---GUI API documentation ---GUI API documentation ---@class gui gui = {} ---This is a callback-function, which is called by the engine when a gui component is finalized (destroyed). It can ---be used to e.g. take some last action, report the finalization to other game object instances ---or release user input focus (see release_input_focus). There is no use in starting any animations or similar ---from this function since the gui component is about to be destroyed. ---@param self object # reference to the script state to be used for storing data function final(self) end ---fit adjust mode gui.ADJUST_FIT = nil ---stretch adjust mode gui.ADJUST_STRETCH = nil ---zoom adjust mode gui.ADJUST_ZOOM = nil ---bottom y-anchor gui.ANCHOR_BOTTOM = nil ---left x-anchor gui.ANCHOR_LEFT = nil ---no anchor gui.ANCHOR_NONE = nil ---right x-anchor gui.ANCHOR_RIGHT = nil ---top y-anchor gui.ANCHOR_TOP = nil ---additive blending gui.BLEND_ADD = nil ---additive alpha blending gui.BLEND_ADD_ALPHA = nil ---alpha blending gui.BLEND_ALPHA = nil ---multiply blending gui.BLEND_MULT = nil ---clipping mode none gui.CLIPPING_MODE_NONE = nil ---clipping mode stencil gui.CLIPPING_MODE_STENCIL = nil ---in-back gui.EASING_INBACK = nil ---in-bounce gui.EASING_INBOUNCE = nil ---in-circlic gui.EASING_INCIRC = nil ---in-cubic gui.EASING_INCUBIC = nil ---in-elastic gui.EASING_INELASTIC = nil ---in-exponential gui.EASING_INEXPO = nil ---in-out-back gui.EASING_INOUTBACK = nil ---in-out-bounce gui.EASING_INOUTBOUNCE = nil ---in-out-circlic gui.EASING_INOUTCIRC = nil ---in-out-cubic gui.EASING_INOUTCUBIC = nil ---in-out-elastic gui.EASING_INOUTELASTIC = nil ---in-out-exponential gui.EASING_INOUTEXPO = nil ---in-out-quadratic gui.EASING_INOUTQUAD = nil ---in-out-quartic gui.EASING_INOUTQUART = nil ---in-out-quintic gui.EASING_INOUTQUINT = nil ---in-out-sine gui.EASING_INOUTSINE = nil ---in-quadratic gui.EASING_INQUAD = nil ---in-quartic gui.EASING_INQUART = nil ---in-quintic gui.EASING_INQUINT = nil ---in-sine gui.EASING_INSINE = nil ---linear interpolation gui.EASING_LINEAR = nil ---out-back gui.EASING_OUTBACK = nil ---out-bounce gui.EASING_OUTBOUNCE = nil ---out-circlic gui.EASING_OUTCIRC = nil ---out-cubic gui.EASING_OUTCUBIC = nil ---out-elastic gui.EASING_OUTELASTIC = nil ---out-exponential gui.EASING_OUTEXPO = nil ---out-in-back gui.EASING_OUTINBACK = nil ---out-in-bounce gui.EASING_OUTINBOUNCE = nil ---out-in-circlic gui.EASING_OUTINCIRC = nil ---out-in-cubic gui.EASING_OUTINCUBIC = nil ---out-in-elastic gui.EASING_OUTINELASTIC = nil ---out-in-exponential gui.EASING_OUTINEXPO = nil ---out-in-quadratic gui.EASING_OUTINQUAD = nil ---out-in-quartic gui.EASING_OUTINQUART = nil ---out-in-quintic gui.EASING_OUTINQUINT = nil ---out-in-sine gui.EASING_OUTINSINE = nil ---out-quadratic gui.EASING_OUTQUAD = nil ---out-quartic gui.EASING_OUTQUART = nil ---out-quintic gui.EASING_OUTQUINT = nil ---out-sine gui.EASING_OUTSINE = nil ---default keyboard gui.KEYBOARD_TYPE_DEFAULT = nil ---email keyboard gui.KEYBOARD_TYPE_EMAIL = nil ---number input keyboard gui.KEYBOARD_TYPE_NUMBER_PAD = nil ---password keyboard gui.KEYBOARD_TYPE_PASSWORD = nil ---elliptical pie node bounds gui.PIEBOUNDS_ELLIPSE = nil ---rectangular pie node bounds gui.PIEBOUNDS_RECTANGLE = nil ---center pivot gui.PIVOT_CENTER = nil ---east pivot gui.PIVOT_E = nil ---north pivot gui.PIVOT_N = nil ---north-east pivot gui.PIVOT_NE = nil ---north-west pivot gui.PIVOT_NW = nil ---south pivot gui.PIVOT_S = nil ---south-east pivot gui.PIVOT_SE = nil ---south-west pivot gui.PIVOT_SW = nil ---west pivot gui.PIVOT_W = nil ---loop backward gui.PLAYBACK_LOOP_BACKWARD = nil ---loop forward gui.PLAYBACK_LOOP_FORWARD = nil ---ping pong loop gui.PLAYBACK_LOOP_PINGPONG = nil ---once backward gui.PLAYBACK_ONCE_BACKWARD = nil ---once forward gui.PLAYBACK_ONCE_FORWARD = nil ---once forward and then backward gui.PLAYBACK_ONCE_PINGPONG = nil ---color property gui.PROP_COLOR = nil ---fill_angle property gui.PROP_FILL_ANGLE = nil ---inner_radius property gui.PROP_INNER_RADIUS = nil ---outline color property gui.PROP_OUTLINE = nil ---position property gui.PROP_POSITION = nil ---rotation property gui.PROP_ROTATION = nil ---scale property gui.PROP_SCALE = nil ---shadow color property gui.PROP_SHADOW = nil ---size property gui.PROP_SIZE = nil ---slice9 property gui.PROP_SLICE9 = nil ---data error gui.RESULT_DATA_ERROR = nil ---out of resource gui.RESULT_OUT_OF_RESOURCES = nil ---texture already exists gui.RESULT_TEXTURE_ALREADY_EXISTS = nil ---automatic size mode gui.SIZE_MODE_AUTO = nil ---manual size mode gui.SIZE_MODE_MANUAL = nil ---This starts an animation of a