index / content / scripts / builtin

Module content.scripts.builtin🔗

global record Builtin
record Type
record Orientation Horizontal: Orientation Vertical: Orientation end
record TabOrientation North: TabOrientation South: TabOrientation East: TabOrientation West: TabOrientation end
record ImageViewScaling AutoFit: ImageViewScaling AutoZoom: ImageViewScaling Stretch: ImageViewScaling end
record ScrollBarPolicy AlwaysOff: ScrollBarPolicy AlwaysOn: ScrollBarPolicy AsNeededButAlwaysReserveSpace: ScrollBarPolicy AsNeeded: ScrollBarPolicy Simple: ScrollBarPolicy end
record ListBehavior Default: ListBehavior AutoDeselectDisabledItems: ListBehavior Navigational: ListBehavior end
record ToolTipPosition Cursor: ToolTipPosition Left: ToolTipPosition Right: ToolTipPosition Below: ToolTipPosition Above: ToolTipPosition Center: ToolTipPosition end
record EdgeRenderable
record Edge new: function(EdgeGeometry): Edge geometry: EdgeGeometry colors: {Vec4f} width: number offsetZ: number stepSize: number end
end
record MissionArrowRenderable
record Arrow new: function(): Arrow entity: Engine.Entity position: Vec3f scaling: number color: Vec4f end
end
record ConstructionAction
record ConstructionBuilder new: function(): ConstructionBuilder constructions: {ResName} constructionTemplate: integer params: {<any type> : <any type>} height: number rotation: number rotationY: number rotationX: number assetRandomize: boolean builderAudioRes: {ResName} onRotationChangeFn: function(number) end
record StreetEdgeBuilder new: function(): StreetEdgeBuilder resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean curved: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record ModifierColor new: function(): ModifierColor validSubtle: Vec4f validIntense: Vec4f invalidSubtle: Vec4f invalidIntense: Vec4f upgrade: Vec4f downgrade: Vec4f inProgress: Vec4f end
record StreetEdgeNodeModifier new: function(): StreetEdgeNodeModifier resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean roadDevelopmentLocked: boolean makePlayerOwnedOnChange: boolean symmetricLanes: boolean trafficLights: boolean overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record TrackEdgeBuilder new: function(): TrackEdgeBuilder resName: ResName catenary: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record TrackEdgeModifier new: function(): TrackEdgeModifier resName: ResName resNameRevert: ResName catenary: boolean highSpeed: boolean edgeDecoration: integer overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record EdgeObjectBuilder new: function(): EdgeObjectBuilder resName: ResName params: {<any type> : <any type>} oneWay: boolean undergroundMode: boolean builderAudioRes: ResName end
record LaneModifier new: function(): LaneModifier color: ModifierColor lineColors: {Vec3f} tramMode: boolean undergroundMode: boolean builderAudioRes: ResName end
record CrosswalkModifier new: function(): CrosswalkModifier color: ModifierColor undergroundMode: boolean builderAudioRes: ResName end
record BrushParams new: function(): BrushParams radius: number brushIndex: integer opacity: number rotation: number material: number end
record TerrainModifier new: function(): TerrainModifier
record Mode Raise: Mode Lower: Mode Smooth: Mode Flatten: Mode Textured: Mode end
mode: Mode brushParams: ConstructionAction.BrushParams invert: boolean heightMap: string builderAudioRes: ResName end
record TerrainPainter new: function(): TerrainPainter brushParams: ConstructionAction.BrushParams slope: number slopeInvert: boolean builderAudioRes: ResName end
record AssetBrush new: function(): AssetBrush brushParams: ConstructionAction.BrushParams ignoreCollision: boolean assets: {ResName} slope: number slopeInvert: boolean randomRotation: boolean eraseWhenEmpty: boolean builderAudioRes: ResName end
record TownBuilder new: function(): TownBuilder initialLandUseCapacity: {integer, integer, integer} landUse2CargoNeeds: {{CargoTypeId | nil}, {CargoTypeId | nil}, {CargoTypeId | nil}} initialMajorStreetAngleRange: number capacityScalingFactor: number builderAudioRes: ResName end
record Bulldozer new: function(): Bulldozer undergroundMode: boolean circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f builderAudioResFallback: ResName end
record ModuleBuilder new: function(): ModuleBuilder constructionEntity: Engine.Entity moduleResName: ResName builderAudioRes: ResName end
record ModuleBulldozer new: function(): ModuleBulldozer constructionEntity: Engine.Entity builderAudioResFallback: ResName end
end
record ControlPointInfo
record State Invalid: State Normal: State Hover: State Dragging: State Idle: State IdleOverEdge: State end
new: function(Vec3f, number, number, State): ControlPointInfo position: Vec3f offsetZ: number radius: number state: State end
record FloatingLayoutOverflowMode None: FloatingLayoutOverflowMode Overflow: FloatingLayoutOverflowMode KeepInside: FloatingLayoutOverflowMode end
record InputActionBubbleUpFilter allowAll: function(): InputActionBubbleUpFilter allowOnly: function({string}): InputActionBubbleUpFilter filterOutAll: function(): InputActionBubbleUpFilter filterOut: function({string}): InputActionBubbleUpFilter end
record LineVisualization new: function(): LineVisualization entity: Engine.Entity transparency: number end
record VisibilityThresholds new: function(): VisibilityThresholds
record OfComponent new: function(): OfComponent forceVisible: boolean minDist: number scale: number maxDist: number randomizeMaxDistBase: number layer: integer physicsImpact: integer end
record OfSubEntity new: function(): OfSubEntity detailsThreshold: number layer: integer physicsImpact: integer end
cameraHeightThreshold: number cameraHeightLowerCutoff: number forComponents: {{Engine.ComponentType, OfComponent}} forSubEntities: {{Gui.SelectionDetails.Type, OfSubEntity}} end
record ParticleSystem2dEmitter new: function(): ParticleSystem2dEmitter emissionEnabled: boolean speed: number duration: ParticleParamFloat texture: string emissionInterval: ParticleParamFloat burstCount: ParticleParamFloat burstInterval: ParticleParamFloat lifeTime: ParticleParamFloat subEmitters: {ParticleSystem2dSubEmitter} shape: ParticleSystem2dEmitterShape velocity: ParticleParamVec2f velocityByDirection: ParticleParamFloat velocityOverLifeTime: ParticleParamCurveVec2f gravity: ParticleParamVec2f orientation: Vec2f rotationByDirection: ParticleParamFloat rotation: ParticleParamFloat rotationSpeed: ParticleParamFloat rotationSpeedByDirection: ParticleParamFloat colorOverLifeTime: ParticleParamCurveVec3f alphaOverLifeTime: ParticleParamCurveFloat size: ParticleParamVec2f scaleOverLifeTime: ParticleParamCurveVec2f end
record ParticleSystem2dSubEmitter new: function(): ParticleSystem2dSubEmitter emitterIndex: integer enableAtBirth: boolean enableAtDeath: boolean end
interface ParticleSystem2dEmitterShapeend
record ParticleSystem2dEmitterShapeContentRect new: function(): ParticleSystem2dEmitterShapeContentRect pos01: ParticleParamVec2f end
record ParticleSystem2dEmitterShapeCircle new: function(): ParticleSystem2dEmitterShapeCircle minRadius: number maxRadius: number minAngle: number maxAngle: number end
record EventTrigger new: function(): EventTrigger time: number pos: Vec2f end
end
type: Type
record WithComponentParamsParam id: string tag: string tooltip: string tooltipModifierInputAction: string forceFocusable: boolean disableFocusableRecursive: boolean enabled: boolean item: TreeNodeId styleSheet: StyleSheet end
WithComponentParams: function(WithComponentParamsParam, any): TreeNodeId
record FloatingLayoutParam id: string focusTraversalOrientation: Type.Orientation children: {TreeNodeId} end
record FloatingLayoutChildParam h: number v: number overflowMode: boolean localKey: string item: TreeNodeId end
FloatingLayout: Recipe<FloatingLayoutParam> FloatingLayoutChild: Recipe<FloatingLayoutChildParam>
record AbsoluteLayoutChildParam localKey: string item: TreeNodeId end
AbsoluteLayout: function({TreeNodeId}): TreeNodeId AbsoluteLayoutChild: Recipe<AbsoluteLayoutChildParam>
record BoxLayoutParam id: string children: {TreeNodeId} child: TreeNodeId orientation: Type.Orientation end
BoxLayout: Recipe<BoxLayoutParam>
record FlowLayoutParam children: {TreeNodeId} end
FlowLayout: Recipe<FlowLayoutParam>
record ChartParam xAxisLabelFormatter: function(number): string yAxisLabelFormatter: function(number): string xAxisMarkers: {number} yAxisMarkers: {number} xAxisMin: number xAxisMax: number yAxisMin: number yAxisMax: number end
record SeriesParam
enum Type "BAR" "LINE" "LINE_STEP" "STACKED_BAR" "STACKED_LINE" end
label: string type: Type color: {Vec4f} lineWidth: number xValues: {number} yValues: {number} end
Chart: Recipe<ChartParam> Series: Recipe<SeriesParam>
record ListParam drawBackground: boolean orientation: Type.Orientation behavior: Type.ListBehavior cycle: boolean deselectAllowed: boolean emitSignalOnReselect: boolean onHover: function(integer) onSelect: function(integer) onActivate: function(integer) horizontalScrollBarPolicy: Type.ScrollBarPolicy verticalScrollBarPolicy: Type.ScrollBarPolicy disableGamepadNavigation: boolean disableMouseScrolling: boolean children: {TreeNodeId} selectionIndex: integer keepSelectedVisible: boolean end
List: Recipe<ListParam>
record ScrollAreaParam content: TreeNodeId horizontalPolicy: Type.ScrollBarPolicy verticalPolicy: Type.ScrollBarPolicy disableGamepadNavigation: boolean disableMouseScrolling: boolean onScroll: function(Vec2i, Vec2i) end
ScrollArea: Recipe<ScrollAreaParam>
record ComponentParam layout: TreeNodeId name: string mouseTransparent: boolean end
Component: Recipe<ComponentParam>
record TextViewParam text: string inlineHintSupport: boolean useUnicodeCompatibilityFont: boolean tooltipWhenClipped: string end
TextView: Recipe<TextViewParam>
record RichTextViewParam text: string isHtml: boolean isMarkdown: boolean end
RichTextView: Recipe<RichTextViewParam>
record KeybindingHintDisplayParam inputAction: string source: ReactRefWrap sourceId: string end
KeybindingHintDisplay: Recipe<KeybindingHintDisplayParam>
record ParticleSystem2dParam emitters: {Builtin.Type.ParticleSystem2dEmitter} end
ParticleSystem2d: Recipe<ParticleSystem2dParam>
record ImageViewParam meta: Meta path: string scaling: Type.ImageViewScaling data: {integer} data_native: Vector<integer> flippedHorizontally: boolean size: Vec2i coord: Vec2i numFrames: integer frame: integer reverseAnimation: boolean animationSpeed: integer waitNCycles: integer stopOnLastFrame: boolean animationFrameBottomToTop: boolean rotation: number end
ImageView: Recipe<ImageViewParam>
record ShaderQuadParam meta: Meta scaling: Type.ImageViewScaling path0: string path1: string path2: string path3: string eventTriggerR: Builtin.Type.EventTrigger eventTriggerG: Builtin.Type.EventTrigger eventTriggerB: Builtin.Type.EventTrigger eventTriggerA: Builtin.Type.EventTrigger eventTriggerBig: Builtin.Type.EventTrigger lightDirection: Vec3f lightStrength: number specularColor: Vec3f specularMixAmount: number animatedRippleStrength: number scrollBase: boolean useNormalMap: boolean useSpecularLighting: boolean useFullOpacity: boolean useAnimatedColorVariation: boolean useBaseColorVariation: boolean rippleEffectOnClick: boolean shineEffectOnClick: boolean mouseScrollHorizontal: boolean shineEffectOnBigEvent: boolean end
ShaderQuad: Recipe<ShaderQuadParam>
record ButtonParam content: TreeNodeId onClick: function() end
record ToggleButtonParam content: TreeNodeId onValueChange: function(integer) initialValue: integer value: integer end
record ToggleButtonGroupChildParam content: TreeNodeId meta: Meta end
record ToggleButtonGroupParam
enum Layout "Flow" "Horizontal" "Uniform" "Vertical" end
buttons: {ToggleButtonGroupChildParam} onValueChange: function(integer, integer) deselectAllowed: boolean layout: Layout separators: {integer : TreeNodeId} initialSelected: integer selected: integer end
record ToolButtonParam rendererComponentId: string toolDefinition: IReactToolDefinition toolName: string toolVariant: string toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI> text: string content: TreeNodeId showFn: function() hideFn: function() end
Button: Recipe<ButtonParam> ToggleButton: Recipe<ToggleButtonParam> ToggleButtonGroup: Recipe<ToggleButtonGroupParam> ToolButton: Recipe<ToolButtonParam>
record DoubleSpinBoxApi startEditing: function(function()) end
record DoubleSpinBoxParam min: number max: number step: number value: number onValueChange: function(number) virtualKeyboardTitle: string virtualKeyboardDescription: string startInEditMode: boolean onStopEditMode: function() end
DoubleSpinBox: RecipeWithApi<DoubleSpinBoxParam, DoubleSpinBoxApi>
record TextInputFieldParam value: string resetValueOnCancel: boolean placeholderText: string filter: function(string): boolean onEditingModeChange: function(boolean) onTyping: function(string) onValueChange: function(string) onCancel: function() showVirtualKeyboardOnFocus: boolean virtualKeyboardTitle: string virtualKeyboardDescription: string type: integer passwordMode: boolean acceptOnFocusLoss: boolean deselectOnFocusLost: boolean focusOnStartEditing: boolean popFocusOnStopEditing: boolean maxLength: integer displayOnly: boolean end
TextInputField: Recipe<TextInputFieldParam>
record SliderParam min: integer max: integer step: integer pageStep: integer horizontal: boolean drawGroove: boolean disableGamepadNavigation: boolean withTicks: boolean stepsForDynamicKeyRepeatSpeed: integer initialValue: integer value: integer onValueChange: function(integer) end
Slider: Recipe<SliderParam>
record ColorPickerParam color: Vec3f onValueChange: function(Vec3f) onApply: function(Vec3f) showApplyButton: boolean end
record ColorChooserParam colors: {Vec3f} useCustomColors: boolean onValueChange: function(Vec3f) end
record ColorChooserButtonParam colors: {Vec3f} color: Vec3f onValueChange: function(Vec3f) resetButton: boolean innerResetButton: boolean image: string toolTipPosition: integer end
ColorPicker: Recipe<ColorPickerParam> ColorChooser: Recipe<ColorChooserParam> ColorChooserButton: Recipe<ColorChooserButtonParam>
record GradientLegendParam colors: {<any type> : <any type>} horizontal: boolean discrete: boolean boxSize: Vec2i internalLabels: boolean end
GradientLegend: Recipe<GradientLegendParam>
record ProgressBarParam
record ThresholdData values: {number} max: number end
value: number text: string thresholdData: ThresholdData end
ProgressBar: Recipe<ProgressBarParam>
record CheckBoxParam onValueChange: function(integer) triStateSupport: boolean initialValue: integer value: integer label: string moveBoxRight: boolean end
record ComboBoxParam value: integer | number | string items: {TreeNodeId} onValueChange: function(integer | number | string) onPopupChange: function(boolean) compact: boolean end
record ComboBoxItemParam value: integer | number | string content: TreeNodeId available: boolean end
CheckBox: Recipe<CheckBoxParam> ComboBox: Recipe<ComboBoxParam> ComboBoxItem: Recipe<ComboBoxItemParam>
record NativeFileDialogButtonParam content: TreeNodeId onOpen: function({string}) title: string filters: {{string, string}} intiialPath: string end
NativeFileDialogButton: Recipe<NativeFileDialogButtonParam>
record DropComponentParam content: TreeNodeId onDrop: function({string}) end
DropComponent: Recipe<DropComponentParam>
record RadialMenuChildParam icon: string onActivate: function() getInfoText: function(): string tag: string end
record RadialMenuParam onHide: function() getNoSelectionInfoText: function(): string mouseSupport: boolean children: {TreeNodeId} end
RadialMenuChild: Recipe<RadialMenuChildParam> RadialMenu: Recipe<RadialMenuParam>
record TabWidgetParam orientation: Type.TabOrientation deselectAllowed: boolean indicatorsScrollable: boolean tabs: {TreeNodeId} showIndicators: boolean onClose: function() initialValue: integer | number | string value: integer | number | string onValueChange: function(integer | number | string) end
record TabWidgetChildParam localKey: string indicator: TreeNodeId item: TreeNodeId value: integer | number | string end
TabWidget: Recipe<TabWidgetParam> TabWidgetChild: Recipe<TabWidgetChildParam>
record RowParam cells: {TreeNodeId} end
record TableLayoutParam id: string columnWeights: {number} rows: {TreeNodeId} end
Row: Recipe<RowParam> TableLayout: Recipe<TableLayoutParam>
record TableCellParam rowKey: integer colKey: integer userParam: any end
record TableCellParamT<T> rowKey: integer colKey: integer userParam: T end
record ColumnDescParam name: string tooltip: string path: string headerStyleClass: string weight: number recipe: IRecipe getCompareValue: function(integer): any forceLexicographicalStringComparison: boolean end
record DataTableApi scrollToRowKey: function(integer, boolean) end
record DataTableParam columns: {TreeNodeId} rowKeys: {integer} preferredInitialSelectionRowKey: integer disableSortKey: boolean iaSort: string compareFn: function(integer, integer, integer): boolean userParam: any fnUserFilter: function(integer): boolean initialSortColumn: {integer, boolean} onSortColumnChange: function(integer, boolean) columnWeights: {number} scrollPolicyHorizontal: Type.ScrollBarPolicy scrollPolicyVertical: Type.ScrollBarPolicy keyboardNavigation: boolean end
ColumnDesc: Recipe<ColumnDescParam> DataTable: RecipeWithApi<DataTableParam, DataTableApi>
record WindowParam title: string onClose: function() closeable: boolean movable: boolean pinnable: boolean pinned: boolean autoFocusOnBecomingVisible: boolean autoVisibilityOnFocusChange: boolean content: TreeNodeId initialX: number initialY: number titleEditable: boolean onTitleChange: function(string) locateVisible: boolean onLocate: function() onPinned: function(boolean) id: string tool: string expanded: boolean compact: boolean emptyNameAllowed: boolean inputActionBubbleUpFilter: Type.InputActionBubbleUpFilter header: TreeNodeId end
record WindowContainerDelegateParam redirectToComponentIdHack: string end
record WindowAPI addSingletonWindow: function<T>(Recipe<T>, T) addWindow: function<T>(Recipe<T>, string, T) moveSingletonWindowToFront: function(IRecipe) moveWindowToFront: function(IRecipe, string) removeAllWindows: function<T>(Recipe<T>) removeWindow: function<T>(Recipe<T>, string) end
Window: Recipe<WindowParam> WindowContainerDelegate: RecipeWithApi<WindowContainerDelegateParam, WindowAPI>
record ToolStackContext<T> setActionFn: function(function() : TreeNodeId, string) popSelf: function() setVariantOverride: function(string) end
record ToolStackAPI push: function<T>(ReactToolDefinition<T>, string, T, boolean) pop: function<T>(ReactToolDefinition<T>, string) clear: function() setActionsDisabled: function(boolean) getActiveTool: function(): IReactToolDefinition, string end
record ToolStackParam rendererComponent: ReactRefWrapApiT<Builtin.RendererComponentParam, Builtin.RenderComponentAPI> defaultTool: ReactToolDefinition defaultToolParam: any defaultToolKey: string showDebugVisualization: boolean end
ToolStack: RecipeWithApi<ToolStackParam, ToolStackAPI>
record HudIconParam entity: Engine.Entity index: integer details: Gui.SelectionDetails internalLayer: integer internalPhysicsImpact: integer end
record HudIconChildConfigParam item: TreeNodeId selectorSupport: boolean overrideSelectionDetails: boolean selectionDetails: Gui.SelectionDetails end
record HudIconManagerConfigParam<T> userParam: T masterRecipe: Recipe2<HudIconParam, T> preFilter: {Engine.ComponentType} showCosts: boolean showIncome: boolean incomeSFX: {FilePath} costsRenderDistance: number transportVehiclePainter: any fallbackColor: LayerConfig.ColorPassFn.FallbackColor localKey: string visibilityThresholds: Builtin.Type.VisibilityThresholds vehicleIconOffsets: {Carrier : Vec3f} end
HudIconManagerConfig: Recipe<HudIconManagerConfigParam<<any type>>> UseDefaultHudIcon: Recipe<HudIconParam> HudIconChildConfig: Recipe<HudIconChildConfigParam>
record RendererComponentParam toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI> redirectToComponentIdHack: string end
record RenderComponentAPI bindAction: function(ReactRefWrap, function() : TreeNodeId, string) unbindAction: function(ReactRefWrap) end
record EntityRendererComponentParams entity: Engine.Entity end
record EdgeRenderableParam edges: {Type.EdgeRenderable.Edge} ignoreDepth: boolean end
record MissionArrowRenderableParam arrows: {Type.MissionArrowRenderable.Arrow} end
RendererComponent: RecipeWithApi<RendererComponentParam, RenderComponentAPI> EntityRendererComponent: Recipe<EntityRendererComponentParams> EdgeRenderable: Recipe<EdgeRenderableParam> MissionArrowRenderable: Recipe<MissionArrowRenderableParam>
enum TerrainCirclePolicy "Always" "FocusSelection" "IfNoEntity" "Never" end
record ActionDescriptorParam tool: string layer: string terrainCirclePolicy: TerrainCirclePolicy highlightedEntities: {Engine.Entity} crosshair: boolean parent: ReactNodeRef onBack: function() horizontalPromptList: boolean children: {TreeNodeId} end
record ActionTooltipParam<T> recipe: Recipe<T> param: T end
record ConstructionActionParam modifierColor: Type.ConstructionAction.ModifierColor constructionBuilder: Type.ConstructionAction.ConstructionBuilder streetEdgeBuilder: Type.ConstructionAction.StreetEdgeBuilder trackEdgeBuilder: Type.ConstructionAction.TrackEdgeBuilder streetEdgeNodeModifier: Type.ConstructionAction.StreetEdgeNodeModifier trackEdgeModifier: Type.ConstructionAction.TrackEdgeModifier edgeObjectBuilder: Type.ConstructionAction.EdgeObjectBuilder laneModifier: Type.ConstructionAction.LaneModifier crosswalkModifier: Type.ConstructionAction.CrosswalkModifier terrainModifier: Type.ConstructionAction.TerrainModifier terrainPainter: Type.ConstructionAction.TerrainPainter assetBrush: Type.ConstructionAction.AssetBrush townBuilder: Type.ConstructionAction.TownBuilder bulldozer: Type.ConstructionAction.Bulldozer moduleBuilder: Type.ConstructionAction.ModuleBuilder moduleBulldozer: Type.ConstructionAction.ModuleBulldozer getProposalStringsFn: function(Proposal, ProposalData): {string} inputActions: {string : string} inputActionsHandler: function(string) inputActionPrompts: {string : string} inputActionActive: {string : boolean} preventFocusStealFromIds: {string} end
ActionDescriptor: Recipe<ActionDescriptorParam> ActionTooltip: function<T>(ActionTooltipParam<T>): TreeNodeId ConstructionAction: Recipe<ConstructionActionParam>
record SimpleInputActionsParam inputActions: {string : string} inputActionsHandler: function(string) end
SimpleInputActions: Recipe<SimpleInputActionsParam>
record SelectorParam onSelect: function(Engine.Entity, {integer}, Gui.SelectionDetails): boolean onSelectSecondary: function(Engine.Entity, {integer}, Gui.SelectionDetails): boolean onHover: function(Engine.Entity, {integer}, Gui.SelectionDetails) filter: function(Engine.Entity) terminalFilter: function(Engine.Entity, StationTerminal, integer) lineViewerSupport: boolean stopOnMenuBack: boolean onProcessMouseEvent: function(Gui.Mouse.Event): boolean selectionColor: Vec4f selectionOutlineColor: Vec4f selectionOutlineColor1: Vec4f circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f end
Selector: Recipe<SelectorParam>
record FullScreenComponentParam<T> recipe: Recipe<T> param: T end
FullScreenComponent: function<T>(FullScreenComponentParam<T>): TreeNodeId
record LineViewerParam selectable: boolean carriers: {Carrier} highlightedLine: Engine.Entity highlightedLineStop: integer highlightedLineWaypoint: integer showTerminals: boolean highlightedTerminal: StationTerminal maxSnapFactorView: number maxSnapFactorWorld: number fadingMinHeight: number fadingDeltaHeight: number highlightedTerminalNodes: {{Engine.Entity, StationTerminal}} showLineTerminalsFor: Engine.Entity highlightStop: Gui.SelectionDetails.Stop highlightWaypoint: {Engine.Entity, integer, integer} snapPreview: Gui.SelectionDetails.TransportNetworkEdge showLines: {Builtin.Type.LineVisualization} hiddenLinesTransparent: boolean continuousRenderLine: Engine.Entity preferLineOverTransportNetworkEdge: boolean end
record ProposalViewerParam simpleProposal: SimpleProposal proposal: Proposal controlPointInfo: Type.ControlPointInfo onCreateProposalData: function(ProposalData, Proposal) entityForRefundableContext: Engine.Entity proposalId: string end
record MapPreviewCompParam mapColoring: PreviewColoring showLegend: boolean inputMap: GameMap mode: any locationsConfig: BaseConfig.Locations economy: string onReady: function(GameMap, {string}) onTownConnectionsChanged: function({{integer, integer}}) initialMap: GameMap end
record NodeViewerParam nodeConfig: {Engine.Entity : {integer, Vec4f}} end
NodeViewer: Recipe<NodeViewerParam> LineViewer: Recipe<LineViewerParam> ProposalViewer: Recipe<ProposalViewerParam> MapPreviewComp: Recipe<MapPreviewCompParam> LayerConfig: Recipe<LayerConfig>
interface ICompParam entity: Engine.Entity end
record RailroadCrossingCompParamend
record SignalCompParamend
RailroadCrossingComp: Recipe<RailroadCrossingCompParam> SignalComp: Recipe<SignalCompParam>
record ReactAdapterHostend
record ReactAdapterHostEventParam component: ReactAdapterHost type: string param: any end
record ReactAdapterGuestContainerAPI add: function(ReactAdapterHost, Recipe, any) remove: function(ReactAdapterHost) end
ReactAdapterGuestContainer: RecipeWithApi0<ReactAdapterGuestContainerAPI> end

