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cturtle/game_session

include "cturtle/game_session";

Functions​

scenePreviewQueueKeyboardFocus​

fn scenePreviewQueueKeyboardFocus(bool focused) -> bool

scenePreviewQueuePointerDown​

fn scenePreviewQueuePointerDown(int button, float x, float y, int modifiers) -> bool

scenePreviewQueuePointerUp​

fn scenePreviewQueuePointerUp(int button, float x, float y, int modifiers) -> bool

scenePreviewQueuePointerMove​

fn scenePreviewQueuePointerMove(
float x,
float y,
float dx,
float dy,
int modifiers) -> bool

scenePreviewQueueScroll​

fn scenePreviewQueueScroll(float dx, float dy, int modifiers) -> bool

mapPaintOpen​

tree mapPaintOpen(string path) -> int

mapPaintOpenSrgb​

tree mapPaintOpenSrgb(string path) -> int

mapPaintLinkNormal​

tree mapPaintLinkNormal(string path) -> int

mapPaintLinkHeight​

tree mapPaintLinkHeight(string path) -> int

mapPaintViewLinked​

tree mapPaintViewLinked() -> int

mapPaintDome infallible​

infallible fn mapPaintDome() -> int

mapPaintCone infallible​

infallible fn mapPaintCone() -> int

mapPaintBevel infallible​

infallible fn mapPaintBevel() -> int

mapPaintSurfaceSegment​

tree mapPaintSurfaceSegment(
float fromX,
float fromY,
float toX,
float toY,
float radius,
float opacity,
float height,
float heightScale,
int shape) -> bool

mapPaintClose​

tree mapPaintClose() -> bool

mapPaintBegin​

tree mapPaintBegin() -> bool

mapPaintFilterHeight​

tree mapPaintFilterHeight(int radius, float edgeThreshold, int levels) -> bool

mapPaintSample infallible​

infallible fn mapPaintSample(float x, float y, array<float> rgba) -> bool

mapPaintBrush​

tree mapPaintBrush(
float x,
float y,
float radius,
float opacity,
float r,
float g,
float b,
bool normal,
bool smooth) -> bool

mapPaintUndo​

tree mapPaintUndo() -> bool

mapPaintRevert​

tree mapPaintRevert() -> bool

mapPaintSave​

tree mapPaintSave() -> bool

mapPaintSegment​

tree mapPaintSegment(
float fromX,
float fromY,
float toX,
float toY,
float radius,
float opacity,
float r,
float g,
float b,
bool normal,
bool smooth) -> bool

mapPaintSegmentWithEdge​

tree mapPaintSegmentWithEdge(
float fromX,
float fromY,
float toX,
float toY,
float radius,
float opacity,
float r,
float g,
float b,
bool normal,
bool smooth,
bool hardEdge) -> bool

mapPaintColorSegment​

tree mapPaintColorSegment(
float fromX,
float fromY,
float toX,
float toY,
float radius,
float opacity,
float r,
float g,
float b,
float a,
bool paintAlpha,
bool alphaOnly,
bool smooth,
bool hardEdge) -> bool

mapPaintRedo​

tree mapPaintRedo() -> bool

mapPaintCanUndo infallible​

infallible fn mapPaintCanUndo() -> bool

mapPaintCanRedo infallible​

infallible fn mapPaintCanRedo() -> bool

mapPaintDirty infallible​

infallible fn mapPaintDirty() -> bool

scenePreviewStart​

tree scenePreviewStart(string manifest) -> int

scenePreviewStop​

tree scenePreviewStop() -> bool

scenePreviewQueueResize​

fn scenePreviewQueueResize(int width, int height) -> bool

scenePreviewQueueResizeForUi​

fn scenePreviewQueueResizeForUi(float width, float height) -> bool

scenePreviewMaterial​

tree scenePreviewMaterial(
string material,
string input,
string property,
string value) -> bool

scenePreviewBindImage​

tree scenePreviewBindImage(string material, string input, int image) -> bool

game_session_inspection_target​

tree game_session_inspection_target() -> int

game_session_renderer_snapshot​

tree game_session_renderer_snapshot(int target) -> string

gameSessionIdle infallible​

infallible fn gameSessionIdle() -> int

gameSessionPlaying infallible​

infallible fn gameSessionPlaying() -> int

gameSessionReturned infallible​

infallible fn gameSessionReturned() -> int

gameSessionRelease infallible​

infallible fn gameSessionRelease() -> int

gameSessionDebug infallible​

infallible fn gameSessionDebug() -> int

game_session_start_mode infallible​

infallible fn game_session_start_mode(string manifestPath, int mode) -> task<int>

game_session_debug_endpoint infallible​

infallible fn game_session_debug_endpoint() -> task<string>

game_session_debug_focus infallible​

infallible fn game_session_debug_focus(bool game) -> task<bool>

game_session_reload infallible​

infallible fn game_session_reload(string manifestPath) -> task<int>

game_session_start infallible​

infallible fn game_session_start(string manifestPath) -> task<int>

game_session_return infallible​

infallible fn game_session_return() -> task<bool>

game_session_stop infallible​

infallible fn game_session_stop() -> task<bool>