node property according to the specified parameters. ---If the node property is already being animated, that animation will be canceled and ---replaced by the new one. Note however that several different node properties ---can be animated simultaneously. Use gui.cancel_animation to stop the animation ---before it has completed. ---Composite properties of type vector3, vector4 or quaternion ---also expose their sub-components (x, y, z and w). ---You can address the components individually by suffixing the name with a dot '.' ---and the name of the component. ---For instance, "position.x" (the position x coordinate) or "color.w" ---(the color alpha value). ---If a complete_function (Lua function) is specified, that function will be called ---when the animation has completed. ---By starting a new animation in that function, several animations can be sequenced ---together. See the examples below for more information. ---@param node node # node to animate ---@param property string|constant # property to animate ---@param to vector3|vector4 # target property value ---@param easing constant|vector # easing to use during animation. Either specify one of the gui.EASING_* constants or provide a vector with a custom curve. See the animation guide <> for more information. ---@param duration number # duration of the animation in seconds. ---@param delay number? # delay before the animation starts in seconds. ---@param complete_function (fun(self: any, node: any))? # function to call when the animation has completed ---@param playback constant? # playback mode function gui.animate(node, property, to, easing, duration, delay, complete_function, playback) end ---If an animation of the specified node is currently running (started by gui.animate), it will immediately be canceled. ---@param node node # node that should have its animation canceled ---@param property string|constant # property for which the animation should be canceled function gui.cancel_animation(node, property) end ---Cancels any running flipbook animation on the specified node. ---@param node node # node cancel flipbook animation for function gui.cancel_flipbook(node) end ---Make a clone instance of a node. ---This function does not clone the supplied node's children nodes. ---Use gui.clone_tree for that purpose. ---@param node node # node to clone ---@return node # the cloned node function gui.clone(node) end ---Make a clone instance of a node and all its children. ---Use gui.clone to clone a node excluding its children. ---@param node node # root node to clone ---@return table # a table mapping node ids to the corresponding cloned nodes function gui.clone_tree(node) end ---Deletes the specified node. Any child nodes of the specified node will be ---recursively deleted. ---@param node node # node to delete function gui.delete_node(node) end ---Delete a dynamically created texture. ---@param texture string|hash # texture id function gui.delete_texture(texture) end ---Returns the adjust mode of a node. ---The adjust mode defines how the node will adjust itself to screen ---resolutions that differs from the one in the project settings. ---@param node node # node from which to get the adjust mode (node) ---@return constant # the current adjust mode function gui.get_adjust_mode(node) end ---gets the node alpha ---@param node node # node from which to get alpha function gui.get_alpha(node) end ---Returns the blend mode of a node. ---Blend mode defines how the node will be blended with the background. ---@param node node # node from which to get the blend mode ---@return constant # blend mode function gui.get_blend_mode(node) end ---If node is set as an inverted clipping node, it will clip anything inside as opposed to outside. ---@param node node # node from which to get the clipping inverted state ---@return boolean # true or false function gui.get_clipping_inverted(node) end ---Clipping mode defines how the node will clip it's children nodes ---@param node node # node from which to get the clipping mode ---@return constant # clipping mode function gui.get_clipping_mode(node) end ---If node is set as visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually. ---@param node node # node from which to get the clipping visibility state ---@return boolean # true or false function gui.get_clipping_visible(node) end ---Returns the color of the supplied node. The components ---of the returned vector4 contains the color channel values: --- ---Component Color value ---x Red value ---y Green value ---z Blue value ---w Alpha value ---@param node node # node to get the color from ---@return vector4 # node color