Category: globals🔗

Builtin🔗

global record Builtin
record Type
record Orientation Horizontal: Orientation Vertical: Orientation end
record TabOrientation North: TabOrientation South: TabOrientation East: TabOrientation West: TabOrientation end
record ImageViewScaling AutoFit: ImageViewScaling AutoZoom: ImageViewScaling Stretch: ImageViewScaling end
record ScrollBarPolicy AlwaysOff: ScrollBarPolicy AlwaysOn: ScrollBarPolicy AsNeededButAlwaysReserveSpace: ScrollBarPolicy AsNeeded: ScrollBarPolicy Simple: ScrollBarPolicy end
record ListBehavior Default: ListBehavior AutoDeselectDisabledItems: ListBehavior Navigational: ListBehavior end
record ToolTipPosition Cursor: ToolTipPosition Left: ToolTipPosition Right: ToolTipPosition Below: ToolTipPosition Above: ToolTipPosition Center: ToolTipPosition end
record EdgeRenderable
record Edge new: function(EdgeGeometry): Edge geometry: EdgeGeometry colors: {Vec4f} width: number offsetZ: number stepSize: number end
end
record MissionArrowRenderable
record Arrow new: function(): Arrow entity: Engine.Entity position: Vec3f scaling: number color: Vec4f end
end
record ConstructionAction
record ConstructionBuilder new: function(): ConstructionBuilder constructions: {ResName} constructionTemplate: integer params: {<any type> : <any type>} height: number rotation: number rotationY: number rotationX: number assetRandomize: boolean builderAudioRes: {ResName} onRotationChangeFn: function(number) end
record StreetEdgeBuilder new: function(): StreetEdgeBuilder resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean curved: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record ModifierColor new: function(): ModifierColor validSubtle: Vec4f validIntense: Vec4f invalidSubtle: Vec4f invalidIntense: Vec4f upgrade: Vec4f downgrade: Vec4f inProgress: Vec4f end
record StreetEdgeNodeModifier new: function(): StreetEdgeNodeModifier resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean roadDevelopmentLocked: boolean makePlayerOwnedOnChange: boolean symmetricLanes: boolean trafficLights: boolean overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record TrackEdgeBuilder new: function(): TrackEdgeBuilder resName: ResName catenary: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record TrackEdgeModifier new: function(): TrackEdgeModifier resName: ResName resNameRevert: ResName catenary: boolean highSpeed: boolean edgeDecoration: integer overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record EdgeObjectBuilder new: function(): EdgeObjectBuilder resName: ResName params: {<any type> : <any type>} oneWay: boolean undergroundMode: boolean builderAudioRes: ResName end
record LaneModifier new: function(): LaneModifier color: ModifierColor lineColors: {Vec3f} tramMode: boolean undergroundMode: boolean builderAudioRes: ResName end
record CrosswalkModifier new: function(): CrosswalkModifier color: ModifierColor undergroundMode: boolean builderAudioRes: ResName end
record BrushParams new: function(): BrushParams radius: number brushIndex: integer opacity: number rotation: number material: number end
record TerrainModifier new: function(): TerrainModifier
record Mode Raise: Mode Lower: Mode Smooth: Mode Flatten: Mode Textured: Mode end
mode: Mode brushParams: ConstructionAction.BrushParams invert: boolean heightMap: string builderAudioRes: ResName end
record TerrainPainter new: function(): TerrainPainter brushParams: ConstructionAction.BrushParams slope: number slopeInvert: boolean builderAudioRes: ResName end
record AssetBrush new: function(): AssetBrush brushParams: ConstructionAction.BrushParams ignoreCollision: boolean assets: {ResName} slope: number slopeInvert: boolean randomRotation: boolean eraseWhenEmpty: boolean builderAudioRes: ResName end
record TownBuilder new: function(): TownBuilder initialLandUseCapacity: {integer, integer, integer} landUse2CargoNeeds: {{CargoTypeId | nil}, {CargoTypeId | nil}, {CargoTypeId | nil}} initialMajorStreetAngleRange: number capacityScalingFactor: number builderAudioRes: ResName end
record Bulldozer new: function(): Bulldozer undergroundMode: boolean circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f builderAudioResFallback: ResName end
record ModuleBuilder new: function(): ModuleBuilder constructionEntity: Engine.Entity moduleResName: ResName builderAudioRes: ResName end
record ModuleBulldozer new: function(): ModuleBulldozer constructionEntity: Engine.Entity builderAudioResFallback: ResName end
end
record ControlPointInfo
record State Invalid: State Normal: State Hover: State Dragging: State Idle: State IdleOverEdge: State end
new: function(Vec3f, number, number, State): ControlPointInfo position: Vec3f offsetZ: number radius: number state: State end
record FloatingLayoutOverflowMode None: FloatingLayoutOverflowMode Overflow: FloatingLayoutOverflowMode KeepInside: FloatingLayoutOverflowMode end
record InputActionBubbleUpFilter allowAll: function(): InputActionBubbleUpFilter allowOnly: function({string}): InputActionBubbleUpFilter filterOutAll: function(): InputActionBubbleUpFilter filterOut: function({string}): InputActionBubbleUpFilter end
record LineVisualization new: function(): LineVisualization entity: Engine.Entity transparency: number end
record VisibilityThresholds new: function(): VisibilityThresholds
record OfComponent new: function(): OfComponent forceVisible: boolean minDist: number scale: number maxDist: number randomizeMaxDistBase: number layer: integer physicsImpact: integer end
record OfSubEntity new: function(): OfSubEntity detailsThreshold: number layer: integer physicsImpact: integer end
cameraHeightThreshold: number cameraHeightLowerCutoff: number forComponents: {{Engine.ComponentType, OfComponent}} forSubEntities: {{Gui.SelectionDetails.Type, OfSubEntity}} end
record ParticleSystem2dEmitter new: function(): ParticleSystem2dEmitter emissionEnabled: boolean speed: number duration: ParticleParamFloat texture: string emissionInterval: ParticleParamFloat burstCount: ParticleParamFloat burstInterval: ParticleParamFloat lifeTime: ParticleParamFloat subEmitters: {ParticleSystem2dSubEmitter} shape: ParticleSystem2dEmitterShape velocity: ParticleParamVec2f velocityByDirection: ParticleParamFloat velocityOverLifeTime: ParticleParamCurveVec2f gravity: ParticleParamVec2f orientation: Vec2f rotationByDirection: ParticleParamFloat rotation: ParticleParamFloat rotationSpeed: ParticleParamFloat rotationSpeedByDirection: ParticleParamFloat colorOverLifeTime: ParticleParamCurveVec3f alphaOverLifeTime: ParticleParamCurveFloat size: ParticleParamVec2f scaleOverLifeTime: ParticleParamCurveVec2f end
record ParticleSystem2dSubEmitter new: function(): ParticleSystem2dSubEmitter emitterIndex: integer enableAtBirth: boolean enableAtDeath: boolean end
interface ParticleSystem2dEmitterShapeend
record ParticleSystem2dEmitterShapeContentRect new: function(): ParticleSystem2dEmitterShapeContentRect pos01: ParticleParamVec2f end
record ParticleSystem2dEmitterShapeCircle new: function(): ParticleSystem2dEmitterShapeCircle minRadius: number maxRadius: number minAngle: number maxAngle: number end
record EventTrigger new: function(): EventTrigger time: number pos: Vec2f end
end
type: Type
record WithComponentParamsParam id: string tag: string tooltip: string tooltipModifierInputAction: string forceFocusable: boolean disableFocusableRecursive: boolean enabled: boolean item: TreeNodeId styleSheet: StyleSheet end
WithComponentParams: function(WithComponentParamsParam, any): TreeNodeId
record FloatingLayoutParam id: string focusTraversalOrientation: Type.Orientation children: {TreeNodeId} end
record FloatingLayoutChildParam h: number v: number overflowMode: boolean localKey: string item: TreeNodeId end
FloatingLayout: Recipe<FloatingLayoutParam> FloatingLayoutChild: Recipe<FloatingLayoutChildParam>
record AbsoluteLayoutChildParam localKey: string item: TreeNodeId end
AbsoluteLayout: function({TreeNodeId}): TreeNodeId AbsoluteLayoutChild: Recipe<AbsoluteLayoutChildParam>
record BoxLayoutParam id: string children: {TreeNodeId} child: TreeNodeId orientation: Type.Orientation end
BoxLayout: Recipe<BoxLayoutParam>
record FlowLayoutParam children: {TreeNodeId} end
FlowLayout: Recipe<FlowLayoutParam>
record ChartParam xAxisLabelFormatter: function(number): string yAxisLabelFormatter: function(number): string xAxisMarkers: {number} yAxisMarkers: {number} xAxisMin: number xAxisMax: number yAxisMin: number yAxisMax: number end
record SeriesParam
enum Type "BAR" "LINE" "LINE_STEP" "STACKED_BAR" "STACKED_LINE" end
label: string type: Type color: {Vec4f} lineWidth: number xValues: {number} yValues: {number} end
Chart: Recipe<ChartParam> Series: Recipe<SeriesParam>
record ListParam drawBackground: boolean orientation: Type.Orientation behavior: Type.ListBehavior cycle: boolean deselectAllowed: boolean emitSignalOnReselect: boolean onHover: function(integer) onSelect: function(integer) onActivate: function(integer) horizontalScrollBarPolicy: Type.ScrollBarPolicy verticalScrollBarPolicy: Type.ScrollBarPolicy disableGamepadNavigation: boolean disableMouseScrolling: boolean children: {TreeNodeId} selectionIndex: integer keepSelectedVisible: boolean end
List: Recipe<ListParam>
record ScrollAreaParam content: TreeNodeId horizontalPolicy: Type.ScrollBarPolicy verticalPolicy: Type.ScrollBarPolicy disableGamepadNavigation: boolean disableMouseScrolling: boolean onScroll: function(Vec2i, Vec2i) end
ScrollArea: Recipe<ScrollAreaParam>
record ComponentParam layout: TreeNodeId name: string mouseTransparent: boolean end
Component: Recipe<ComponentParam>
record TextViewParam text: string inlineHintSupport: boolean useUnicodeCompatibilityFont: boolean tooltipWhenClipped: string end
TextView: Recipe<TextViewParam>
record RichTextViewParam text: string isHtml: boolean isMarkdown: boolean end
RichTextView: Recipe<RichTextViewParam>
record KeybindingHintDisplayParam inputAction: string source: ReactRefWrap sourceId: string end
KeybindingHintDisplay: Recipe<KeybindingHintDisplayParam>
record ParticleSystem2dParam emitters: {Builtin.Type.ParticleSystem2dEmitter} end
ParticleSystem2d: Recipe<ParticleSystem2dParam>
record ImageViewParam meta: Meta path: string scaling: Type.ImageViewScaling data: {integer} data_native: Vector<integer> flippedHorizontally: boolean size: Vec2i coord: Vec2i numFrames: integer frame: integer reverseAnimation: boolean animationSpeed: integer waitNCycles: integer stopOnLastFrame: boolean animationFrameBottomToTop: boolean rotation: number end
ImageView: Recipe<ImageViewParam>
record ShaderQuadParam meta: Meta scaling: Type.ImageViewScaling path0: string path1: string path2: string path3: string eventTriggerR: Builtin.Type.EventTrigger eventTriggerG: Builtin.Type.EventTrigger eventTriggerB: Builtin.Type.EventTrigger eventTriggerA: Builtin.Type.EventTrigger eventTriggerBig: Builtin.Type.EventTrigger lightDirection: Vec3f lightStrength: number specularColor: Vec3f specularMixAmount: number animatedRippleStrength: number scrollBase: boolean useNormalMap: boolean useSpecularLighting: boolean useFullOpacity: boolean useAnimatedColorVariation: boolean useBaseColorVariation: boolean rippleEffectOnClick: boolean shineEffectOnClick: boolean mouseScrollHorizontal: boolean shineEffectOnBigEvent: boolean end
ShaderQuad: Recipe<ShaderQuadParam>
record ButtonParam content: TreeNodeId onClick: function() end
record ToggleButtonParam content: TreeNodeId onValueChange: function(integer) initialValue: integer value: integer end
record ToggleButtonGroupChildParam content: TreeNodeId meta: Meta end
record ToggleButtonGroupParam
enum Layout "Flow" "Horizontal" "Uniform" "Vertical" end
buttons: {ToggleButtonGroupChildParam} onValueChange: function(integer, integer) deselectAllowed: boolean layout: Layout separators: {integer : TreeNodeId} initialSelected: integer selected: integer end
record ToolButtonParam rendererComponentId: string toolDefinition: IReactToolDefinition toolName: string toolVariant: string toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI> text: string content: TreeNodeId showFn: function() hideFn: function() end
Button: Recipe<ButtonParam> ToggleButton: Recipe<ToggleButtonParam> ToggleButtonGroup: Recipe<ToggleButtonGroupParam> ToolButton: Recipe<ToolButtonParam>
record DoubleSpinBoxApi startEditing: function(function()) end
record DoubleSpinBoxParam min: number max: number step: number value: number onValueChange: function(number) virtualKeyboardTitle: string virtualKeyboardDescription: string startInEditMode: boolean onStopEditMode: function() end
DoubleSpinBox: RecipeWithApi<DoubleSpinBoxParam, DoubleSpinBoxApi>
record TextInputFieldParam value: string resetValueOnCancel: boolean placeholderText: string filter: function(string): boolean onEditingModeChange: function(boolean) onTyping: function(string) onValueChange: function(string) onCancel: function() showVirtualKeyboardOnFocus: boolean virtualKeyboardTitle: string virtualKeyboardDescription: string type: integer passwordMode: boolean acceptOnFocusLoss: boolean deselectOnFocusLost: boolean focusOnStartEditing: boolean popFocusOnStopEditing: boolean maxLength: integer displayOnly: boolean end
TextInputField: Recipe<TextInputFieldParam>
record SliderParam min: integer max: integer step: integer pageStep: integer horizontal: boolean drawGroove: boolean disableGamepadNavigation: boolean withTicks: boolean stepsForDynamicKeyRepeatSpeed: integer initialValue: integer value: integer onValueChange: function(integer) end
Slider: Recipe<SliderParam>
record ColorPickerParam color: Vec3f onValueChange: function(Vec3f) onApply: function(Vec3f) showApplyButton: boolean end
record ColorChooserParam colors: {Vec3f} useCustomColors: boolean onValueChange: function(Vec3f) end
record ColorChooserButtonParam colors: {Vec3f} color: Vec3f onValueChange: function(Vec3f) resetButton: boolean innerResetButton: boolean image: string toolTipPosition: integer end
ColorPicker: Recipe<ColorPickerParam> ColorChooser: Recipe<ColorChooserParam> ColorChooserButton: Recipe<ColorChooserButtonParam>
record GradientLegendParam colors: {<any type> : <any type>} horizontal: boolean discrete: boolean boxSize: Vec2i internalLabels: boolean end
GradientLegend: Recipe<GradientLegendParam>
record ProgressBarParam
record ThresholdData values: {number} max: number end
value: number text: string thresholdData: ThresholdData end
ProgressBar: Recipe<ProgressBarParam>
record CheckBoxParam onValueChange: function(integer) triStateSupport: boolean initialValue: integer value: integer label: string moveBoxRight: boolean end
record ComboBoxParam value: integer | number | string items: {TreeNodeId} onValueChange: function(integer | number | string) onPopupChange: function(boolean) compact: boolean end
record ComboBoxItemParam value: integer | number | string content: TreeNodeId available: boolean end
CheckBox: Recipe<CheckBoxParam> ComboBox: Recipe<ComboBoxParam> ComboBoxItem: Recipe<ComboBoxItemParam>
record NativeFileDialogButtonParam content: TreeNodeId onOpen: function({string}) title: string filters: {{string, string}} intiialPath: string end
NativeFileDialogButton: Recipe<NativeFileDialogButtonParam>
record DropComponentParam content: TreeNodeId onDrop: function({string}) end
DropComponent: Recipe<DropComponentParam>
record RadialMenuChildParam icon: string onActivate: function() getInfoText: function(): string tag: string end
record RadialMenuParam onHide: function() getNoSelectionInfoText: function(): string mouseSupport: boolean children: {TreeNodeId} end
RadialMenuChild: Recipe<RadialMenuChildParam> RadialMenu: Recipe<RadialMenuParam>
record TabWidgetParam orientation: Type.TabOrientation deselectAllowed: boolean indicatorsScrollable: boolean tabs: {TreeNodeId} showIndicators: boolean onClose: function() initialValue: integer | number | string value: integer | number | string onValueChange: function(integer | number | string) end
record TabWidgetChildParam localKey: string indicator: TreeNodeId item: TreeNodeId value: integer | number | string end
TabWidget: Recipe<TabWidgetParam> TabWidgetChild: Recipe<TabWidgetChildParam>
record RowParam cells: {TreeNodeId} end
record TableLayoutParam id: string columnWeights: {number} rows: {TreeNodeId} end
