playcanvas-typings
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TypeScript declaration files for PlayCanvas game engine
142 lines (129 loc) • 6.42 kB
TypeScript
declare namespace pc {
/**
* @name pc.ComponentSystem
* @class Component Systems contain the logic and functionality to update all Components of a particular type
* @param {pc.Application} app The running Application
*/
class ComponentSystem {
constructor(app: pc.Application)
/**
* @private
* @field
* @type Array
* @name pc.ComponentSystem#store
* @description The store where all {@link pc.ComponentData} objects are kept
*/
private store: pc.ComponentData[];
/**
* @private
* @function
* @name pc.ComponentSystem#addComponent
* @description Create new {@link pc.Component} and {@link pc.ComponentData} instances and attach them to the entity
* @param {pc.Entity} entity The Entity to attach this component to
* @param {Object} data The source data with which to create the component
* @returns {pc.Component} Returns a Component of type defined by the component system
* @example
* var entity = new pc.Entity(app);
* app.systems.model.addComponent(entity, { type: 'box' });
* // entity.model is now set to a pc.ModelComponent
*/
private addComponent(entity: pc.Entity, data: {}): pc.Component;
/**
* @private
* @function
* @name pc.ComponentSystem#removeComponent
* @description Remove the {@link pc.Component} from the entity and delete the associated {@link pc.ComponentData}
* @param {pc.Entity} entity The entity to remove the component from
* @example
* app.systems.model.removeComponent(entity);
* // entity.model === undefined
*/
private removeComponent(entity: pc.Entity): void;
/**
* @private
* @function
* @name pc.ComponentSystem#cloneComponent
* @description Create a clone of component. This creates a copy all ComponentData variables.
* @param {pc.Entity} entity The entity to clone the component from
* @param {pc.Entity} clone The entity to clone the component into
*/
private cloneComponent(entity: pc.Entity, clone: pc.Entity): pc.Component;
/**
* @private
* @function
* @name pc.ComponentSystem#initializeComponentData
* @description Called during {@link pc.ComponentSystem#addComponent} to initialize the {@link pc.ComponentData} in the store
* This can be overridden by derived Component Systems and either called by the derived System or replaced entirely
*/
private initializeComponentData(component: pc.Component, data: {}, properties: {}): void;
// Events
/**
* @function
* @name pc.ComponentSystem#on
* @description Attach an event handler to an event
* @param {String} name Name of the event to bind the callback to
* @param {Function} callback Function that is called when event is fired. Note the callback is limited to 8 arguments.
* @param {Object} [scope] Object to use as 'this' when the event is fired, defaults to current this
* @example
* obj.on('test', function (a, b) {
* console.log(a + b);
* });
* obj.fire('test', 1, 2); // prints 3 to the console
*/
on(name: string, callback: (...args: any[]) => void, scope: any): any;
/**
* @function
* @name pc.ComponentSystem#off
* @description Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event,
* if scope is not provided then all events with the callback will be unbound.
* @param {String} [name] Name of the event to unbind
* @param {Function} [callback] Function to be unbound
* @param {Object} [scope] Scope that was used as the this when the event is fired
* @example
* var handler = function () {
* };
* obj.on('test', handler);
*
* obj.off(); // Removes all events
* obj.off('test'); // Removes all events called 'test'
* obj.off('test', handler); // Removes all handler functions, called 'test'
* obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this
*/
off(name: string, callback: (...args: any[]) => void, scope: any): any;
/**
* @function
* @name pc.ComponentSystem#fire
* @description Fire an event, all additional arguments are passed on to the event listener
* @param {Object} name Name of event to fire
* @param {*} [...] Arguments that are passed to the event handler
* @example
* obj.fire('test', 'This is the message');
*/
fire(name: string, arg1: any, arg2?: any, arg3?: any, arg4?: any, arg5?: any, arg6?: any, arg7?: any, arg8?: any): any;
/**
* @function
* @name pc.ComponentSystem#once
* @description Attach an event handler to an event. This handler will be removed after being fired once.
* @param {String} name Name of the event to bind the callback to
* @param {Function} callback Function that is called when event is fired. Note the callback is limited to 8 arguments.
* @param {Object} [scope] Object to use as 'this' when the event is fired, defaults to current this
* @example
* obj.once('test', function (a, b) {
* console.log(a + b);
* });
* obj.fire('test', 1, 2); // prints 3 to the console
* obj.fire('test', 1, 2); // not going to get handled
*/
once(name: string, callback: (...args: any[]) => void, scope: any): any;
/**
* @function
* @name pc.ComponentSystem#hasEvent
* @description Test if there are any handlers bound to an event name
* @param {String} name The name of the event to test
* @example
* obj.on('test', function () { }); // bind an event to 'test'
* obj.hasEvent('test'); // returns true
*/
hasEvent(name: string): boolean;
}
}