function gui.get_color(node) end ---Returns the sector angle of a pie node. ---@param node node # node from which to get the fill angle ---@return number # sector angle function gui.get_fill_angle(node) end ---Get node flipbook animation. ---@param node node # node to get flipbook animation from ---@return hash # animation id function gui.get_flipbook(node) end ---This is only useful nodes with flipbook animations. Gets the normalized cursor of the flipbook animation on a node. ---@param node node # node to get the cursor for (node) ---@return # value number cursor value function gui.get_flipbook_cursor(node) end ---This is only useful nodes with flipbook animations. Gets the playback rate of the flipbook animation on a node. ---@param node node # node to set the cursor for ---@return number # playback rate function gui.get_flipbook_playback_rate(node) end ---This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor. ---@param node node # node from which to get the font ---@return hash # font id function gui.get_font(node) end ---This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor. ---@param font_name hash|string # font of which to get the path hash ---@return hash # path hash to resource function gui.get_font_resource(font_name) end ---Returns the scene height. ---@return number # scene height function gui.get_height() end ---Retrieves the id of the specified node. ---@param node node # the node to retrieve the id from ---@return hash # the id of the node function gui.get_id(node) end ---Retrieve the index of the specified node among its siblings. ---The index defines the order in which a node appear in a GUI scene. ---Higher index means the node is drawn on top of lower indexed nodes. ---@param node node # the node to retrieve the id from ---@return number # the index of the node function gui.get_index(node) end ---gets the node inherit alpha state ---@param node node # node from which to get the inherit alpha state function gui.get_inherit_alpha(node) end ---Returns the inner radius of a pie node. ---The radius is defined along the x-axis. ---@param node node # node from where to get the inner radius ---@return number # inner radius function gui.get_inner_radius(node) end ---The layer must be mapped to the gui scene in the gui editor. ---@param node node # node from which to get the layer ---@return hash # layer id function gui.get_layer(node) end ---gets the scene current layout ---@return hash # layout id function gui.get_layout() end ---Returns the leading value for a text node. ---@param node node # node from where to get the leading ---@return number # leading scaling value (default=1) function gui.get_leading(node) end ---Returns whether a text node is in line-break mode or not. ---This is only useful for text nodes. ---@param node node # node from which to get the line-break for ---@return boolean # true or false function gui.get_line_break(node) end ---Retrieves the node with the specified id. ---@param id string|hash # id of the node to retrieve ---@return node # a new node instance function gui.get_node(id) end ---Returns the outer bounds mode for a pie node. ---@param node node # node from where to get the outer bounds mode ---@return constant # the outer bounds mode of the pie node: function gui.get_outer_bounds(node) end ---Returns the outline color of the supplied node. ---See gui.get_color <> for info how vectors encode color values. ---@param node node # node to get the outline color from ---@return vector4 # outline color function gui.get_outline(node) end ---Returns the parent node of the specified node. ---If the supplied node does not have a parent, nil is returned. ---@param node node # the node from which to retrieve its parent ---@return node # parent instance or nil function gui.get_parent(node) end ---Get the paricle fx for a gui node ---@param node node # node to get particle fx for ---@return hash # particle fx id function gui.get_particlefx(node) end ---Returns the number of generated vertices around the perimeter ---of a pie node. ---@param node node # pie node ---@return number # vertex count function gui.get_perimeter_vertices(node) end ---The pivot specifies how the node is drawn and rotated from its position. ---@param node node # node to get pivot from ---@return constant # pivot constant function gui.get_pivot(node) end ---Returns the position of the supplied node. ---@param node node # node to get the position from ---@return vector3 # node position function gui.get_position(node) end ---Returns the rotation of the supplied node. ---The rotation is expressed in degree Euler angles. ---@param node node # node