Row: Recipe<RowParam> TableLayout: Recipe<TableLayoutParam>
record TableCellParam rowKey: integer colKey: integer userParam: any end
record TableCellParamT<T> rowKey: integer colKey: integer userParam: T end
record ColumnDescParam name: string tooltip: string path: string headerStyleClass: string weight: number recipe: IRecipe getCompareValue: function(integer): any forceLexicographicalStringComparison: boolean end
record DataTableApi scrollToRowKey: function(integer, boolean) end
record DataTableParam columns: {TreeNodeId} rowKeys: {integer} preferredInitialSelectionRowKey: integer disableSortKey: boolean iaSort: string compareFn: function(integer, integer, integer): boolean userParam: any fnUserFilter: function(integer): boolean initialSortColumn: {integer, boolean} onSortColumnChange: function(integer, boolean) columnWeights: {number} scrollPolicyHorizontal: Type.ScrollBarPolicy scrollPolicyVertical: Type.ScrollBarPolicy keyboardNavigation: boolean end
ColumnDesc: Recipe<ColumnDescParam> DataTable: RecipeWithApi<DataTableParam, DataTableApi>
record WindowParam title: string onClose: function() closeable: boolean movable: boolean pinnable: boolean pinned: boolean autoFocusOnBecomingVisible: boolean autoVisibilityOnFocusChange: boolean content: TreeNodeId initialX: number initialY: number titleEditable: boolean onTitleChange: function(string) locateVisible: boolean onLocate: function() onPinned: function(boolean) id: string tool: string expanded: boolean compact: boolean emptyNameAllowed: boolean inputActionBubbleUpFilter: Type.InputActionBubbleUpFilter header: TreeNodeId end
record WindowContainerDelegateParam redirectToComponentIdHack: string end
record WindowAPI addSingletonWindow: function<T>(Recipe<T>, T) addWindow: function<T>(Recipe<T>, string, T) moveSingletonWindowToFront: function(IRecipe) moveWindowToFront: function(IRecipe, string) removeAllWindows: function<T>(Recipe<T>) removeWindow: function<T>(Recipe<T>, string) end
Window: Recipe<WindowParam> WindowContainerDelegate: RecipeWithApi<WindowContainerDelegateParam, WindowAPI>
record ToolStackContext<T> setActionFn: function(function() : TreeNodeId, string) popSelf: function() setVariantOverride: function(string) end
record ToolStackAPI push: function<T>(ReactToolDefinition<T>, string, T, boolean) pop: function<T>(ReactToolDefinition<T>, string) clear: function() setActionsDisabled: function(boolean) getActiveTool: function(): IReactToolDefinition, string end
record ToolStackParam rendererComponent: ReactRefWrapApiT<Builtin.RendererComponentParam, Builtin.RenderComponentAPI> defaultTool: ReactToolDefinition defaultToolParam: any defaultToolKey: string showDebugVisualization: boolean end
ToolStack: RecipeWithApi<ToolStackParam, ToolStackAPI>
record HudIconParam entity: Engine.Entity index: integer details: Gui.SelectionDetails internalLayer: integer internalPhysicsImpact: integer end
record HudIconChildConfigParam item: TreeNodeId selectorSupport: boolean overrideSelectionDetails: boolean selectionDetails: Gui.SelectionDetails end
record HudIconManagerConfigParam<T> userParam: T masterRecipe: Recipe2<HudIconParam, T> preFilter: {Engine.ComponentType} showCosts: boolean showIncome: boolean incomeSFX: {FilePath} costsRenderDistance: number transportVehiclePainter: any fallbackColor: LayerConfig.ColorPassFn.FallbackColor localKey: string visibilityThresholds: Builtin.Type.VisibilityThresholds vehicleIconOffsets: {Carrier : Vec3f} end
HudIconManagerConfig: Recipe<HudIconManagerConfigParam<<any type>>> UseDefaultHudIcon: Recipe<HudIconParam> HudIconChildConfig: Recipe<HudIconChildConfigParam>
record RendererComponentParam toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI> redirectToComponentIdHack: string end
record RenderComponentAPI bindAction: function(ReactRefWrap, function() : TreeNodeId, string) unbindAction: function(ReactRefWrap) end
record EntityRendererComponentParams entity: Engine.Entity end
record EdgeRenderableParam edges: {Type.EdgeRenderable.Edge} ignoreDepth: boolean end
record MissionArrowRenderableParam arrows: {Type.MissionArrowRenderable.Arrow} end
RendererComponent: RecipeWithApi<RendererComponentParam, RenderComponentAPI> EntityRendererComponent: Recipe<EntityRendererComponentParams> EdgeRenderable: Recipe<EdgeRenderableParam> MissionArrowRenderable: Recipe<MissionArrowRenderableParam>
enum TerrainCirclePolicy "Always" "FocusSelection" "IfNoEntity" "Never" end
record ActionDescriptorParam tool: string layer: string terrainCirclePolicy: TerrainCirclePolicy highlightedEntities: {Engine.Entity} crosshair: boolean parent: ReactNodeRef onBack: function() horizontalPromptList: boolean children: {TreeNodeId} end
record ActionTooltipParam<T> recipe: Recipe<T> param: T end
record ConstructionActionParam modifierColor: Type.ConstructionAction.ModifierColor constructionBuilder: Type.ConstructionAction.ConstructionBuilder streetEdgeBuilder: Type.ConstructionAction.StreetEdgeBuilder trackEdgeBuilder: Type.ConstructionAction.TrackEdgeBuilder streetEdgeNodeModifier: Type.ConstructionAction.StreetEdgeNodeModifier trackEdgeModifier: Type.ConstructionAction.TrackEdgeModifier edgeObjectBuilder: Type.ConstructionAction.EdgeObjectBuilder laneModifier: Type.ConstructionAction.LaneModifier crosswalkModifier: Type.ConstructionAction.CrosswalkModifier terrainModifier: Type.ConstructionAction.TerrainModifier terrainPainter: Type.ConstructionAction.TerrainPainter assetBrush: Type.ConstructionAction.AssetBrush townBuilder: Type.ConstructionAction.TownBuilder bulldozer: Type.ConstructionAction.Bulldozer moduleBuilder: Type.ConstructionAction.ModuleBuilder moduleBulldozer: Type.ConstructionAction.ModuleBulldozer getProposalStringsFn: function(Proposal, ProposalData): {string} inputActions: {string : string} inputActionsHandler: function(string) inputActionPrompts: {string : string} inputActionActive: {string : boolean} preventFocusStealFromIds: {string} end
ActionDescriptor: Recipe<ActionDescriptorParam> ActionTooltip: function<T>(ActionTooltipParam<T>): TreeNodeId ConstructionAction: Recipe<ConstructionActionParam>
record SimpleInputActionsParam inputActions: {string : string} inputActionsHandler: function(string) end
SimpleInputActions: Recipe<SimpleInputActionsParam>
record SelectorParam onSelect: function(Engine.Entity, {integer}, Gui.SelectionDetails): boolean onSelectSecondary: function(Engine.Entity, {integer}, Gui.SelectionDetails): boolean onHover: function(Engine.Entity, {integer}, Gui.SelectionDetails) filter: function(Engine.Entity) terminalFilter: function(Engine.Entity, StationTerminal, integer) lineViewerSupport: boolean stopOnMenuBack: boolean onProcessMouseEvent: function(Gui.Mouse.Event): boolean selectionColor: Vec4f selectionOutlineColor: Vec4f selectionOutlineColor1: Vec4f circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f end
Selector: Recipe<SelectorParam>
record FullScreenComponentParam<T> recipe: Recipe<T> param: T end
FullScreenComponent: function<T>(FullScreenComponentParam<T>): TreeNodeId
record LineViewerParam selectable: boolean carriers: {Carrier} highlightedLine: Engine.Entity highlightedLineStop: integer highlightedLineWaypoint: integer showTerminals: boolean highlightedTerminal: StationTerminal maxSnapFactorView: number maxSnapFactorWorld: number fadingMinHeight: number fadingDeltaHeight: number highlightedTerminalNodes: {{Engine.Entity, StationTerminal}} showLineTerminalsFor: Engine.Entity highlightStop: Gui.SelectionDetails.Stop highlightWaypoint: {Engine.Entity, integer, integer} snapPreview: Gui.SelectionDetails.TransportNetworkEdge showLines: {Builtin.Type.LineVisualization} hiddenLinesTransparent: boolean continuousRenderLine: Engine.Entity preferLineOverTransportNetworkEdge: boolean end
record ProposalViewerParam simpleProposal: SimpleProposal proposal: Proposal controlPointInfo: Type.ControlPointInfo onCreateProposalData: function(ProposalData, Proposal) entityForRefundableContext: Engine.Entity proposalId: string end
record MapPreviewCompParam mapColoring: PreviewColoring showLegend: boolean inputMap: GameMap mode: any locationsConfig: BaseConfig.Locations economy: string onReady: function(GameMap, {string}) onTownConnectionsChanged: function({{integer, integer}}) initialMap: GameMap end
record NodeViewerParam nodeConfig: {Engine.Entity : {integer, Vec4f}} end
NodeViewer: Recipe<NodeViewerParam> LineViewer: Recipe<LineViewerParam> ProposalViewer: Recipe<ProposalViewerParam> MapPreviewComp: Recipe<MapPreviewCompParam> LayerConfig: Recipe<LayerConfig>
interface ICompParam entity: Engine.Entity end
record RailroadCrossingCompParamend
record SignalCompParamend
RailroadCrossingComp: Recipe<RailroadCrossingCompParam> SignalComp: Recipe<SignalCompParam>
record ReactAdapterHostend
record ReactAdapterHostEventParam component: ReactAdapterHost type: string param: any end
record ReactAdapterGuestContainerAPI add: function(ReactAdapterHost, Recipe, any) remove: function(ReactAdapterHost) end
ReactAdapterGuestContainer: RecipeWithApi0<ReactAdapterGuestContainerAPI> end

Builtin.Type🔗

record Builtin.Type
record Orientation Horizontal: Orientation Vertical: Orientation end
record TabOrientation North: TabOrientation South: TabOrientation East: TabOrientation West: TabOrientation end
record ImageViewScaling AutoFit: ImageViewScaling AutoZoom: ImageViewScaling Stretch: ImageViewScaling end
record ScrollBarPolicy AlwaysOff: ScrollBarPolicy AlwaysOn: ScrollBarPolicy AsNeededButAlwaysReserveSpace: ScrollBarPolicy AsNeeded: ScrollBarPolicy Simple: ScrollBarPolicy end
record ListBehavior Default: ListBehavior AutoDeselectDisabledItems: ListBehavior Navigational: ListBehavior end
record ToolTipPosition Cursor: ToolTipPosition Left: ToolTipPosition Right: ToolTipPosition Below: ToolTipPosition Above: ToolTipPosition Center: ToolTipPosition end
record EdgeRenderable
record Edge new: function(EdgeGeometry): Edge geometry: EdgeGeometry colors: {Vec4f} width: number offsetZ: number stepSize: number end
end
record MissionArrowRenderable
record Arrow new: function(): Arrow entity: Engine.Entity position: Vec3f scaling: number color: Vec4f end
end
record ConstructionAction
record ConstructionBuilder new: function(): ConstructionBuilder constructions: {ResName} constructionTemplate: integer params: {<any type> : <any type>} height: number rotation: number rotationY: number rotationX: number assetRandomize: boolean builderAudioRes: {ResName} onRotationChangeFn: function(number) end
record StreetEdgeBuilder new: function(): StreetEdgeBuilder resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean curved: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record ModifierColor new: function(): ModifierColor validSubtle: Vec4f validIntense: Vec4f invalidSubtle: Vec4f invalidIntense: Vec4f upgrade: Vec4f downgrade: Vec4f inProgress: Vec4f end
record StreetEdgeNodeModifier new: function(): StreetEdgeNodeModifier resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean roadDevelopmentLocked: boolean makePlayerOwnedOnChange: boolean symmetricLanes: boolean trafficLights: boolean overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record TrackEdgeBuilder new: function(): TrackEdgeBuilder resName: ResName catenary: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record TrackEdgeModifier new: function(): TrackEdgeModifier resName: ResName resNameRevert: ResName catenary: boolean highSpeed: boolean edgeDecoration: integer overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record EdgeObjectBuilder new: function(): EdgeObjectBuilder resName: ResName params: {<any type> : <any type>} oneWay: boolean undergroundMode: boolean builderAudioRes: ResName end
record LaneModifier new: function(): LaneModifier color: ModifierColor lineColors: {Vec3f} tramMode: boolean undergroundMode: boolean builderAudioRes: ResName end
record CrosswalkModifier new: function(): CrosswalkModifier color: ModifierColor undergroundMode: boolean builderAudioRes: ResName end
record BrushParams new: function(): BrushParams radius: number brushIndex: integer opacity: number rotation: number material: number end
record TerrainModifier new: function(): TerrainModifier
record Mode Raise: Mode Lower: Mode Smooth: Mode Flatten: Mode Textured: Mode end
mode: Mode brushParams: ConstructionAction.BrushParams invert: boolean heightMap: string builderAudioRes: ResName end
record TerrainPainter new: function(): TerrainPainter brushParams: ConstructionAction.BrushParams slope: number slopeInvert: boolean builderAudioRes: ResName end
record AssetBrush new: function(): AssetBrush brushParams: ConstructionAction.BrushParams ignoreCollision: boolean assets: {ResName} slope: number slopeInvert: boolean randomRotation: boolean eraseWhenEmpty: boolean builderAudioRes: ResName end
record TownBuilder new: function(): TownBuilder initialLandUseCapacity: {integer, integer, integer} landUse2CargoNeeds: {{CargoTypeId | nil}, {CargoTypeId | nil}, {CargoTypeId | nil}} initialMajorStreetAngleRange: number capacityScalingFactor: number builderAudioRes: ResName end
record Bulldozer new: function(): Bulldozer undergroundMode: boolean circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f builderAudioResFallback: ResName end
record ModuleBuilder new: function(): ModuleBuilder constructionEntity: Engine.Entity moduleResName: ResName builderAudioRes: ResName end
record ModuleBulldozer new: function(): ModuleBulldozer constructionEntity: Engine.Entity builderAudioResFallback: ResName end
end
record ControlPointInfo
record State Invalid: State Normal: State Hover: State Dragging: State Idle: State IdleOverEdge: State end
new: function(Vec3f, number, number, State): ControlPointInfo position: Vec3f offsetZ: number radius: number state: State end
record FloatingLayoutOverflowMode None: FloatingLayoutOverflowMode Overflow: FloatingLayoutOverflowMode KeepInside: FloatingLayoutOverflowMode end
record InputActionBubbleUpFilter allowAll: function(): InputActionBubbleUpFilter allowOnly: function({string}): InputActionBubbleUpFilter filterOutAll: function(): InputActionBubbleUpFilter filterOut: function({string}): InputActionBubbleUpFilter end
record LineVisualization new: function(): LineVisualization entity: Engine.Entity transparency: number end
record VisibilityThresholds new: function(): VisibilityThresholds
record OfComponent new: function(): OfComponent forceVisible: boolean minDist: number scale: number maxDist: number randomizeMaxDistBase: number layer: integer physicsImpact: integer end
record OfSubEntity new: function(): OfSubEntity detailsThreshold: number layer: integer physicsImpact: integer end
cameraHeightThreshold: number cameraHeightLowerCutoff: number forComponents: {{Engine.ComponentType, OfComponent}} forSubEntities: {{Gui.SelectionDetails.Type, OfSubEntity}} end
record ParticleSystem2dEmitter new: function(): ParticleSystem2dEmitter emissionEnabled: boolean speed: number duration: ParticleParamFloat texture: string emissionInterval: ParticleParamFloat burstCount: ParticleParamFloat burstInterval: ParticleParamFloat lifeTime: ParticleParamFloat subEmitters: {ParticleSystem2dSubEmitter} shape: ParticleSystem2dEmitterShape velocity: ParticleParamVec2f velocityByDirection: ParticleParamFloat velocityOverLifeTime: ParticleParamCurveVec2f gravity: ParticleParamVec2f orientation: Vec2f rotationByDirection: ParticleParamFloat rotation: ParticleParamFloat rotationSpeed: ParticleParamFloat rotationSpeedByDirection: ParticleParamFloat colorOverLifeTime: ParticleParamCurveVec3f alphaOverLifeTime: ParticleParamCurveFloat size: ParticleParamVec2f scaleOverLifeTime: ParticleParamCurveVec2f end
record ParticleSystem2dSubEmitter new: function(): ParticleSystem2dSubEmitter emitterIndex: integer enableAtBirth: boolean enableAtDeath: boolean end
interface ParticleSystem2dEmitterShapeend
record ParticleSystem2dEmitterShapeContentRect new: function(): ParticleSystem2dEmitterShapeContentRect pos01: ParticleParamVec2f end
record ParticleSystem2dEmitterShapeCircle new: function(): ParticleSystem2dEmitterShapeCircle minRadius: number maxRadius: number minAngle: number maxAngle: number end
record EventTrigger new: function(): EventTrigger time: number pos: Vec2f end
end

