_text
}
}