to get the rotation from ---@return vector3 # node rotation function gui.get_rotation(node) end ---Returns the scale of the supplied node. ---@param node node # node to get the scale from ---@return vector3 # node scale function gui.get_scale(node) end ---Returns the screen position of the supplied node. This function returns the ---calculated transformed position of the node, taking into account any parent node ---transforms. ---@param node node # node to get the screen position from ---@return vector3 # node screen position function gui.get_screen_position(node) end ---Returns the shadow color of the supplied node. ---See gui.get_color <> for info how vectors encode color values. ---@param node node # node to get the shadow color from ---@return vector4 # node shadow color function gui.get_shadow(node) end ---Returns the size of the supplied node. ---@param node node # node to get the size from ---@return vector3 # node size function gui.get_size(node) end ---Returns the size of a node. ---The size mode defines how the node will adjust itself in size. Automatic ---size mode alters the node size based on the node's content. Automatic size ---mode works for Box nodes and Pie nodes which will both adjust their size ---to match the assigned image. Particle fx and Text nodes will ignore ---any size mode setting. ---@param node node # node from which to get the size mode (node) ---@return constant # the current size mode function gui.get_size_mode(node) end ---Returns the slice9 configuration values for the node. ---@param node node # node to manipulate ---@return vector4 # configuration values function gui.get_slice9(node) end ---Returns the text value of a text node. This is only useful for text nodes. ---@param node node # node from which to get the text ---@return string # text value function gui.get_text(node) end ---Returns the texture of a node. ---This is currently only useful for box or pie nodes. ---The texture must be mapped to the gui scene in the gui editor. ---@param node node # node to get texture from ---@return hash # texture id function gui.get_texture(node) end ---Returns the tracking value of a text node. ---@param node node # node from where to get the tracking ---@return number # tracking scaling number (default=0) function gui.get_tracking(node) end ---Returns true if a node is visible and false if it's not. ---Invisible nodes are not rendered. ---@param node node # node to query ---@return boolean # whether the node is visible or not function gui.get_visible(node) end ---Returns the scene width. ---@return number # scene width function gui.get_width() end ---The x-anchor specifies how the node is moved when the game is run in a different resolution. ---@param node node # node to get x-anchor from ---@return constant # anchor constant function gui.get_xanchor(node) end ---The y-anchor specifies how the node is moved when the game is run in a different resolution. ---@param node node # node to get y-anchor from ---@return constant # anchor constant function gui.get_yanchor(node) end ---Hides the on-display touch keyboard on the device. function gui.hide_keyboard() end ---Returns true if a node is enabled and false if it's not. ---Disabled nodes are not rendered and animations acting on them are not evaluated. ---@param node node # node to query ---@param recursive boolean # check hierarchy recursively ---@return boolean # whether the node is enabled or not function gui.is_enabled(node, recursive) end ---Alters the ordering of the two supplied nodes by moving the first node ---above the second. ---If the second argument is nil the first node is moved to the top. ---@param node node # to move ---@param node node|nil # reference node above which the first node should be moved function gui.move_above(node, node) end ---Alters the ordering of the two supplied nodes by moving the first node ---below the second. ---If the second argument is nil the first node is moved to the bottom. ---@param node node # to move ---@param node node|nil # reference node below which the first node should be moved function gui.move_below(node, node) end ---Dynamically create a new box node. ---@param pos vector3|vector4 # node position ---@param size vector3 # node size ---@return node # new box node function gui.new_box_node(pos, size) end ---Dynamically create a particle fx node. ---@param pos vector3|vector4 # node position ---@param particlefx hash|string # particle fx resource name ---@return node # new particle fx node function gui.new_particlefx_node(pos, particlefx) end ---Dynamically create a new pie node. ---@param pos vector3|vector4 # node position ---@param size vector3 # node size ---@return node # new pie node function gui.new_pie_node(pos, size) end ---Dynamically create a new text node. ---@param pos vector3|vector4 # node position ---@param text string # node text ---@return node # new text node function gui.new_text_node(pos, text) end ---Dynamically create a new texture. ---@param texture string|hash # texture id ---@param width number # texture width ---@param height number # texture height ---@param type string|constant # texture type ---@param buffer string # texture data ---@param flip boolean # flip texture vertically ---@return boolean # texture creation was successful ---@return number # one of the gui.RESULT_* codes if unsuccessful function gui.new_texture(texture, width, height, type, buffer, flip) end ---Tests whether a coordinate is within the bounding box of a ---node. ---@param node node # node to be tested for picking ---@param x number # x-coordinate (see on_input <> ) ---@param y number # y-coordinate (see on_input <> ) ---@return boolean # pick result function gui.pick_node(node, x, y) end ---Play flipbook animation on a box or pie node. ---The current node texture must contain the animation. ---Use this function to set one-frame still images on the node. ---@param node node # node to set animation for ---@param animation string|hash # animation id ---@param complete_function (fun(self: object, node: node))? # optional function to call when the animation has completed ---@param play_properties table? # optional table with properties function gui.play_flipbook(node, animation, complete_function, play_properties) end ---Plays the paricle fx for a gui node ---@param node node # node to play particle fx for ---@param emitter_state_function (fun(self: object, node: hash, emitter: hash, state: constant))? # optional callback function that will be called when an emitter attached to this particlefx changes state. function gui.play_particlefx(node, emitter_state_function) end ---Resets the input context of keyboard. This will clear marked text. function gui.reset_keyboard() end ---Resets all nodes in the current GUI scene to their initial state. ---The reset only applies to static node loaded from the scene. ---Nodes that are created dynamically from script are not affected. function gui.reset_nodes() end ---Convert the screen position to the local position of supplied node ---@param node node # node used for getting local transformation matrix ---@param screen_position vector3 # screen position ---@return vector3 # local position function gui.screen_to_local(node, screen_position) end ---Sets the adjust mode on a node. ---The adjust mode defines how the node will adjust itself to screen ---resolutions that differs from the one in the project settings. ---@param node node # node to set adjust mode for ---@param adjust_mode constant # adjust mode to set function gui.set_adjust_mode(node, adjust_mode) end ---sets the node alpha ---@param node node # node for which to set alpha ---@param alpha number # 0..1 alpha color function gui.set_alpha(node, alpha) end ---Set the blend mode of a node. ---Blend mode defines how the node will be blended with the background. ---@param node node # node to set blend mode for ---@param blend_mode constant # blend mode to set function gui.set_blend_mode(node, blend_mode) end ---If node is set as an inverted clipping node, it will clip anything inside as opposed to outside. ---@param node node # node to set clipping inverted state for ---@param inverted boolean # true or false function gui.set_clipping_inverted(node, inverted) end ---Clipping mode defines how the node will clip it's children nodes ---@param node node # node to set clipping mode for ---@param clipping_mode constant # clipping mode to set function gui.set_clipping_mode(node, clipping_mode) end ---If node is set as an visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually. ---@param node node # node to set clipping visibility for ---@param visible boolean # true or false function gui.set_clipping_visible(node, visible) end ---Sets the color of the supplied node. The components ---of the supplied vector3 or vector4 should contain the color channel values: --- ---Component Color value ---x Red value ---y Green value ---z Blue value ---w vector4 Alpha value ---@param node node # node to set the color for ---@param color vector3|vector4 # new color function gui.set_color(node, color) end ---Sets a node to the disabled or enabled state. ---Disabled nodes are not rendered and animations acting on them are not evaluated. ---@param node node # node to be enabled/disabled ---@param enabled