Builtin.Type.Orientation🔗

record Builtin.Type.Orientation Horizontal: Orientation Vertical: Orientation end

Builtin.Type.Orientation.Horizontal🔗

Builtin.Type.Orientation.Horizontal: Orientation

Builtin.Type.Orientation.Vertical🔗

Builtin.Type.Orientation.Vertical: Orientation

Builtin.Type.TabOrientation🔗

record Builtin.Type.TabOrientation North: TabOrientation South: TabOrientation East: TabOrientation West: TabOrientation end

Builtin.Type.TabOrientation.North🔗

Builtin.Type.TabOrientation.North: TabOrientation

Builtin.Type.TabOrientation.South🔗

Builtin.Type.TabOrientation.South: TabOrientation

Builtin.Type.TabOrientation.East🔗

Builtin.Type.TabOrientation.East: TabOrientation

Builtin.Type.TabOrientation.West🔗

Builtin.Type.TabOrientation.West: TabOrientation

Builtin.Type.ImageViewScaling🔗

record Builtin.Type.ImageViewScaling AutoFit: ImageViewScaling AutoZoom: ImageViewScaling Stretch: ImageViewScaling end

Builtin.Type.ImageViewScaling.AutoFit🔗

Builtin.Type.ImageViewScaling.AutoFit: ImageViewScaling

Builtin.Type.ImageViewScaling.AutoZoom🔗

Builtin.Type.ImageViewScaling.AutoZoom: ImageViewScaling

Builtin.Type.ImageViewScaling.Stretch🔗

Builtin.Type.ImageViewScaling.Stretch: ImageViewScaling

Builtin.Type.ScrollBarPolicy🔗

record Builtin.Type.ScrollBarPolicy AlwaysOff: ScrollBarPolicy AlwaysOn: ScrollBarPolicy AsNeededButAlwaysReserveSpace: ScrollBarPolicy AsNeeded: ScrollBarPolicy Simple: ScrollBarPolicy end

Builtin.Type.ScrollBarPolicy.AlwaysOff🔗

Builtin.Type.ScrollBarPolicy.AlwaysOff: ScrollBarPolicy

Builtin.Type.ScrollBarPolicy.AlwaysOn🔗

Builtin.Type.ScrollBarPolicy.AlwaysOn: ScrollBarPolicy

Builtin.Type.ScrollBarPolicy.AsNeededButAlwaysReserveSpace🔗

Builtin.Type.ScrollBarPolicy.AsNeededButAlwaysReserveSpace: ScrollBarPolicy

Builtin.Type.ScrollBarPolicy.AsNeeded🔗

Builtin.Type.ScrollBarPolicy.AsNeeded: ScrollBarPolicy

Builtin.Type.ScrollBarPolicy.Simple🔗

Builtin.Type.ScrollBarPolicy.Simple: ScrollBarPolicy

Builtin.Type.ListBehavior🔗

record Builtin.Type.ListBehavior Default: ListBehavior AutoDeselectDisabledItems: ListBehavior Navigational: ListBehavior end

Builtin.Type.ListBehavior.Default🔗

Builtin.Type.ListBehavior.Default: ListBehavior

Builtin.Type.ListBehavior.AutoDeselectDisabledItems🔗

Builtin.Type.ListBehavior.AutoDeselectDisabledItems: ListBehavior

Builtin.Type.ListBehavior.Navigational🔗

Builtin.Type.ListBehavior.Navigational: ListBehavior

Builtin.Type.ToolTipPosition🔗

record Builtin.Type.ToolTipPosition Cursor: ToolTipPosition Left: ToolTipPosition Right: ToolTipPosition Below: ToolTipPosition Above: ToolTipPosition Center: ToolTipPosition end

Builtin.Type.ToolTipPosition.Cursor🔗

Builtin.Type.ToolTipPosition.Cursor: ToolTipPosition

Builtin.Type.ToolTipPosition.Left🔗

Builtin.Type.ToolTipPosition.Left: ToolTipPosition

Builtin.Type.ToolTipPosition.Right🔗

Builtin.Type.ToolTipPosition.Right: ToolTipPosition

Builtin.Type.ToolTipPosition.Below🔗

Builtin.Type.ToolTipPosition.Below: ToolTipPosition

Builtin.Type.ToolTipPosition.Above🔗

Builtin.Type.ToolTipPosition.Above: ToolTipPosition

Builtin.Type.ToolTipPosition.Center🔗

Builtin.Type.ToolTipPosition.Center: ToolTipPosition

Builtin.Type.EdgeRenderable🔗

record Builtin.Type.EdgeRenderable
record Edge new: function(EdgeGeometry): Edge geometry: EdgeGeometry colors: {Vec4f} width: number offsetZ: number stepSize: number end
end

Builtin.Type.EdgeRenderable.Edge🔗

record Builtin.Type.EdgeRenderable.Edge new: function(EdgeGeometry): Edge geometry: EdgeGeometry colors: {Vec4f} width: number offsetZ: number stepSize: number end

Builtin.Type.EdgeRenderable.Edge.new🔗

function Builtin.Type.EdgeRenderable.Edge.new(EdgeGeometry): Edge
Parameters
  • EdgeGeometry
Returns
  1. Edge

Builtin.Type.EdgeRenderable.Edge.geometry🔗

Builtin.Type.EdgeRenderable.Edge.geometry: EdgeGeometry

Builtin.Type.EdgeRenderable.Edge.colors🔗

Builtin.Type.EdgeRenderable.Edge.colors: {Vec4f}

Builtin.Type.EdgeRenderable.Edge.width🔗

Builtin.Type.EdgeRenderable.Edge.width: number

Builtin.Type.EdgeRenderable.Edge.offsetZ🔗

Builtin.Type.EdgeRenderable.Edge.offsetZ: number

Builtin.Type.EdgeRenderable.Edge.stepSize🔗

Builtin.Type.EdgeRenderable.Edge.stepSize: number

Builtin.Type.MissionArrowRenderable🔗

record Builtin.Type.MissionArrowRenderable
record Arrow new: function(): Arrow entity: Engine.Entity position: Vec3f scaling: number color: Vec4f end
end

Builtin.Type.MissionArrowRenderable.Arrow🔗

record Builtin.Type.MissionArrowRenderable.Arrow new: function(): Arrow entity: Engine.Entity position: Vec3f scaling: number color: Vec4f end

Builtin.Type.MissionArrowRenderable.Arrow.new🔗

function Builtin.Type.MissionArrowRenderable.Arrow.new(): Arrow
Returns
  1. Arrow

Builtin.Type.MissionArrowRenderable.Arrow.entity🔗

Builtin.Type.MissionArrowRenderable.Arrow.entity: Engine.Entity

Builtin.Type.MissionArrowRenderable.Arrow.position🔗

Builtin.Type.MissionArrowRenderable.Arrow.position: Vec3f

Builtin.Type.MissionArrowRenderable.Arrow.scaling🔗

Builtin.Type.MissionArrowRenderable.Arrow.scaling: number

Builtin.Type.MissionArrowRenderable.Arrow.color🔗

Builtin.Type.MissionArrowRenderable.Arrow.color: Vec4f

Builtin.Type.ConstructionAction🔗

record Builtin.Type.ConstructionAction
record ConstructionBuilder new: function(): ConstructionBuilder constructions: {ResName} constructionTemplate: integer params: {<any type> : <any type>} height: number rotation: number rotationY: number rotationX: number assetRandomize: boolean builderAudioRes: {ResName} onRotationChangeFn: function(number) end
record StreetEdgeBuilder new: function(): StreetEdgeBuilder resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean curved: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record ModifierColor new: function(): ModifierColor validSubtle: Vec4f validIntense: Vec4f invalidSubtle: Vec4f invalidIntense: Vec4f upgrade: Vec4f downgrade: Vec4f inProgress: Vec4f end
record StreetEdgeNodeModifier new: function(): StreetEdgeNodeModifier resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean roadDevelopmentLocked: boolean makePlayerOwnedOnChange: boolean symmetricLanes: boolean trafficLights: boolean overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record TrackEdgeBuilder new: function(): TrackEdgeBuilder resName: ResName catenary: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end
record TrackEdgeModifier new: function(): TrackEdgeModifier resName: ResName resNameRevert: ResName catenary: boolean highSpeed: boolean edgeDecoration: integer overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end
record EdgeObjectBuilder new: function(): EdgeObjectBuilder resName: ResName params: {<any type> : <any type>} oneWay: boolean undergroundMode: boolean builderAudioRes: ResName end
record LaneModifier new: function(): LaneModifier color: ModifierColor lineColors: {Vec3f} tramMode: boolean undergroundMode: boolean builderAudioRes: ResName end
record CrosswalkModifier new: function(): CrosswalkModifier color: ModifierColor undergroundMode: boolean builderAudioRes: ResName end
record BrushParams new: function(): BrushParams radius: number brushIndex: integer opacity: number rotation: number material: number end
record TerrainModifier new: function(): TerrainModifier
record Mode Raise: Mode Lower: Mode Smooth: Mode Flatten: Mode Textured: Mode end
mode: Mode brushParams: ConstructionAction.BrushParams invert: boolean heightMap: string builderAudioRes: ResName end
record TerrainPainter new: function(): TerrainPainter brushParams: ConstructionAction.BrushParams slope: number slopeInvert: boolean builderAudioRes: ResName end
record AssetBrush new: function(): AssetBrush brushParams: ConstructionAction.BrushParams ignoreCollision: boolean assets: {ResName} slope: number slopeInvert: boolean randomRotation: boolean eraseWhenEmpty: boolean builderAudioRes: ResName end
record TownBuilder new: function(): TownBuilder initialLandUseCapacity: {integer, integer, integer} landUse2CargoNeeds: {{CargoTypeId | nil}, {CargoTypeId | nil}, {CargoTypeId | nil}} initialMajorStreetAngleRange: number capacityScalingFactor: number builderAudioRes: ResName end
record Bulldozer new: function(): Bulldozer undergroundMode: boolean circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f builderAudioResFallback: ResName end
record ModuleBuilder new: function(): ModuleBuilder constructionEntity: Engine.Entity moduleResName: ResName builderAudioRes: ResName end
record ModuleBulldozer new: function(): ModuleBulldozer constructionEntity: Engine.Entity builderAudioResFallback: ResName end
end

Builtin.Type.ConstructionAction.ConstructionBuilder🔗

record Builtin.Type.ConstructionAction.ConstructionBuilder new: function(): ConstructionBuilder constructions: {ResName} constructionTemplate: integer params: {<any type> : <any type>} height: number rotation: number rotationY: number rotationX: number assetRandomize: boolean builderAudioRes: {ResName} onRotationChangeFn: function(number) end

Construction builder action descriptor.

Builtin.Type.ConstructionAction.ConstructionBuilder.new🔗

function Builtin.Type.ConstructionAction.ConstructionBuilder.new(): ConstructionBuilder
Returns
  1. ConstructionBuilder

Builtin.Type.ConstructionAction.ConstructionBuilder.constructions🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.constructions: {ResName}

Resource names of the constructions

Builtin.Type.ConstructionAction.ConstructionBuilder.constructionTemplate🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.constructionTemplate: integer

Construction template (-1 for no template)

Builtin.Type.ConstructionAction.ConstructionBuilder.params🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.params: {<any type> : <any type>}

Parameters of the construction

Builtin.Type.ConstructionAction.ConstructionBuilder.height🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.height: number

Builtin.Type.ConstructionAction.ConstructionBuilder.rotation🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.rotation: number

Builtin.Type.ConstructionAction.ConstructionBuilder.rotationY🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.rotationY: number

Builtin.Type.ConstructionAction.ConstructionBuilder.rotationX🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.rotationX: number

Builtin.Type.ConstructionAction.ConstructionBuilder.assetRandomize🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.assetRandomize: boolean

Randomize option for assets

Builtin.Type.ConstructionAction.ConstructionBuilder.builderAudioRes🔗

Builtin.Type.ConstructionAction.ConstructionBuilder.builderAudioRes: {ResName}

Set audio played when building

Builtin.Type.ConstructionAction.ConstructionBuilder.onRotationChangeFn🔗

function Builtin.Type.ConstructionAction.ConstructionBuilder.onRotationChangeFn(number)

Set rotation change function

Parameters
  • number

Builtin.Type.ConstructionAction.StreetEdgeBuilder🔗

record Builtin.Type.ConstructionAction.StreetEdgeBuilder new: function(): StreetEdgeBuilder resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean curved: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end

Edge builder action descriptor.

Builtin.Type.ConstructionAction.StreetEdgeBuilder.new🔗

function Builtin.Type.ConstructionAction.StreetEdgeBuilder.new(): StreetEdgeBuilder
Returns
  1. StreetEdgeBuilder

Builtin.Type.ConstructionAction.StreetEdgeBuilder.resName🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.resName: ResName

Resource name of the street

Builtin.Type.ConstructionAction.StreetEdgeBuilder.busLane🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.busLane: boolean

Bus lane option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tramTrackType🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tramTrackType: TramTrackType

Tram track type option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.playerOwned🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.playerOwned: boolean

Player owned option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.curved🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.curved: boolean

Curved option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.alignToTerrain🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.alignToTerrain: number

Align to terrain option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.enableSnapping🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.enableSnapping: boolean

Enable snapping option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.level🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.level: number

Level option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.height🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.height: number

Height option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.slope🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.slope: number | nil

Slope option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.bridgeTypeId🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.bridgeTypeId: integer

Bridge type ID

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tunnelTypeId🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tunnelTypeId: integer

Tunnel type ID

Builtin.Type.ConstructionAction.StreetEdgeBuilder.railroadCrossingTypeId🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.railroadCrossingTypeId: integer

Railroad crossing type ID

Builtin.Type.ConstructionAction.StreetEdgeBuilder.undergroundMode🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.undergroundMode: boolean

Enable underground mode option

Builtin.Type.ConstructionAction.StreetEdgeBuilder.onClearFn🔗

function Builtin.Type.ConstructionAction.StreetEdgeBuilder.onClearFn()

Set align to terrain function

Builtin.Type.ConstructionAction.StreetEdgeBuilder.onFixSlopeToggledFn🔗

function Builtin.Type.ConstructionAction.StreetEdgeBuilder.onFixSlopeToggledFn(boolean)

Set slope fixed

Parameters
  • boolean

Builtin.Type.ConstructionAction.StreetEdgeBuilder.onHeightChangeFn🔗

function Builtin.Type.ConstructionAction.StreetEdgeBuilder.onHeightChangeFn(number)

Set height change function

Parameters
  • number

Builtin.Type.ConstructionAction.StreetEdgeBuilder.onFollowTerrainEnabledFn🔗

function Builtin.Type.ConstructionAction.StreetEdgeBuilder.onFollowTerrainEnabledFn(boolean)

Set follow terrain enabled function

Parameters
  • boolean

Builtin.Type.ConstructionAction.StreetEdgeBuilder.bridgeHeight🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.bridgeHeight: number

Builtin.Type.ConstructionAction.StreetEdgeBuilder.bridgeMinHeight🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.bridgeMinHeight: number

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tunnelHeight🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tunnelHeight: number

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tunnelMinHeight🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.tunnelMinHeight: number

Builtin.Type.ConstructionAction.StreetEdgeBuilder.builderAudioRes🔗

Builtin.Type.ConstructionAction.StreetEdgeBuilder.builderAudioRes: ResName

Builtin.Type.ConstructionAction.ModifierColor🔗

record Builtin.Type.ConstructionAction.ModifierColor new: function(): ModifierColor validSubtle: Vec4f validIntense: Vec4f invalidSubtle: Vec4f invalidIntense: Vec4f upgrade: Vec4f downgrade: Vec4f inProgress: Vec4f end

Builtin.Type.ConstructionAction.ModifierColor.new🔗

function Builtin.Type.ConstructionAction.ModifierColor.new(): ModifierColor
Returns
  1. ModifierColor

Builtin.Type.ConstructionAction.ModifierColor.validSubtle🔗

Builtin.Type.ConstructionAction.ModifierColor.validSubtle: Vec4f

Builtin.Type.ConstructionAction.ModifierColor.validIntense🔗

Builtin.Type.ConstructionAction.ModifierColor.validIntense: Vec4f

Builtin.Type.ConstructionAction.ModifierColor.invalidSubtle🔗

Builtin.Type.ConstructionAction.ModifierColor.invalidSubtle: Vec4f

Builtin.Type.ConstructionAction.ModifierColor.invalidIntense🔗

Builtin.Type.ConstructionAction.ModifierColor.invalidIntense: Vec4f

Builtin.Type.ConstructionAction.ModifierColor.upgrade🔗

Builtin.Type.ConstructionAction.ModifierColor.upgrade: Vec4f

Builtin.Type.ConstructionAction.ModifierColor.downgrade🔗

Builtin.Type.ConstructionAction.ModifierColor.downgrade: Vec4f

Builtin.Type.ConstructionAction.ModifierColor.inProgress🔗

Builtin.Type.ConstructionAction.ModifierColor.inProgress: Vec4f

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier🔗

record Builtin.Type.ConstructionAction.StreetEdgeNodeModifier new: function(): StreetEdgeNodeModifier resName: ResName busLane: boolean tramTrackType: TramTrackType playerOwned: boolean roadDevelopmentLocked: boolean makePlayerOwnedOnChange: boolean symmetricLanes: boolean trafficLights: boolean overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end

Edge and node modifier action descriptor.