boolean # whether the node should be enabled or not function gui.set_enabled(node, enabled) end ---Set the sector angle of a pie node. ---@param node node # node to set the fill angle for ---@param angle number # sector angle function gui.set_fill_angle(node, angle) end ---This is only useful nodes with flipbook animations. The cursor is normalized. ---@param node node # node to set the cursor for ---@param cursor number # cursor value function gui.set_flipbook_cursor(node, cursor) end ---This is only useful nodes with flipbook animations. Sets the playback rate of the flipbook animation on a node. Must be positive. ---@param node node # node to set the cursor for ---@param playback_rate number # playback rate function gui.set_flipbook_playback_rate(node, playback_rate) end ---This is only useful for text nodes. ---The font must be mapped to the gui scene in the gui editor. ---@param node node # node for which to set the font ---@param font string|hash # font id function gui.set_font(node, font) end ---Set the id of the specicied node to a new value. ---Nodes created with the gui.new_*_node() functions get ---an empty id. This function allows you to give dynamically ---created nodes an id. --- No checking is done on the uniqueness of supplied ids. ---It is up to you to make sure you use unique ids. ---@param node node # node to set the id for ---@param id string|hash # id to set function gui.set_id(node, id) end ---sets the node inherit alpha state ---@param node node # node from which to set the inherit alpha state ---@param inherit_alpha boolean # true or false function gui.set_inherit_alpha(node, inherit_alpha) end ---Sets the inner radius of a pie node. ---The radius is defined along the x-axis. ---@param node node # node to set the inner radius for ---@param radius number # inner radius function gui.set_inner_radius(node, radius) end ---The layer must be mapped to the gui scene in the gui editor. ---@param node node # node for which to set the layer ---@param layer string|hash # layer id function gui.set_layer(node, layer) end ---Sets the leading value for a text node. This value is used to ---scale the line spacing of text. ---@param node node # node for which to set the leading ---@param leading number # a scaling value for the line spacing (default=1) function gui.set_leading(node, leading) end ---Sets the line-break mode on a text node. ---This is only useful for text nodes. ---@param node node # node to set line-break for ---@param line_break boolean # true or false function gui.set_line_break(node, line_break) end ---Sets the outer bounds mode for a pie node. ---@param node node # node for which to set the outer bounds mode ---@param bounds_mode constant # the outer bounds mode of the pie node: function gui.set_outer_bounds(node, bounds_mode) end ---Sets the outline color of the supplied node. ---See gui.set_color <> for info how vectors encode color values. ---@param node node # node to set the outline color for ---@param color vector3|vector4 # new outline color function gui.set_outline(node, color) end ---Sets the parent node of the specified node. ---@param node node # node for which to set its parent ---@param parent node # parent node to set ---@param keep_scene_transform boolean # optional flag to make the scene position being perserved function gui.set_parent(node, parent, keep_scene_transform) end ---Set the paricle fx for a gui node ---@param node node # node to set particle fx for ---@param particlefx hash|string # particle fx id function gui.set_particlefx(node, particlefx) end ---Sets the number of generated vertices around the perimeter of a pie node. ---@param node node # pie node ---@param vertices number # vertex count function gui.set_perimeter_vertices(node, vertices) end ---The pivot specifies how the node is drawn and rotated from its position. ---@param node node # node to set pivot for ---@param pivot constant # pivot constant function gui.set_pivot(node, pivot) end ---Sets the position of the supplied node. ---@param node node # node to set the position for ---@param position vector3|vector4 # new position function gui.set_position(node, position) end ---Set the order number for the current GUI scene. ---The number dictates the sorting of the "gui" render predicate, ---in other words in which order the scene will be rendered in relation ---to other currently rendered GUI scenes. ---The number must be in the range 0 to 15. ---@param order number # rendering order (0-15) function gui.set_render_order(order) end ---Sets the rotation of the supplied node. ---The rotation is expressed in degree Euler angles. ---@param node node # node to set the rotation for ---@param rotation vector3|vector4 # new rotation function gui.set_rotation(node, rotation) end ---Sets the scaling of the supplied node. ---@param node node # node to set the scale for ---@param scale vector3|vector4 # new scale function gui.set_scale(node, scale) end ---Set the screen position to the supplied node ---@param node node # node to set the screen position to ---@param screen_position vector3 # screen position function gui.set_screen_position(node, screen_position) end ---Sets the shadow color of the supplied node. ---See gui.set_color <> for info how vectors encode color values. ---@param node node # node to set the shadow color for ---@param color vector3|vector4 # new shadow color function gui.set_shadow(node, color) end ---Sets the size of the supplied node. --- You can only set size on nodes with size mode set to SIZE_MODE_MANUAL ---@param node node # node to set the size for ---@param size vector3|vector4 # new size function gui.set_size(node, size) end ---Sets the size mode of a node. ---The size mode defines how the node will adjust itself in size. Automatic ---size mode alters the node size based on the node's content. Automatic size ---mode works for Box nodes and Pie nodes which will both adjust their size ---to match the assigned image. Particle fx and Text nodes will ignore ---any size mode setting. ---@param node node # node to set size mode for ---@param size_mode constant # size mode to set function gui.set_size_mode(node, size_mode) end ---Set the slice9 configuration values for the node. ---@param node node # node to manipulate ---@param values vector4 # new values function gui.set_slice9(node, values) end ---Set the text value of a text node. This is only useful for text nodes. ---@param node node # node to set text for ---@param text string # text to set function gui.set_text(node, text) end ---Set the texture on a box or pie node. The texture must be mapped to ---the gui scene in the gui editor. The function points out which texture ---the node should render from. If the texture is an atlas, further ---information is needed to select which image/animation in the atlas ---to render. In such cases, use gui.play_flipbook() in ---addition to this function. ---@param node node # node to set texture for ---@param texture string|hash # texture id function gui.set_texture(node, texture) end ---Set the texture buffer data for a dynamically created texture. ---@param texture string|hash # texture id ---@param width number # texture width ---@param height number # texture height ---@param type string|constant # texture type ---@param buffer string # texture data ---@param flip boolean # flip texture vertically ---@return boolean # setting the data was successful function gui.set_texture_data(texture, width, height, type, buffer, flip) end ---Sets the tracking value of a text node. This value is used to ---adjust the vertical spacing of characters in the text. ---@param node node # node for which to set the tracking ---@param tracking number # a scaling number for the letter spacing (default=0) function gui.set_tracking(node, tracking) end ---Set if a node should be visible or not. Only visible nodes are rendered. ---@param node node # node to be visible or not ---@param visible boolean # whether the node should be visible or not function gui.set_visible(node, visible) end ---The x-anchor specifies how the node is moved when the game is run in a different resolution. ---@param node node # node to set x-anchor for ---@param anchor constant # anchor constant function gui.set_xanchor(node, anchor) end ---The y-anchor specifies how the node is moved when the game is run in a different resolution. ---@param node node # node to set y-anchor for ---@param anchor constant # anchor constant function gui.set_yanchor(node, anchor) end ---Shows the on-display touch keyboard. ---The specified type of keyboard is displayed if it is available on ---the device. ---This function is only available on iOS and Android. . ---@param type constant # keyboard type ---@param autoclose boolean # if the keyboard should automatically close when clicking outside function gui.show_keyboard(type, autoclose) end ---Stops the particle fx for a gui node ---@param node node # node to stop particle fx for ---@param options table # options when stopping the particle fx. Supported options: function gui.stop_particlefx(node, options) end ---This is a callback-function, which is called by the engine when a gui component is initialized. It can be used ---to set the initial state of the script and gui scene. ---@param self object # reference