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.new🔗

function Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.new(): StreetEdgeNodeModifier
Returns
  1. StreetEdgeNodeModifier

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.resName🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.resName: ResName

Resource name of the street

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.busLane🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.busLane: boolean

Bus lane option

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.tramTrackType🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.tramTrackType: TramTrackType

Tram track type option

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.playerOwned🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.playerOwned: boolean

Player owned option

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.roadDevelopmentLocked🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.roadDevelopmentLocked: boolean

Prevent towns from updating or extending this road

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.makePlayerOwnedOnChange🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.makePlayerOwnedOnChange: boolean

Make player owned when changing something

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.symmetricLanes🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.symmetricLanes: boolean

Symmetric lanes option

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.trafficLights🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.trafficLights: boolean

Traffic lights option

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.overrideLaneConfigs🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.overrideLaneConfigs: boolean

Override lane configs option

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.undergroundMode🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.undergroundMode: boolean

Set underground mode

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.color🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.color: ModifierColor

Set color

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.builderAudioRes🔗

Builtin.Type.ConstructionAction.StreetEdgeNodeModifier.builderAudioRes: ResName

Set audio played when building

Builtin.Type.ConstructionAction.TrackEdgeBuilder🔗

record Builtin.Type.ConstructionAction.TrackEdgeBuilder new: function(): TrackEdgeBuilder resName: ResName catenary: boolean alignToTerrain: number enableSnapping: boolean level: number height: number slope: number | nil bridgeTypeId: integer tunnelTypeId: integer railroadCrossingTypeId: integer undergroundMode: boolean onClearFn: function() onFixSlopeToggledFn: function(boolean) onHeightChangeFn: function(number) onFollowTerrainEnabledFn: function(boolean) bridgeHeight: number bridgeMinHeight: number tunnelHeight: number tunnelMinHeight: number builderAudioRes: ResName end

Track edge builder action descriptor.

Builtin.Type.ConstructionAction.TrackEdgeBuilder.new🔗

function Builtin.Type.ConstructionAction.TrackEdgeBuilder.new(): TrackEdgeBuilder
Returns
  1. TrackEdgeBuilder

Builtin.Type.ConstructionAction.TrackEdgeBuilder.resName🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.resName: ResName

Resource name of the track

Builtin.Type.ConstructionAction.TrackEdgeBuilder.catenary🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.catenary: boolean

Builtin.Type.ConstructionAction.TrackEdgeBuilder.alignToTerrain🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.alignToTerrain: number

Align to terrain option

Builtin.Type.ConstructionAction.TrackEdgeBuilder.enableSnapping🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.enableSnapping: boolean

Enable snapping option

Builtin.Type.ConstructionAction.TrackEdgeBuilder.level🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.level: number

Level option

Builtin.Type.ConstructionAction.TrackEdgeBuilder.height🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.height: number

Height option

Builtin.Type.ConstructionAction.TrackEdgeBuilder.slope🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.slope: number | nil

Slope option

Builtin.Type.ConstructionAction.TrackEdgeBuilder.bridgeTypeId🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.bridgeTypeId: integer

Bridge type ID

Builtin.Type.ConstructionAction.TrackEdgeBuilder.tunnelTypeId🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.tunnelTypeId: integer

Tunnel type ID

Builtin.Type.ConstructionAction.TrackEdgeBuilder.railroadCrossingTypeId🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.railroadCrossingTypeId: integer

Railroad crossing type ID

Builtin.Type.ConstructionAction.TrackEdgeBuilder.undergroundMode🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.undergroundMode: boolean

Set underground mode

Builtin.Type.ConstructionAction.TrackEdgeBuilder.onClearFn🔗

function Builtin.Type.ConstructionAction.TrackEdgeBuilder.onClearFn()

Set align to terrain function

Builtin.Type.ConstructionAction.TrackEdgeBuilder.onFixSlopeToggledFn🔗

function Builtin.Type.ConstructionAction.TrackEdgeBuilder.onFixSlopeToggledFn(boolean)

Set slope fixed

Parameters
  • boolean

Builtin.Type.ConstructionAction.TrackEdgeBuilder.onHeightChangeFn🔗

function Builtin.Type.ConstructionAction.TrackEdgeBuilder.onHeightChangeFn(number)

Set height change function

Parameters
  • number

Builtin.Type.ConstructionAction.TrackEdgeBuilder.onFollowTerrainEnabledFn🔗

function Builtin.Type.ConstructionAction.TrackEdgeBuilder.onFollowTerrainEnabledFn(boolean)

Set follow terrain enabled function

Parameters
  • boolean

Builtin.Type.ConstructionAction.TrackEdgeBuilder.bridgeHeight🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.bridgeHeight: number

Builtin.Type.ConstructionAction.TrackEdgeBuilder.bridgeMinHeight🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.bridgeMinHeight: number

Builtin.Type.ConstructionAction.TrackEdgeBuilder.tunnelHeight🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.tunnelHeight: number

Builtin.Type.ConstructionAction.TrackEdgeBuilder.tunnelMinHeight🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.tunnelMinHeight: number

Builtin.Type.ConstructionAction.TrackEdgeBuilder.builderAudioRes🔗

Builtin.Type.ConstructionAction.TrackEdgeBuilder.builderAudioRes: ResName

Builtin.Type.ConstructionAction.TrackEdgeModifier🔗

record Builtin.Type.ConstructionAction.TrackEdgeModifier new: function(): TrackEdgeModifier resName: ResName resNameRevert: ResName catenary: boolean highSpeed: boolean edgeDecoration: integer overrideLaneConfigs: boolean undergroundMode: boolean color: ModifierColor builderAudioRes: ResName end

Track edge modifier action descriptor.

Builtin.Type.ConstructionAction.TrackEdgeModifier.new🔗

function Builtin.Type.ConstructionAction.TrackEdgeModifier.new(): TrackEdgeModifier
Returns
  1. TrackEdgeModifier

Builtin.Type.ConstructionAction.TrackEdgeModifier.resName🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.resName: ResName

Resource name of the track

Builtin.Type.ConstructionAction.TrackEdgeModifier.resNameRevert🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.resNameRevert: ResName

Resource name of the track to revert to

Builtin.Type.ConstructionAction.TrackEdgeModifier.catenary🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.catenary: boolean

Catenary option

Builtin.Type.ConstructionAction.TrackEdgeModifier.highSpeed🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.highSpeed: boolean

High speed option

Builtin.Type.ConstructionAction.TrackEdgeModifier.edgeDecoration🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.edgeDecoration: integer

Edge decoration option

Builtin.Type.ConstructionAction.TrackEdgeModifier.overrideLaneConfigs🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.overrideLaneConfigs: boolean

Override lane configs option

Builtin.Type.ConstructionAction.TrackEdgeModifier.undergroundMode🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.undergroundMode: boolean

Set underground mode

Builtin.Type.ConstructionAction.TrackEdgeModifier.color🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.color: ModifierColor

Set color

Builtin.Type.ConstructionAction.TrackEdgeModifier.builderAudioRes🔗

Builtin.Type.ConstructionAction.TrackEdgeModifier.builderAudioRes: ResName

Set audio played when building

Builtin.Type.ConstructionAction.EdgeObjectBuilder🔗

record Builtin.Type.ConstructionAction.EdgeObjectBuilder new: function(): EdgeObjectBuilder resName: ResName params: {<any type> : <any type>} oneWay: boolean undergroundMode: boolean builderAudioRes: ResName end

Street terminal builder action descriptor.

Builtin.Type.ConstructionAction.EdgeObjectBuilder.new🔗

function Builtin.Type.ConstructionAction.EdgeObjectBuilder.new(): EdgeObjectBuilder
Returns
  1. EdgeObjectBuilder

Builtin.Type.ConstructionAction.EdgeObjectBuilder.resName🔗

Builtin.Type.ConstructionAction.EdgeObjectBuilder.resName: ResName

Resource name of the terminal

Builtin.Type.ConstructionAction.EdgeObjectBuilder.params🔗

Builtin.Type.ConstructionAction.EdgeObjectBuilder.params: {<any type> : <any type>}

Builtin.Type.ConstructionAction.EdgeObjectBuilder.oneWay🔗

Builtin.Type.ConstructionAction.EdgeObjectBuilder.oneWay: boolean

One way choice

Builtin.Type.ConstructionAction.EdgeObjectBuilder.undergroundMode🔗

Builtin.Type.ConstructionAction.EdgeObjectBuilder.undergroundMode: boolean

Enable underground mode

Builtin.Type.ConstructionAction.EdgeObjectBuilder.builderAudioRes🔗

Builtin.Type.ConstructionAction.EdgeObjectBuilder.builderAudioRes: ResName

Builtin.Type.ConstructionAction.LaneModifier🔗

record Builtin.Type.ConstructionAction.LaneModifier new: function(): LaneModifier color: ModifierColor lineColors: {Vec3f} tramMode: boolean undergroundMode: boolean builderAudioRes: ResName end

Lane modifier action descriptor.

Builtin.Type.ConstructionAction.LaneModifier.new🔗

function Builtin.Type.ConstructionAction.LaneModifier.new(): LaneModifier
Returns
  1. LaneModifier

Builtin.Type.ConstructionAction.LaneModifier.color🔗

Builtin.Type.ConstructionAction.LaneModifier.color: ModifierColor

Builtin.Type.ConstructionAction.LaneModifier.lineColors🔗

Builtin.Type.ConstructionAction.LaneModifier.lineColors: {Vec3f}

Builtin.Type.ConstructionAction.LaneModifier.tramMode🔗

Builtin.Type.ConstructionAction.LaneModifier.tramMode: boolean

Builtin.Type.ConstructionAction.LaneModifier.undergroundMode🔗

Builtin.Type.ConstructionAction.LaneModifier.undergroundMode: boolean

Set underground mode

Builtin.Type.ConstructionAction.LaneModifier.builderAudioRes🔗

Builtin.Type.ConstructionAction.LaneModifier.builderAudioRes: ResName

Builtin.Type.ConstructionAction.CrosswalkModifier🔗

record Builtin.Type.ConstructionAction.CrosswalkModifier new: function(): CrosswalkModifier color: ModifierColor undergroundMode: boolean builderAudioRes: ResName end

Crosswalk modifier action descriptor.

Builtin.Type.ConstructionAction.CrosswalkModifier.new🔗

function Builtin.Type.ConstructionAction.CrosswalkModifier.new(): CrosswalkModifier
Returns
  1. CrosswalkModifier

Builtin.Type.ConstructionAction.CrosswalkModifier.color🔗

Builtin.Type.ConstructionAction.CrosswalkModifier.color: ModifierColor

Builtin.Type.ConstructionAction.CrosswalkModifier.undergroundMode🔗

Builtin.Type.ConstructionAction.CrosswalkModifier.undergroundMode: boolean

Set underground mode

Builtin.Type.ConstructionAction.CrosswalkModifier.builderAudioRes🔗

Builtin.Type.ConstructionAction.CrosswalkModifier.builderAudioRes: ResName

Builtin.Type.ConstructionAction.BrushParams🔗

record Builtin.Type.ConstructionAction.BrushParams new: function(): BrushParams radius: number brushIndex: integer opacity: number rotation: number material: number end

Brush parameters action descriptor.

Builtin.Type.ConstructionAction.BrushParams.new🔗

function Builtin.Type.ConstructionAction.BrushParams.new(): BrushParams
Returns
  1. BrushParams

Builtin.Type.ConstructionAction.BrushParams.radius🔗

Builtin.Type.ConstructionAction.BrushParams.radius: number

Radius of the brush

Builtin.Type.ConstructionAction.BrushParams.brushIndex🔗

Builtin.Type.ConstructionAction.BrushParams.brushIndex: integer

Index of the brush

Builtin.Type.ConstructionAction.BrushParams.opacity🔗

Builtin.Type.ConstructionAction.BrushParams.opacity: number

Opacity/strength of the brush

Builtin.Type.ConstructionAction.BrushParams.rotation🔗

Builtin.Type.ConstructionAction.BrushParams.rotation: number

Rotation of the brush

Builtin.Type.ConstructionAction.BrushParams.material🔗

Builtin.Type.ConstructionAction.BrushParams.material: number

Material of the brush

Builtin.Type.ConstructionAction.TerrainModifier🔗

record Builtin.Type.ConstructionAction.TerrainModifier new: function(): TerrainModifier
record Mode Raise: Mode Lower: Mode Smooth: Mode Flatten: Mode Textured: Mode end
mode: Mode brushParams: ConstructionAction.BrushParams invert: boolean heightMap: string builderAudioRes: ResName end

Terrain modifier action descriptor.

Builtin.Type.ConstructionAction.TerrainModifier.new🔗

function Builtin.Type.ConstructionAction.TerrainModifier.new(): TerrainModifier
Returns
  1. TerrainModifier

Builtin.Type.ConstructionAction.TerrainModifier.Mode🔗

record Builtin.Type.ConstructionAction.TerrainModifier.Mode Raise: Mode Lower: Mode Smooth: Mode Flatten: Mode Textured: Mode end

Terrain modifier mode

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Raise🔗

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Raise: Mode

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Lower🔗

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Lower: Mode

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Smooth🔗

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Smooth: Mode

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Flatten🔗

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Flatten: Mode

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Textured🔗

Builtin.Type.ConstructionAction.TerrainModifier.Mode.Textured: Mode

Builtin.Type.ConstructionAction.TerrainModifier.mode🔗

Builtin.Type.ConstructionAction.TerrainModifier.mode: Mode

Mode of the terrain modifier

Builtin.Type.ConstructionAction.TerrainModifier.brushParams🔗

Builtin.Type.ConstructionAction.TerrainModifier.brushParams: ConstructionAction.BrushParams

Brush parameters

Builtin.Type.ConstructionAction.TerrainModifier.invert🔗

Builtin.Type.ConstructionAction.TerrainModifier.invert: boolean

Invert option

Builtin.Type.ConstructionAction.TerrainModifier.heightMap🔗

Builtin.Type.ConstructionAction.TerrainModifier.heightMap: string

Height map file path

Builtin.Type.ConstructionAction.TerrainModifier.builderAudioRes🔗

Builtin.Type.ConstructionAction.TerrainModifier.builderAudioRes: ResName

Builtin.Type.ConstructionAction.TerrainPainter🔗

record Builtin.Type.ConstructionAction.TerrainPainter new: function(): TerrainPainter brushParams: ConstructionAction.BrushParams slope: number slopeInvert: boolean builderAudioRes: ResName end

Terrain painter action descriptor.

Builtin.Type.ConstructionAction.TerrainPainter.new🔗

function Builtin.Type.ConstructionAction.TerrainPainter.new(): TerrainPainter
Returns
  1. TerrainPainter

Builtin.Type.ConstructionAction.TerrainPainter.brushParams🔗

Builtin.Type.ConstructionAction.TerrainPainter.brushParams: ConstructionAction.BrushParams

Brush parameters

Builtin.Type.ConstructionAction.TerrainPainter.slope🔗

Builtin.Type.ConstructionAction.TerrainPainter.slope: number

Slope of the brush

Builtin.Type.ConstructionAction.TerrainPainter.slopeInvert🔗

Builtin.Type.ConstructionAction.TerrainPainter.slopeInvert: boolean

Invert slope option

Builtin.Type.ConstructionAction.TerrainPainter.builderAudioRes🔗

Builtin.Type.ConstructionAction.TerrainPainter.builderAudioRes: ResName

Builtin.Type.ConstructionAction.AssetBrush🔗

record Builtin.Type.ConstructionAction.AssetBrush new: function(): AssetBrush brushParams: ConstructionAction.BrushParams ignoreCollision: boolean assets: {ResName} slope: number slopeInvert: boolean randomRotation: boolean eraseWhenEmpty: boolean builderAudioRes: ResName end

Asset brush action descriptor.

Builtin.Type.ConstructionAction.AssetBrush.new🔗

function Builtin.Type.ConstructionAction.AssetBrush.new(): AssetBrush
Returns
  1. AssetBrush

Builtin.Type.ConstructionAction.AssetBrush.brushParams🔗

Builtin.Type.ConstructionAction.AssetBrush.brushParams: ConstructionAction.BrushParams

Brush parameters

Builtin.Type.ConstructionAction.AssetBrush.ignoreCollision🔗

Builtin.Type.ConstructionAction.AssetBrush.ignoreCollision: boolean

Skip collision option

Builtin.Type.ConstructionAction.AssetBrush.assets🔗

Builtin.Type.ConstructionAction.AssetBrush.assets: {ResName}

List of asset resource names

Builtin.Type.ConstructionAction.AssetBrush.slope🔗

Builtin.Type.ConstructionAction.AssetBrush.slope: number

Slope of the brush

Builtin.Type.ConstructionAction.AssetBrush.slopeInvert🔗

Builtin.Type.ConstructionAction.AssetBrush.slopeInvert: boolean

Invert slope option

Builtin.Type.ConstructionAction.AssetBrush.randomRotation🔗

Builtin.Type.ConstructionAction.AssetBrush.randomRotation: boolean

Random rotation option

Builtin.Type.ConstructionAction.AssetBrush.eraseWhenEmpty🔗

Builtin.Type.ConstructionAction.AssetBrush.eraseWhenEmpty: boolean

When no assets are provided, this flag signals if assets should be erased instead

Builtin.Type.ConstructionAction.AssetBrush.builderAudioRes🔗

Builtin.Type.ConstructionAction.AssetBrush.builderAudioRes: ResName

Builtin.Type.ConstructionAction.TownBuilder🔗

record Builtin.Type.ConstructionAction.TownBuilder new: function(): TownBuilder initialLandUseCapacity: {integer, integer, integer} landUse2CargoNeeds: {{CargoTypeId | nil}, {CargoTypeId | nil}, {CargoTypeId | nil}} initialMajorStreetAngleRange: number capacityScalingFactor: number builderAudioRes: ResName end

Town builder action descriptor.

Builtin.Type.ConstructionAction.TownBuilder.new🔗

function Builtin.Type.ConstructionAction.TownBuilder.new(): TownBuilder
Returns
  1. TownBuilder

Builtin.Type.ConstructionAction.TownBuilder.initialLandUseCapacity🔗

Builtin.Type.ConstructionAction.TownBuilder.initialLandUseCapacity: {integer, integer, integer}

Initial land use capacity

Builtin.Type.ConstructionAction.TownBuilder.landUse2CargoNeeds🔗

Builtin.Type.ConstructionAction.TownBuilder.landUse2CargoNeeds: {{CargoTypeId | nil}, {CargoTypeId | nil}, {CargoTypeId | nil}}

Land use to cargo needs mapping

Builtin.Type.ConstructionAction.TownBuilder.initialMajorStreetAngleRange🔗

Builtin.Type.ConstructionAction.TownBuilder.initialMajorStreetAngleRange: number

Initial major street angle range

Builtin.Type.ConstructionAction.TownBuilder.capacityScalingFactor🔗

Builtin.Type.ConstructionAction.TownBuilder.capacityScalingFactor: number

Builtin.Type.ConstructionAction.TownBuilder.builderAudioRes🔗

Builtin.Type.ConstructionAction.TownBuilder.builderAudioRes: ResName

Builtin.Type.ConstructionAction.Bulldozer🔗

record Builtin.Type.ConstructionAction.Bulldozer new: function(): Bulldozer undergroundMode: boolean circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f builderAudioResFallback: ResName end

Bulldozer action descriptor.

Builtin.Type.ConstructionAction.Bulldozer.new🔗

function Builtin.Type.ConstructionAction.Bulldozer.new(): Bulldozer
Returns
  1. Bulldozer

Builtin.Type.ConstructionAction.Bulldozer.undergroundMode🔗

Builtin.Type.ConstructionAction.Bulldozer.undergroundMode: boolean

Set to bulldozer underground mode

Builtin.Type.ConstructionAction.Bulldozer.circleBorderColor🔗

Builtin.Type.ConstructionAction.Bulldozer.circleBorderColor: Vec4f

Circle border color for bulldozer action

Builtin.Type.ConstructionAction.Bulldozer.circleFillColor🔗

Builtin.Type.ConstructionAction.Bulldozer.circleFillColor: Vec4f

Circle fill color for bulldozer action

Builtin.Type.ConstructionAction.Bulldozer.circleBorderWidth🔗

Builtin.Type.ConstructionAction.Bulldozer.circleBorderWidth: number

Circle border width for bulldozer action

Builtin.Type.ConstructionAction.Bulldozer.circleAnimEasing🔗

Builtin.Type.ConstructionAction.Bulldozer.circleAnimEasing: Easing

Circle animation easing for bulldozer action

Builtin.Type.ConstructionAction.Bulldozer.circleAnimDuration🔗

Builtin.Type.ConstructionAction.Bulldozer.circleAnimDuration: number

Circle animation duration for bulldozer action

Builtin.Type.ConstructionAction.Bulldozer.crosshairColor🔗

Builtin.Type.ConstructionAction.Bulldozer.crosshairColor: Vec4f

Crosshair color for bulldozer action

Builtin.Type.ConstructionAction.Bulldozer.builderAudioResFallback🔗

Builtin.Type.ConstructionAction.Bulldozer.builderAudioResFallback: ResName

Builtin.Type.ConstructionAction.ModuleBuilder🔗

record Builtin.Type.ConstructionAction.ModuleBuilder new: function(): ModuleBuilder constructionEntity: Engine.Entity moduleResName: ResName builderAudioRes: ResName end

Module builder action descriptor.

Builtin.Type.ConstructionAction.ModuleBuilder.new🔗

function Builtin.Type.ConstructionAction.ModuleBuilder.new(): ModuleBuilder
Returns
  1. ModuleBuilder

Builtin.Type.ConstructionAction.ModuleBuilder.constructionEntity🔗

Builtin.Type.ConstructionAction.ModuleBuilder.constructionEntity: Engine.Entity

Construction entity

Builtin.Type.ConstructionAction.ModuleBuilder.moduleResName🔗

Builtin.Type.ConstructionAction.ModuleBuilder.moduleResName: ResName

Module resource name

Builtin.Type.ConstructionAction.ModuleBuilder.builderAudioRes🔗

Builtin.Type.ConstructionAction.ModuleBuilder.builderAudioRes: ResName

Builtin.Type.ConstructionAction.ModuleBulldozer🔗

record Builtin.Type.ConstructionAction.ModuleBulldozer new: function(): ModuleBulldozer constructionEntity: Engine.Entity builderAudioResFallback: ResName end

Module bulldozer action descriptor.

Builtin.Type.ConstructionAction.ModuleBulldozer.new🔗

function Builtin.Type.ConstructionAction.ModuleBulldozer.new(): ModuleBulldozer
Returns
  1. ModuleBulldozer

Builtin.Type.ConstructionAction.ModuleBulldozer.constructionEntity🔗

Builtin.Type.ConstructionAction.ModuleBulldozer.constructionEntity: Engine.Entity

Construction entity

Builtin.Type.ConstructionAction.ModuleBulldozer.builderAudioResFallback🔗

Builtin.Type.ConstructionAction.ModuleBulldozer.builderAudioResFallback: ResName

Builtin.Type.ControlPointInfo🔗

record Builtin.Type.ControlPointInfo
record State Invalid: State Normal: State Hover: State Dragging: State Idle: State IdleOverEdge: State end
new: function(Vec3f, number, number, State): ControlPointInfo position: Vec3f offsetZ: number radius: number state: State end

Builtin.Type.ControlPointInfo.State🔗

record Builtin.Type.ControlPointInfo.State Invalid: State Normal: State Hover: State Dragging: State Idle: State IdleOverEdge: State end

Builtin.Type.ControlPointInfo.State.Invalid🔗

Builtin.Type.ControlPointInfo.State.Invalid: State

Builtin.Type.ControlPointInfo.State.Normal🔗

Builtin.Type.ControlPointInfo.State.Normal: State

Builtin.Type.ControlPointInfo.State.Hover🔗

Builtin.Type.ControlPointInfo.State.Hover: State

Builtin.Type.ControlPointInfo.State.Dragging🔗

Builtin.Type.ControlPointInfo.State.Dragging: State

Builtin.Type.ControlPointInfo.State.Idle🔗

Builtin.Type.ControlPointInfo.State.Idle: State

Builtin.Type.ControlPointInfo.State.IdleOverEdge🔗

Builtin.Type.ControlPointInfo.State.IdleOverEdge: State

Builtin.Type.ControlPointInfo.new🔗

function Builtin.Type.ControlPointInfo.new(Vec3f, number, number, State): ControlPointInfo
Parameters
  • Vec3f
  • number
  • number
  • State
Returns
  1. ControlPointInfo

Builtin.Type.ControlPointInfo.position🔗

Builtin.Type.ControlPointInfo.position: Vec3f

Builtin.Type.ControlPointInfo.offsetZ🔗

Builtin.Type.ControlPointInfo.offsetZ: number

Builtin.Type.ControlPointInfo.radius🔗

Builtin.Type.ControlPointInfo.radius: number

Builtin.Type.ControlPointInfo.state🔗

Builtin.Type.ControlPointInfo.state: State

Builtin.Type.FloatingLayoutOverflowMode🔗

record Builtin.Type.FloatingLayoutOverflowMode None: FloatingLayoutOverflowMode Overflow: FloatingLayoutOverflowMode KeepInside: FloatingLayoutOverflowMode end

Builtin.Type.FloatingLayoutOverflowMode.None🔗

Builtin.Type.FloatingLayoutOverflowMode.None: FloatingLayoutOverflowMode

Builtin.Type.FloatingLayoutOverflowMode.Overflow🔗

Builtin.Type.FloatingLayoutOverflowMode.Overflow: FloatingLayoutOverflowMode

Builtin.Type.FloatingLayoutOverflowMode.KeepInside🔗

Builtin.Type.FloatingLayoutOverflowMode.KeepInside: FloatingLayoutOverflowMode

Builtin.Type.InputActionBubbleUpFilter🔗

record Builtin.Type.InputActionBubbleUpFilter allowAll: function(): InputActionBubbleUpFilter allowOnly: function({string}): InputActionBubbleUpFilter filterOutAll: function(): InputActionBubbleUpFilter filterOut: function({string}): InputActionBubbleUpFilter end

Builtin.Type.InputActionBubbleUpFilter.allowAll🔗

function Builtin.Type.InputActionBubbleUpFilter.allowAll(): InputActionBubbleUpFilter
Returns
  1. InputActionBubbleUpFilter

Builtin.Type.InputActionBubbleUpFilter.allowOnly🔗

function Builtin.Type.InputActionBubbleUpFilter.allowOnly({string}): InputActionBubbleUpFilter
Parameters
  • {string}
Returns
  1. InputActionBubbleUpFilter

Builtin.Type.InputActionBubbleUpFilter.filterOutAll🔗

function Builtin.Type.InputActionBubbleUpFilter.filterOutAll(): InputActionBubbleUpFilter
Returns
  1. InputActionBubbleUpFilter

Builtin.Type.InputActionBubbleUpFilter.filterOut🔗

function Builtin.Type.InputActionBubbleUpFilter.filterOut({string}): InputActionBubbleUpFilter
Parameters
  • {string}
Returns
  1. InputActionBubbleUpFilter

Builtin.Type.LineVisualization🔗

record Builtin.Type.LineVisualization new: function(): LineVisualization entity: Engine.Entity transparency: number end

Builtin.Type.LineVisualization.new🔗

function Builtin.Type.LineVisualization.new(): LineVisualization
Returns
  1. LineVisualization

Builtin.Type.LineVisualization.entity🔗

Builtin.Type.LineVisualization.entity: Engine.Entity

Builtin.Type.LineVisualization.transparency🔗

Builtin.Type.LineVisualization.transparency: number

Builtin.Type.VisibilityThresholds🔗

record Builtin.Type.VisibilityThresholds new: function(): VisibilityThresholds
record OfComponent new: function(): OfComponent forceVisible: boolean minDist: number scale: number maxDist: number randomizeMaxDistBase: number layer: integer physicsImpact: integer end
record OfSubEntity new: function(): OfSubEntity detailsThreshold: number layer: integer physicsImpact: integer end
cameraHeightThreshold: number cameraHeightLowerCutoff: number forComponents: {{Engine.ComponentType, OfComponent}} forSubEntities: {{Gui.SelectionDetails.Type, OfSubEntity}} end

Builtin.Type.VisibilityThresholds.new🔗

function Builtin.Type.VisibilityThresholds.new(): VisibilityThresholds
Returns
  1. VisibilityThresholds

Builtin.Type.VisibilityThresholds.OfComponent🔗

record Builtin.Type.VisibilityThresholds.OfComponent new: function(): OfComponent forceVisible: boolean minDist: number scale: number maxDist: number randomizeMaxDistBase: number layer: integer physicsImpact: integer end

Builtin.Type.VisibilityThresholds.OfComponent.new🔗

function Builtin.Type.VisibilityThresholds.OfComponent.new(): OfComponent
Returns
  1. OfComponent

Builtin.Type.VisibilityThresholds.OfComponent.forceVisible🔗

Builtin.Type.VisibilityThresholds.OfComponent.forceVisible: boolean

Forces the hud icon to always be visible

Builtin.Type.VisibilityThresholds.OfComponent.minDist🔗

Builtin.Type.VisibilityThresholds.OfComponent.minDist: number

Minimum camera distance from which the hud icon gets drawn

Builtin.Type.VisibilityThresholds.OfComponent.scale🔗

Builtin.Type.VisibilityThresholds.OfComponent.scale: number

Scale multiplier for hud icon

Builtin.Type.VisibilityThresholds.OfComponent.maxDist🔗

Builtin.Type.VisibilityThresholds.OfComponent.maxDist: number

Maximum camera distance until which the hud icon gets drawn

Builtin.Type.VisibilityThresholds.OfComponent.randomizeMaxDistBase🔗

Builtin.Type.VisibilityThresholds.OfComponent.randomizeMaxDistBase: number

add random value to add to MaxDist

Builtin.Type.VisibilityThresholds.OfComponent.layer🔗

Builtin.Type.VisibilityThresholds.OfComponent.layer: integer

Controls the draw order of the main hud icon (lower toward front)

Builtin.Type.VisibilityThresholds.OfComponent.physicsImpact🔗

Builtin.Type.VisibilityThresholds.OfComponent.physicsImpact: integer

Controls hud icon physics impact, 0 is disabled, 1 is light, >= 2 is heavy

Builtin.Type.VisibilityThresholds.OfSubEntity🔗

record Builtin.Type.VisibilityThresholds.OfSubEntity new: function(): OfSubEntity detailsThreshold: number layer: integer physicsImpact: integer end

Builtin.Type.VisibilityThresholds.OfSubEntity.new🔗

function Builtin.Type.VisibilityThresholds.OfSubEntity.new(): OfSubEntity
Returns
  1. OfSubEntity

Builtin.Type.VisibilityThresholds.OfSubEntity.detailsThreshold🔗

Builtin.Type.VisibilityThresholds.OfSubEntity.detailsThreshold: number

when exceeding this camera distance, the main icon is shown instead of sub icons, when set to negative number, sub icons are never shown, when set to nil, both parent icon and sub entity icons are shown

Builtin.Type.VisibilityThresholds.OfSubEntity.layer🔗

Builtin.Type.VisibilityThresholds.OfSubEntity.layer: integer

Controls the draw order of the subentity hud icon (lower toward front)

Builtin.Type.VisibilityThresholds.OfSubEntity.physicsImpact🔗

Builtin.Type.VisibilityThresholds.OfSubEntity.physicsImpact: integer

Controls hud icon physics impact, 0 is disabled, 1 is light, >= 2 is heavy

Builtin.Type.VisibilityThresholds.cameraHeightThreshold🔗

Builtin.Type.VisibilityThresholds.cameraHeightThreshold: number

Builtin.Type.VisibilityThresholds.cameraHeightLowerCutoff🔗

Builtin.Type.VisibilityThresholds.cameraHeightLowerCutoff: number

Builtin.Type.VisibilityThresholds.forComponents🔗

Builtin.Type.VisibilityThresholds.forComponents: {{Engine.ComponentType, OfComponent}}

Builtin.Type.VisibilityThresholds.forSubEntities🔗

Builtin.Type.VisibilityThresholds.forSubEntities: {{Gui.SelectionDetails.Type, OfSubEntity}}

Builtin.Type.ParticleSystem2dEmitter🔗

record Builtin.Type.ParticleSystem2dEmitter new: function(): ParticleSystem2dEmitter emissionEnabled: boolean speed: number duration: ParticleParamFloat texture: string emissionInterval: ParticleParamFloat burstCount: ParticleParamFloat burstInterval: ParticleParamFloat lifeTime: ParticleParamFloat subEmitters: {ParticleSystem2dSubEmitter} shape: ParticleSystem2dEmitterShape velocity: ParticleParamVec2f velocityByDirection: ParticleParamFloat velocityOverLifeTime: ParticleParamCurveVec2f gravity: ParticleParamVec2f orientation: Vec2f rotationByDirection: ParticleParamFloat rotation: ParticleParamFloat rotationSpeed: ParticleParamFloat rotationSpeedByDirection: ParticleParamFloat colorOverLifeTime: ParticleParamCurveVec3f alphaOverLifeTime: ParticleParamCurveFloat size: ParticleParamVec2f scaleOverLifeTime: ParticleParamCurveVec2f end

one emitter in a particle systen

Builtin.Type.ParticleSystem2dEmitter.new🔗

function Builtin.Type.ParticleSystem2dEmitter.new(): ParticleSystem2dEmitter
Returns
  1. ParticleSystem2dEmitter

Builtin.Type.ParticleSystem2dEmitter.emissionEnabled🔗

Builtin.Type.ParticleSystem2dEmitter.emissionEnabled: boolean

whether or not this emitter should currently emit
ignored for sub-emitters with enableAtBirth or enableAtDeath set to true

Builtin.Type.ParticleSystem2dEmitter.speed🔗

Builtin.Type.ParticleSystem2dEmitter.speed: number

allow to slowdown or speed up the emission rate

Builtin.Type.ParticleSystem2dEmitter.duration🔗

Builtin.Type.ParticleSystem2dEmitter.duration: ParticleParamFloat

if > 0, particle system will stop after duration
if -1 and this is a sub-emitter, it will stop when the parent particle dies, otherwise it will never stop

Builtin.Type.ParticleSystem2dEmitter.texture🔗

Builtin.Type.ParticleSystem2dEmitter.texture: string

texture of the particle

Builtin.Type.ParticleSystem2dEmitter.emissionInterval🔗

Builtin.Type.ParticleSystem2dEmitter.emissionInterval: ParticleParamFloat

spawn rate

Builtin.Type.ParticleSystem2dEmitter.burstCount🔗

Builtin.Type.ParticleSystem2dEmitter.burstCount: ParticleParamFloat

if >= 0, limits spawned particles per burst (-1 = unlimited)

Builtin.Type.ParticleSystem2dEmitter.burstInterval🔗

Builtin.Type.ParticleSystem2dEmitter.burstInterval: ParticleParamFloat

wait time between bursts (only used when burstCount >= 0)

Builtin.Type.ParticleSystem2dEmitter.lifeTime🔗

Builtin.Type.ParticleSystem2dEmitter.lifeTime: ParticleParamFloat

lifetime of each particle

Builtin.Type.ParticleSystem2dEmitter.subEmitters🔗

Builtin.Type.ParticleSystem2dEmitter.subEmitters: {ParticleSystem2dSubEmitter}

list of sub-emitters started from this emitter's particles

Builtin.Type.ParticleSystem2dEmitter.shape🔗

Builtin.Type.ParticleSystem2dEmitter.shape: ParticleSystem2dEmitterShape

emitter shape (ContentRect or Circle)

Builtin.Type.ParticleSystem2dEmitter.velocity🔗

Builtin.Type.ParticleSystem2dEmitter.velocity: ParticleParamVec2f

initial velocity

Builtin.Type.ParticleSystem2dEmitter.velocityByDirection🔗

Builtin.Type.ParticleSystem2dEmitter.velocityByDirection: ParticleParamFloat

velocity component along emission direction

Builtin.Type.ParticleSystem2dEmitter.velocityOverLifeTime🔗

Builtin.Type.ParticleSystem2dEmitter.velocityOverLifeTime: ParticleParamCurveVec2f

additional velocity curve over the lifetime of the particles (added to base velocity)

Builtin.Type.ParticleSystem2dEmitter.gravity🔗

Builtin.Type.ParticleSystem2dEmitter.gravity: ParticleParamVec2f

gravity applied to the particles (added to velocity every frame)

Builtin.Type.ParticleSystem2dEmitter.orientation🔗

Builtin.Type.ParticleSystem2dEmitter.orientation: Vec2f

reference orientation vector for rotation calculations (default: {0, -1})
if 0, 0 and this is a sub-emitter, orientation will be inhertted from parent particle current veloctiy