to the script state to be used for storing data function init(self) end ---This is a callback-function, which is called by the engine when user input is sent to the instance of the gui component. ---It can be used to take action on the input, e.g. modify the gui according to the input. ---For an instance to obtain user input, it must first acquire input ---focus through the message acquire_input_focus. ---Any instance that has obtained input will be put on top of an ---input stack. Input is sent to all listeners on the stack until the ---end of stack is reached, or a listener returns true ---to signal that it wants input to be consumed. ---See the documentation of acquire_input_focus <> for more ---information. ---The action parameter is a table containing data about the input mapped to the ---action_id. ---For mapped actions it specifies the value of the input and if it was just pressed or released. ---Actions are mapped to input in an input_binding-file. ---Mouse movement is specifically handled and uses nil as its action_id. ---The action only contains positional parameters in this case, such as x and y of the pointer. ---Here is a brief description of the available table fields: --- ---Field Description ---value The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement. ---pressed If the input was pressed this frame. This is not present for mouse movement. ---released If the input was released this frame. This is not present for mouse movement. ---repeated If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement. ---x The x value of a pointer device, if present. ---y The y value of a pointer device, if present. ---screen_x The screen space x value of a pointer device, if present. ---screen_y The screen space y value of a pointer device, if present. ---dx The change in x value of a pointer device, if present. ---dy The change in y value of a pointer device, if present. ---screen_dx The change in screen space x value of a pointer device, if present. ---screen_dy The change in screen space y value of a pointer device, if present. ---gamepad The index of the gamepad device that provided the input. ---touch List of touch input, one element per finger, if present. See table below about touch input ---Touch input table: --- ---Field Description ---id A number identifying the touch input during its duration. ---pressed True if the finger was pressed this frame. ---released True if the finger was released this frame. ---tap_count Number of taps, one for single, two for double-tap, etc ---x The x touch location. ---y The y touch location. ---dx The change in x value. ---dy The change in y value. ---acc_x Accelerometer x value (if present). ---acc_y Accelerometer y value (if present). ---acc_z Accelerometer z value (if present). ---@param self object # reference to the script state to be used for storing data ---@param action_id hash # id of the received input action, as mapped in the input_binding-file ---@param action table # a table containing the input data, see above for a description ---@return boolean? # optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false function on_input(self, action_id, action) end ---This is a callback-function, which is called by the engine whenever a message has been sent to the gui component. ---It can be used to take action on the message, e.g. update the gui or send a response back to the sender of the message. ---The message parameter is a table containing the message data. If the message is sent from the engine, the ---documentation of the message specifies which data is supplied. ---See the update <> function for examples on how to use this callback-function. ---@param self object # reference to the script state to be used for storing data ---@param message_id hash # id of the received message ---@param message table # a table containing the message data function on_message(self, message_id, message) end --- ---This is a callback-function, which is called by the engine when the gui script is reloaded, e.g. from the editor. ---It can be used for live development, e.g. to tweak constants or set up the state properly for the script. ---@param self object # reference to the script state to be used for storing data function on_reload(self) end ---This is a callback-function, which is called by the engine every frame to update the state of a gui component. ---It can be used to perform any kind of gui related tasks, e.g. animating nodes. ---@param self object # reference to the script state to be used for storing data ---@param dt number # the time-step of the frame update function update(self, dt) end return gui