Builtin.Type.ParticleSystem2dEmitter.rotationByDirection🔗

Builtin.Type.ParticleSystem2dEmitter.rotationByDirection: ParticleParamFloat

rotation component along emission direction (multiplier for direction angle in degrees)

Builtin.Type.ParticleSystem2dEmitter.rotation🔗

Builtin.Type.ParticleSystem2dEmitter.rotation: ParticleParamFloat

initial rotation of the particles

Builtin.Type.ParticleSystem2dEmitter.rotationSpeed🔗

Builtin.Type.ParticleSystem2dEmitter.rotationSpeed: ParticleParamFloat

rotation speed of the particles (added to rotation every frame)

Builtin.Type.ParticleSystem2dEmitter.rotationSpeedByDirection🔗

Builtin.Type.ParticleSystem2dEmitter.rotationSpeedByDirection: ParticleParamFloat

rotation speed component along emission direction (multiplier for direction angle in degrees)

Builtin.Type.ParticleSystem2dEmitter.colorOverLifeTime🔗

Builtin.Type.ParticleSystem2dEmitter.colorOverLifeTime: ParticleParamCurveVec3f

color curve over the lifetime of the particles (RGB)

Builtin.Type.ParticleSystem2dEmitter.alphaOverLifeTime🔗

Builtin.Type.ParticleSystem2dEmitter.alphaOverLifeTime: ParticleParamCurveFloat

alpha curve over the lifetime of the particles (A)

Builtin.Type.ParticleSystem2dEmitter.size🔗

Builtin.Type.ParticleSystem2dEmitter.size: ParticleParamVec2f

initial size of a particle

Builtin.Type.ParticleSystem2dEmitter.scaleOverLifeTime🔗

Builtin.Type.ParticleSystem2dEmitter.scaleOverLifeTime: ParticleParamCurveVec2f

size curve over the lifetime of the particles (XY)

Builtin.Type.ParticleSystem2dSubEmitter🔗

record Builtin.Type.ParticleSystem2dSubEmitter new: function(): ParticleSystem2dSubEmitter emitterIndex: integer enableAtBirth: boolean enableAtDeath: boolean end

Builtin.Type.ParticleSystem2dSubEmitter.new()🔗

function Builtin.Type.ParticleSystem2dSubEmitter.new()(): ParticleSystem2dSubEmitter
Returns
  1. ParticleSystem2dSubEmitter

Builtin.Type.ParticleSystem2dSubEmitter.new(integer, boolean, boolean)🔗

function Builtin.Type.ParticleSystem2dSubEmitter.new(integer, boolean, boolean)(integer, boolean, boolean): ParticleSystem2dSubEmitter
Parameters
  • integer
  • boolean
  • boolean
Returns
  1. ParticleSystem2dSubEmitter

Builtin.Type.ParticleSystem2dSubEmitter.emitterIndex🔗

Builtin.Type.ParticleSystem2dSubEmitter.emitterIndex: integer

index into ParticleSystem2d.emitters

Builtin.Type.ParticleSystem2dSubEmitter.enableAtBirth🔗

Builtin.Type.ParticleSystem2dSubEmitter.enableAtBirth: boolean

starts sub-emitter when parent particle is born

Builtin.Type.ParticleSystem2dSubEmitter.enableAtDeath🔗

Builtin.Type.ParticleSystem2dSubEmitter.enableAtDeath: boolean

starts sub-emitter when parent particle dies

Builtin.Type.ParticleSystem2dEmitterShape🔗

interface Builtin.Type.ParticleSystem2dEmitterShapeend

Builtin.Type.ParticleSystem2dEmitterShapeContentRect🔗

record Builtin.Type.ParticleSystem2dEmitterShapeContentRect new: function(): ParticleSystem2dEmitterShapeContentRect pos01: ParticleParamVec2f end

Builtin.Type.ParticleSystem2dEmitterShapeContentRect.new()🔗

function Builtin.Type.ParticleSystem2dEmitterShapeContentRect.new()(): ParticleSystem2dEmitterShapeContentRect
Returns
  1. ParticleSystem2dEmitterShapeContentRect

Builtin.Type.ParticleSystem2dEmitterShapeContentRect.new(Vec2f)🔗

function Builtin.Type.ParticleSystem2dEmitterShapeContentRect.new(Vec2f)(Vec2f): ParticleSystem2dEmitterShapeContentRect
Parameters
  • Vec2f
Returns
  1. ParticleSystem2dEmitterShapeContentRect

Builtin.Type.ParticleSystem2dEmitterShapeContentRect.pos01🔗

Builtin.Type.ParticleSystem2dEmitterShapeContentRect.pos01: ParticleParamVec2f

Builtin.Type.ParticleSystem2dEmitterShapeCircle🔗

record Builtin.Type.ParticleSystem2dEmitterShapeCircle new: function(): ParticleSystem2dEmitterShapeCircle minRadius: number maxRadius: number minAngle: number maxAngle: number end

Builtin.Type.ParticleSystem2dEmitterShapeCircle.new()🔗

function Builtin.Type.ParticleSystem2dEmitterShapeCircle.new()(): ParticleSystem2dEmitterShapeCircle
Returns
  1. ParticleSystem2dEmitterShapeCircle

Builtin.Type.ParticleSystem2dEmitterShapeCircle.new(number, number, number, number)🔗

function Builtin.Type.ParticleSystem2dEmitterShapeCircle.new(number, number, number, number)(number, number, number, number): ParticleSystem2dEmitterShapeCircle
Parameters
  • number
  • number
  • number
  • number
Returns
  1. ParticleSystem2dEmitterShapeCircle

Builtin.Type.ParticleSystem2dEmitterShapeCircle.minRadius🔗

Builtin.Type.ParticleSystem2dEmitterShapeCircle.minRadius: number

Builtin.Type.ParticleSystem2dEmitterShapeCircle.maxRadius🔗

Builtin.Type.ParticleSystem2dEmitterShapeCircle.maxRadius: number

Builtin.Type.ParticleSystem2dEmitterShapeCircle.minAngle🔗

Builtin.Type.ParticleSystem2dEmitterShapeCircle.minAngle: number

Builtin.Type.ParticleSystem2dEmitterShapeCircle.maxAngle🔗

Builtin.Type.ParticleSystem2dEmitterShapeCircle.maxAngle: number

Builtin.Type.EventTrigger🔗

record Builtin.Type.EventTrigger new: function(): EventTrigger time: number pos: Vec2f end

Builtin.Type.EventTrigger.new()🔗

function Builtin.Type.EventTrigger.new()(): EventTrigger
Returns
  1. EventTrigger

Builtin.Type.EventTrigger.new(number, Vec2f)🔗

function Builtin.Type.EventTrigger.new(number, Vec2f)(number, Vec2f): EventTrigger
Parameters
  • number
  • Vec2f
Returns
  1. EventTrigger

Builtin.Type.EventTrigger.time🔗

Builtin.Type.EventTrigger.time: number

Builtin.Type.EventTrigger.pos🔗

Builtin.Type.EventTrigger.pos: Vec2f

Builtin.type🔗

Builtin.type: Type

Builtin.WithComponentParamsParam🔗

record Builtin.WithComponentParamsParam id: string tag: string tooltip: string tooltipModifierInputAction: string forceFocusable: boolean disableFocusableRecursive: boolean enabled: boolean item: TreeNodeId styleSheet: StyleSheet end

Builtin.WithComponentParamsParam.id🔗

Builtin.WithComponentParamsParam.id: string

Builtin.WithComponentParamsParam.tag🔗

Builtin.WithComponentParamsParam.tag: string

Builtin.WithComponentParamsParam.tooltip🔗

Builtin.WithComponentParamsParam.tooltip: string

Builtin.WithComponentParamsParam.tooltipModifierInputAction🔗

Builtin.WithComponentParamsParam.tooltipModifierInputAction: string

Builtin.WithComponentParamsParam.forceFocusable🔗

Builtin.WithComponentParamsParam.forceFocusable: boolean

Builtin.WithComponentParamsParam.disableFocusableRecursive🔗

Builtin.WithComponentParamsParam.disableFocusableRecursive: boolean

Builtin.WithComponentParamsParam.enabled🔗

Builtin.WithComponentParamsParam.enabled: boolean

Builtin.WithComponentParamsParam.item🔗

Builtin.WithComponentParamsParam.item: TreeNodeId

Builtin.WithComponentParamsParam.styleSheet🔗

Builtin.WithComponentParamsParam.styleSheet: StyleSheet

Builtin.WithComponentParams🔗

function Builtin.WithComponentParams(WithComponentParamsParam, any): TreeNodeId
Parameters
  • WithComponentParamsParam
  • any
Returns
  1. TreeNodeId

Builtin.FloatingLayoutParam🔗

record Builtin.FloatingLayoutParam id: string focusTraversalOrientation: Type.Orientation children: {TreeNodeId} end

Builtin.FloatingLayoutParam.id🔗

Builtin.FloatingLayoutParam.id: string

Builtin.FloatingLayoutParam.focusTraversalOrientation🔗

Builtin.FloatingLayoutParam.focusTraversalOrientation: Type.Orientation

Builtin.FloatingLayoutParam.children🔗

Builtin.FloatingLayoutParam.children: {TreeNodeId}

Builtin.FloatingLayoutChildParam🔗

record Builtin.FloatingLayoutChildParam h: number v: number overflowMode: boolean localKey: string item: TreeNodeId end

Builtin.FloatingLayoutChildParam.h🔗

Builtin.FloatingLayoutChildParam.h: number

Builtin.FloatingLayoutChildParam.v🔗

Builtin.FloatingLayoutChildParam.v: number

Builtin.FloatingLayoutChildParam.overflowMode🔗

Builtin.FloatingLayoutChildParam.overflowMode: boolean

Builtin.FloatingLayoutChildParam.localKey🔗

Builtin.FloatingLayoutChildParam.localKey: string

Builtin.FloatingLayoutChildParam.item🔗

Builtin.FloatingLayoutChildParam.item: TreeNodeId

Builtin.FloatingLayout🔗

Builtin.FloatingLayout: Recipe<FloatingLayoutParam>

Builtin.FloatingLayoutChild🔗

Builtin.FloatingLayoutChild: Recipe<FloatingLayoutChildParam>

Builtin.AbsoluteLayoutChildParam🔗

record Builtin.AbsoluteLayoutChildParam localKey: string item: TreeNodeId end

Builtin.AbsoluteLayoutChildParam.localKey🔗

Builtin.AbsoluteLayoutChildParam.localKey: string

Builtin.AbsoluteLayoutChildParam.item🔗

Builtin.AbsoluteLayoutChildParam.item: TreeNodeId

Builtin.AbsoluteLayout🔗

function Builtin.AbsoluteLayout({TreeNodeId}): TreeNodeId
Parameters
  • {TreeNodeId}
Returns
  1. TreeNodeId

Builtin.AbsoluteLayoutChild🔗

Builtin.AbsoluteLayoutChild: Recipe<AbsoluteLayoutChildParam>

Builtin.BoxLayoutParam🔗

record Builtin.BoxLayoutParam id: string children: {TreeNodeId} child: TreeNodeId orientation: Type.Orientation end

Builtin.BoxLayoutParam.id🔗

Builtin.BoxLayoutParam.id: string

Builtin.BoxLayoutParam.children🔗

Builtin.BoxLayoutParam.children: {TreeNodeId}

Builtin.BoxLayoutParam.child🔗

Builtin.BoxLayoutParam.child: TreeNodeId

Builtin.BoxLayoutParam.orientation🔗

Builtin.BoxLayoutParam.orientation: Type.Orientation

Builtin.BoxLayout🔗

Builtin.BoxLayout: Recipe<BoxLayoutParam>

Builtin.FlowLayoutParam🔗

record Builtin.FlowLayoutParam children: {TreeNodeId} end

Builtin.FlowLayoutParam.children🔗

Builtin.FlowLayoutParam.children: {TreeNodeId}

Builtin.FlowLayout🔗

Builtin.FlowLayout: Recipe<FlowLayoutParam>

Builtin.ChartParam🔗

record Builtin.ChartParam xAxisLabelFormatter: function(number): string yAxisLabelFormatter: function(number): string xAxisMarkers: {number} yAxisMarkers: {number} xAxisMin: number xAxisMax: number yAxisMin: number yAxisMax: number end

Builtin.ChartParam.xAxisLabelFormatter🔗

function Builtin.ChartParam.xAxisLabelFormatter(number): string
Parameters
  • number
Returns
  1. string

Builtin.ChartParam.yAxisLabelFormatter🔗

function Builtin.ChartParam.yAxisLabelFormatter(number): string
Parameters
  • number
Returns
  1. string

Builtin.ChartParam.xAxisMarkers🔗

Builtin.ChartParam.xAxisMarkers: {number}

Builtin.ChartParam.yAxisMarkers🔗

Builtin.ChartParam.yAxisMarkers: {number}

Builtin.ChartParam.xAxisMin🔗

Builtin.ChartParam.xAxisMin: number

Builtin.ChartParam.xAxisMax🔗

Builtin.ChartParam.xAxisMax: number

Builtin.ChartParam.yAxisMin🔗

Builtin.ChartParam.yAxisMin: number

Builtin.ChartParam.yAxisMax🔗

Builtin.ChartParam.yAxisMax: number

Builtin.SeriesParam🔗

record Builtin.SeriesParam
enum Type "BAR" "LINE" "LINE_STEP" "STACKED_BAR" "STACKED_LINE" end
label: string type: Type color: {Vec4f} lineWidth: number xValues: {number} yValues: {number} end

Builtin.SeriesParam.Type🔗

enum Builtin.SeriesParam.Type "BAR" "LINE" "LINE_STEP" "STACKED_BAR" "STACKED_LINE" end

Builtin.SeriesParam.Type."BAR"🔗

Builtin.SeriesParam.Type."LINE"🔗

Builtin.SeriesParam.Type."LINE_STEP"🔗

Builtin.SeriesParam.Type."STACKED_BAR"🔗

Builtin.SeriesParam.Type."STACKED_LINE"🔗

Builtin.SeriesParam.label🔗

Builtin.SeriesParam.label: string

Builtin.SeriesParam.type🔗

Builtin.SeriesParam.type: Type

Builtin.SeriesParam.color🔗

Builtin.SeriesParam.color: {Vec4f}

Builtin.SeriesParam.lineWidth🔗

Builtin.SeriesParam.lineWidth: number

Builtin.SeriesParam.xValues🔗

Builtin.SeriesParam.xValues: {number}

Builtin.SeriesParam.yValues🔗

Builtin.SeriesParam.yValues: {number}

Builtin.Chart🔗

Builtin.Chart: Recipe<ChartParam>

Builtin.Series🔗

Builtin.Series: Recipe<SeriesParam>

Builtin.ListParam🔗

record Builtin.ListParam drawBackground: boolean orientation: Type.Orientation behavior: Type.ListBehavior cycle: boolean deselectAllowed: boolean emitSignalOnReselect: boolean onHover: function(integer) onSelect: function(integer) onActivate: function(integer) horizontalScrollBarPolicy: Type.ScrollBarPolicy verticalScrollBarPolicy: Type.ScrollBarPolicy disableGamepadNavigation: boolean disableMouseScrolling: boolean children: {TreeNodeId} selectionIndex: integer keepSelectedVisible: boolean end

Builtin.ListParam.drawBackground🔗

Builtin.ListParam.drawBackground: boolean

Builtin.ListParam.orientation🔗

Builtin.ListParam.orientation: Type.Orientation

Builtin.ListParam.behavior🔗

Builtin.ListParam.behavior: Type.ListBehavior

Builtin.ListParam.cycle🔗

Builtin.ListParam.cycle: boolean

Builtin.ListParam.deselectAllowed🔗

Builtin.ListParam.deselectAllowed: boolean

Builtin.ListParam.emitSignalOnReselect🔗

Builtin.ListParam.emitSignalOnReselect: boolean

Builtin.ListParam.onHover🔗

function Builtin.ListParam.onHover(integer)
Parameters
  • integer

Builtin.ListParam.onSelect🔗

function Builtin.ListParam.onSelect(integer)
Parameters
  • integer

Builtin.ListParam.onActivate🔗

function Builtin.ListParam.onActivate(integer)
Parameters
  • integer

Builtin.ListParam.horizontalScrollBarPolicy🔗

Builtin.ListParam.horizontalScrollBarPolicy: Type.ScrollBarPolicy

Builtin.ListParam.verticalScrollBarPolicy🔗

Builtin.ListParam.verticalScrollBarPolicy: Type.ScrollBarPolicy

Builtin.ListParam.disableGamepadNavigation🔗

Builtin.ListParam.disableGamepadNavigation: boolean

Builtin.ListParam.disableMouseScrolling🔗

Builtin.ListParam.disableMouseScrolling: boolean

Builtin.ListParam.children🔗

Builtin.ListParam.children: {TreeNodeId}

Builtin.ListParam.selectionIndex🔗

Builtin.ListParam.selectionIndex: integer

Builtin.ListParam.keepSelectedVisible🔗

Builtin.ListParam.keepSelectedVisible: boolean

Builtin.List🔗

Builtin.List: Recipe<ListParam>

Builtin.ScrollAreaParam🔗

record Builtin.ScrollAreaParam content: TreeNodeId horizontalPolicy: Type.ScrollBarPolicy verticalPolicy: Type.ScrollBarPolicy disableGamepadNavigation: boolean disableMouseScrolling: boolean onScroll: function(Vec2i, Vec2i) end

Builtin.ScrollAreaParam.content🔗

Builtin.ScrollAreaParam.content: TreeNodeId

Builtin.ScrollAreaParam.horizontalPolicy🔗

Builtin.ScrollAreaParam.horizontalPolicy: Type.ScrollBarPolicy

Builtin.ScrollAreaParam.verticalPolicy🔗

Builtin.ScrollAreaParam.verticalPolicy: Type.ScrollBarPolicy

Builtin.ScrollAreaParam.disableGamepadNavigation🔗

Builtin.ScrollAreaParam.disableGamepadNavigation: boolean

Builtin.ScrollAreaParam.disableMouseScrolling🔗

Builtin.ScrollAreaParam.disableMouseScrolling: boolean

Builtin.ScrollAreaParam.onScroll🔗

function Builtin.ScrollAreaParam.onScroll(Vec2i, Vec2i)
Parameters
  • Vec2i
  • Vec2i

Builtin.ScrollArea🔗

Builtin.ScrollArea: Recipe<ScrollAreaParam>

Builtin.ComponentParam🔗

record Builtin.ComponentParam layout: TreeNodeId name: string mouseTransparent: boolean end

Builtin.ComponentParam.layout🔗

Builtin.ComponentParam.layout: TreeNodeId

Builtin.ComponentParam.name🔗

Builtin.ComponentParam.name: string

Builtin.ComponentParam.mouseTransparent🔗

Builtin.ComponentParam.mouseTransparent: boolean

Builtin.Component🔗

Builtin.Component: Recipe<ComponentParam>

Builtin.TextViewParam🔗

record Builtin.TextViewParam text: string inlineHintSupport: boolean useUnicodeCompatibilityFont: boolean tooltipWhenClipped: string end

Builtin.TextViewParam.text🔗

Builtin.TextViewParam.text: string

Builtin.TextViewParam.inlineHintSupport🔗

Builtin.TextViewParam.inlineHintSupport: boolean

Builtin.TextViewParam.useUnicodeCompatibilityFont🔗

Builtin.TextViewParam.useUnicodeCompatibilityFont: boolean

Builtin.TextViewParam.tooltipWhenClipped🔗

Builtin.TextViewParam.tooltipWhenClipped: string

Builtin.TextView🔗

Builtin.TextView: Recipe<TextViewParam>

Builtin.RichTextViewParam🔗

record Builtin.RichTextViewParam text: string isHtml: boolean isMarkdown: boolean end

Builtin.RichTextViewParam.text🔗

Builtin.RichTextViewParam.text: string

Builtin.RichTextViewParam.isHtml🔗

Builtin.RichTextViewParam.isHtml: boolean

Builtin.RichTextViewParam.isMarkdown🔗

Builtin.RichTextViewParam.isMarkdown: boolean

Builtin.RichTextView🔗

Builtin.RichTextView: Recipe<RichTextViewParam>

Builtin.KeybindingHintDisplayParam🔗

record Builtin.KeybindingHintDisplayParam inputAction: string source: ReactRefWrap sourceId: string end

Builtin.KeybindingHintDisplayParam.inputAction🔗

Builtin.KeybindingHintDisplayParam.inputAction: string

Builtin.KeybindingHintDisplayParam.source🔗

Builtin.KeybindingHintDisplayParam.source: ReactRefWrap

Builtin.KeybindingHintDisplayParam.sourceId🔗

Builtin.KeybindingHintDisplayParam.sourceId: string

Builtin.KeybindingHintDisplay🔗

Builtin.KeybindingHintDisplay: Recipe<KeybindingHintDisplayParam>

Builtin.ParticleSystem2dParam🔗

record Builtin.ParticleSystem2dParam emitters: {Builtin.Type.ParticleSystem2dEmitter} end

Builtin.ParticleSystem2dParam.emitters🔗

Builtin.ParticleSystem2dParam.emitters: {Builtin.Type.ParticleSystem2dEmitter}

Builtin.ParticleSystem2d🔗

Builtin.ParticleSystem2d: Recipe<ParticleSystem2dParam>

Builtin.ImageViewParam🔗

record Builtin.ImageViewParam meta: Meta path: string scaling: Type.ImageViewScaling data: {integer} data_native: Vector<integer> flippedHorizontally: boolean size: Vec2i coord: Vec2i numFrames: integer frame: integer reverseAnimation: boolean animationSpeed: integer waitNCycles: integer stopOnLastFrame: boolean animationFrameBottomToTop: boolean rotation: number end

Builtin.ImageViewParam.meta🔗

Builtin.ImageViewParam.meta: Meta

Builtin.ImageViewParam.path🔗

Builtin.ImageViewParam.path: string

Builtin.ImageViewParam.scaling🔗

Builtin.ImageViewParam.scaling: Type.ImageViewScaling

Builtin.ImageViewParam.data🔗

Builtin.ImageViewParam.data: {integer}

Builtin.ImageViewParam.data_native🔗

Builtin.ImageViewParam.data_native: Vector<integer>

Builtin.ImageViewParam.flippedHorizontally🔗

Builtin.ImageViewParam.flippedHorizontally: boolean

Builtin.ImageViewParam.size🔗

Builtin.ImageViewParam.size: Vec2i

Builtin.ImageViewParam.coord🔗

Builtin.ImageViewParam.coord: Vec2i

Builtin.ImageViewParam.numFrames🔗

Builtin.ImageViewParam.numFrames: integer

Builtin.ImageViewParam.frame🔗

Builtin.ImageViewParam.frame: integer

Builtin.ImageViewParam.reverseAnimation🔗

Builtin.ImageViewParam.reverseAnimation: boolean

Builtin.ImageViewParam.animationSpeed🔗

Builtin.ImageViewParam.animationSpeed: integer

Builtin.ImageViewParam.waitNCycles🔗

Builtin.ImageViewParam.waitNCycles: integer

Builtin.ImageViewParam.stopOnLastFrame🔗

Builtin.ImageViewParam.stopOnLastFrame: boolean

Builtin.ImageViewParam.animationFrameBottomToTop🔗

Builtin.ImageViewParam.animationFrameBottomToTop: boolean

Builtin.ImageViewParam.rotation🔗

Builtin.ImageViewParam.rotation: number

Builtin.ImageView🔗

Builtin.ImageView: Recipe<ImageViewParam>

Builtin.ShaderQuadParam🔗

record Builtin.ShaderQuadParam meta: Meta scaling: Type.ImageViewScaling path0: string path1: string path2: string path3: string eventTriggerR: Builtin.Type.EventTrigger eventTriggerG: Builtin.Type.EventTrigger eventTriggerB: Builtin.Type.EventTrigger eventTriggerA: Builtin.Type.EventTrigger eventTriggerBig: Builtin.Type.EventTrigger lightDirection: Vec3f lightStrength: number specularColor: Vec3f specularMixAmount: number animatedRippleStrength: number scrollBase: boolean useNormalMap: boolean useSpecularLighting: boolean useFullOpacity: boolean useAnimatedColorVariation: boolean useBaseColorVariation: boolean rippleEffectOnClick: boolean shineEffectOnClick: boolean mouseScrollHorizontal: boolean shineEffectOnBigEvent: boolean end

Builtin.ShaderQuadParam.meta🔗

Builtin.ShaderQuadParam.meta: Meta

Builtin.ShaderQuadParam.scaling🔗

Builtin.ShaderQuadParam.scaling: Type.ImageViewScaling

Builtin.ShaderQuadParam.path0🔗

Builtin.ShaderQuadParam.path0: string

Builtin.ShaderQuadParam.path1🔗

Builtin.ShaderQuadParam.path1: string

Builtin.ShaderQuadParam.path2🔗

Builtin.ShaderQuadParam.path2: string

Builtin.ShaderQuadParam.path3🔗

Builtin.ShaderQuadParam.path3: string

Builtin.ShaderQuadParam.eventTriggerR🔗

Builtin.ShaderQuadParam.eventTriggerR: Builtin.Type.EventTrigger

Builtin.ShaderQuadParam.eventTriggerG🔗

Builtin.ShaderQuadParam.eventTriggerG: Builtin.Type.EventTrigger

Builtin.ShaderQuadParam.eventTriggerB🔗

Builtin.ShaderQuadParam.eventTriggerB: Builtin.Type.EventTrigger

Builtin.ShaderQuadParam.eventTriggerA🔗

Builtin.ShaderQuadParam.eventTriggerA: Builtin.Type.EventTrigger

Builtin.ShaderQuadParam.eventTriggerBig🔗

Builtin.ShaderQuadParam.eventTriggerBig: Builtin.Type.EventTrigger

Builtin.ShaderQuadParam.lightDirection🔗

Builtin.ShaderQuadParam.lightDirection: Vec3f

Builtin.ShaderQuadParam.lightStrength🔗

Builtin.ShaderQuadParam.lightStrength: number

Builtin.ShaderQuadParam.specularColor🔗

Builtin.ShaderQuadParam.specularColor: Vec3f

Builtin.ShaderQuadParam.specularMixAmount🔗

Builtin.ShaderQuadParam.specularMixAmount: number

Builtin.ShaderQuadParam.animatedRippleStrength🔗

Builtin.ShaderQuadParam.animatedRippleStrength: number

Builtin.ShaderQuadParam.scrollBase🔗

Builtin.ShaderQuadParam.scrollBase: boolean

Builtin.ShaderQuadParam.useNormalMap🔗

Builtin.ShaderQuadParam.useNormalMap: boolean

Builtin.ShaderQuadParam.useSpecularLighting🔗

Builtin.ShaderQuadParam.useSpecularLighting: boolean

Builtin.ShaderQuadParam.useFullOpacity🔗

Builtin.ShaderQuadParam.useFullOpacity: boolean

Builtin.ShaderQuadParam.useAnimatedColorVariation🔗

Builtin.ShaderQuadParam.useAnimatedColorVariation: boolean

Builtin.ShaderQuadParam.useBaseColorVariation🔗

Builtin.ShaderQuadParam.useBaseColorVariation: boolean

Builtin.ShaderQuadParam.rippleEffectOnClick🔗

Builtin.ShaderQuadParam.rippleEffectOnClick: boolean

Builtin.ShaderQuadParam.shineEffectOnClick🔗

Builtin.ShaderQuadParam.shineEffectOnClick: boolean

Builtin.ShaderQuadParam.mouseScrollHorizontal🔗

Builtin.ShaderQuadParam.mouseScrollHorizontal: boolean

Builtin.ShaderQuadParam.shineEffectOnBigEvent🔗

Builtin.ShaderQuadParam.shineEffectOnBigEvent: boolean

Builtin.ShaderQuad🔗

Builtin.ShaderQuad: Recipe<ShaderQuadParam>

Builtin.ButtonParam🔗

record Builtin.ButtonParam content: TreeNodeId onClick: function() end

Builtin.ButtonParam.content🔗

Builtin.ButtonParam.content: TreeNodeId

Builtin.ButtonParam.onClick🔗

function Builtin.ButtonParam.onClick()

Builtin.ToggleButtonParam🔗

record Builtin.ToggleButtonParam content: TreeNodeId onValueChange: function(integer) initialValue: integer value: integer end

Builtin.ToggleButtonParam.content🔗

Builtin.ToggleButtonParam.content: TreeNodeId

Builtin.ToggleButtonParam.onValueChange🔗

function Builtin.ToggleButtonParam.onValueChange(integer)
Parameters
  • integer

Builtin.ToggleButtonParam.initialValue🔗

Builtin.ToggleButtonParam.initialValue: integer

Builtin.ToggleButtonParam.value🔗

Builtin.ToggleButtonParam.value: integer

Builtin.ToggleButtonGroupChildParam🔗

record Builtin.ToggleButtonGroupChildParam content: TreeNodeId meta: Meta end

Builtin.ToggleButtonGroupChildParam.content🔗

Builtin.ToggleButtonGroupChildParam.content: TreeNodeId

Builtin.ToggleButtonGroupChildParam.meta🔗

Builtin.ToggleButtonGroupChildParam.meta: Meta

Builtin.ToggleButtonGroupParam🔗

record Builtin.ToggleButtonGroupParam
enum Layout "Flow" "Horizontal" "Uniform" "Vertical" end
buttons: {ToggleButtonGroupChildParam} onValueChange: function(integer, integer) deselectAllowed: boolean layout: Layout separators: {integer : TreeNodeId} initialSelected: integer selected: integer end

Builtin.ToggleButtonGroupParam.Layout🔗

enum Builtin.ToggleButtonGroupParam.Layout "Flow" "Horizontal" "Uniform" "Vertical" end

Builtin.ToggleButtonGroupParam.Layout."Flow"🔗

Builtin.ToggleButtonGroupParam.Layout."Horizontal"🔗

Builtin.ToggleButtonGroupParam.Layout."Uniform"🔗

Builtin.ToggleButtonGroupParam.Layout."Vertical"🔗

Builtin.ToggleButtonGroupParam.buttons🔗

Builtin.ToggleButtonGroupParam.buttons: {ToggleButtonGroupChildParam}

Builtin.ToggleButtonGroupParam.onValueChange🔗

function Builtin.ToggleButtonGroupParam.onValueChange(integer, integer)
Parameters
  • integer
  • integer

Builtin.ToggleButtonGroupParam.deselectAllowed🔗

Builtin.ToggleButtonGroupParam.deselectAllowed: boolean

Builtin.ToggleButtonGroupParam.layout🔗

Builtin.ToggleButtonGroupParam.layout: Layout

Builtin.ToggleButtonGroupParam.separators🔗

Builtin.ToggleButtonGroupParam.separators: {integer : TreeNodeId}

Builtin.ToggleButtonGroupParam.initialSelected🔗

Builtin.ToggleButtonGroupParam.initialSelected: integer

Builtin.ToggleButtonGroupParam.selected🔗

Builtin.ToggleButtonGroupParam.selected: integer

Builtin.ToolButtonParam🔗

record Builtin.ToolButtonParam rendererComponentId: string toolDefinition: IReactToolDefinition toolName: string toolVariant: string toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI> text: string content: TreeNodeId showFn: function() hideFn: function() end

Builtin.ToolButtonParam.rendererComponentId🔗

Builtin.ToolButtonParam.rendererComponentId: string

Builtin.ToolButtonParam.toolDefinition🔗

Builtin.ToolButtonParam.toolDefinition: IReactToolDefinition

Builtin.ToolButtonParam.toolName🔗

Builtin.ToolButtonParam.toolName: string

Builtin.ToolButtonParam.toolVariant🔗

Builtin.ToolButtonParam.toolVariant: string

Builtin.ToolButtonParam.toolStack🔗

Builtin.ToolButtonParam.toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI>

Builtin.ToolButtonParam.text🔗

Builtin.ToolButtonParam.text: string

Builtin.ToolButtonParam.content🔗

Builtin.ToolButtonParam.content: TreeNodeId

Builtin.ToolButtonParam.showFn🔗

function Builtin.ToolButtonParam.showFn()

Builtin.ToolButtonParam.hideFn🔗

function Builtin.ToolButtonParam.hideFn()

Builtin.Button🔗

Builtin.Button: Recipe<ButtonParam>

Builtin.ToggleButton🔗

Builtin.ToggleButton: Recipe<ToggleButtonParam>

Builtin.ToggleButtonGroup🔗

Builtin.ToggleButtonGroup: Recipe<ToggleButtonGroupParam>

Builtin.ToolButton🔗

Builtin.ToolButton: Recipe<ToolButtonParam>

Builtin.DoubleSpinBoxApi🔗

record Builtin.DoubleSpinBoxApi startEditing: function(function()) end

Builtin.DoubleSpinBoxApi.startEditing🔗

function Builtin.DoubleSpinBoxApi.startEditing(function())
Parameters
  • function()

Builtin.DoubleSpinBoxParam🔗

record Builtin.DoubleSpinBoxParam min: number max: number step: number value: number onValueChange: function(number) virtualKeyboardTitle: string virtualKeyboardDescription: string startInEditMode: boolean onStopEditMode: function() end

Builtin.DoubleSpinBoxParam.min🔗

Builtin.DoubleSpinBoxParam.min: number

Builtin.DoubleSpinBoxParam.max🔗

Builtin.DoubleSpinBoxParam.max: number

Builtin.DoubleSpinBoxParam.step🔗

Builtin.DoubleSpinBoxParam.step: number

Builtin.DoubleSpinBoxParam.value🔗

Builtin.DoubleSpinBoxParam.value: number

Builtin.DoubleSpinBoxParam.onValueChange🔗

function Builtin.DoubleSpinBoxParam.onValueChange(number)
Parameters
  • number

Builtin.DoubleSpinBoxParam.virtualKeyboardTitle🔗

Builtin.DoubleSpinBoxParam.virtualKeyboardTitle: string

Builtin.DoubleSpinBoxParam.virtualKeyboardDescription🔗

Builtin.DoubleSpinBoxParam.virtualKeyboardDescription: string

Builtin.DoubleSpinBoxParam.startInEditMode🔗

Builtin.DoubleSpinBoxParam.startInEditMode: boolean

Builtin.DoubleSpinBoxParam.onStopEditMode🔗

function Builtin.DoubleSpinBoxParam.onStopEditMode()

Builtin.DoubleSpinBox🔗

Builtin.DoubleSpinBox: RecipeWithApi<DoubleSpinBoxParam, DoubleSpinBoxApi>

Builtin.TextInputFieldParam🔗

record Builtin.TextInputFieldParam value: string resetValueOnCancel: boolean placeholderText: string filter: function(string): boolean onEditingModeChange: function(boolean) onTyping: function(string) onValueChange: function(string) onCancel: function() showVirtualKeyboardOnFocus: boolean virtualKeyboardTitle: string virtualKeyboardDescription: string type: integer passwordMode: boolean acceptOnFocusLoss: boolean deselectOnFocusLost: boolean focusOnStartEditing: boolean popFocusOnStopEditing: boolean maxLength: integer displayOnly: boolean end

Builtin.TextInputFieldParam.value🔗

Builtin.TextInputFieldParam.value: string

Builtin.TextInputFieldParam.resetValueOnCancel🔗

Builtin.TextInputFieldParam.resetValueOnCancel: boolean

Builtin.TextInputFieldParam.placeholderText🔗

Builtin.TextInputFieldParam.placeholderText: string

Builtin.TextInputFieldParam.filter🔗

function Builtin.TextInputFieldParam.filter(string): boolean
Parameters
  • string
Returns
  1. boolean

Builtin.TextInputFieldParam.onEditingModeChange🔗

function Builtin.TextInputFieldParam.onEditingModeChange(boolean)
Parameters
  • boolean

Builtin.TextInputFieldParam.onTyping🔗

function Builtin.TextInputFieldParam.onTyping(string)
Parameters
  • string

Builtin.TextInputFieldParam.onValueChange🔗

function Builtin.TextInputFieldParam.onValueChange(string)
Parameters
  • string

Builtin.TextInputFieldParam.onCancel🔗

function Builtin.TextInputFieldParam.onCancel()

Builtin.TextInputFieldParam.showVirtualKeyboardOnFocus🔗

Builtin.TextInputFieldParam.showVirtualKeyboardOnFocus: boolean

Builtin.TextInputFieldParam.virtualKeyboardTitle🔗

Builtin.TextInputFieldParam.virtualKeyboardTitle: string

Builtin.TextInputFieldParam.virtualKeyboardDescription🔗

Builtin.TextInputFieldParam.virtualKeyboardDescription: string

Builtin.TextInputFieldParam.type🔗

Builtin.TextInputFieldParam.type: integer

Builtin.TextInputFieldParam.passwordMode🔗

Builtin.TextInputFieldParam.passwordMode: boolean

Builtin.TextInputFieldParam.acceptOnFocusLoss🔗

Builtin.TextInputFieldParam.acceptOnFocusLoss: boolean

Builtin.TextInputFieldParam.deselectOnFocusLost🔗

Builtin.TextInputFieldParam.deselectOnFocusLost: boolean

Builtin.TextInputFieldParam.focusOnStartEditing🔗

Builtin.TextInputFieldParam.focusOnStartEditing: boolean

Builtin.TextInputFieldParam.popFocusOnStopEditing🔗

Builtin.TextInputFieldParam.popFocusOnStopEditing: boolean

Builtin.TextInputFieldParam.maxLength🔗

Builtin.TextInputFieldParam.maxLength: integer

Builtin.TextInputFieldParam.displayOnly🔗

Builtin.TextInputFieldParam.displayOnly: boolean

Builtin.TextInputField🔗

Builtin.TextInputField: Recipe<TextInputFieldParam>

Builtin.SliderParam🔗

record Builtin.SliderParam min: integer max: integer step: integer pageStep: integer horizontal: boolean drawGroove: boolean disableGamepadNavigation: boolean withTicks: boolean stepsForDynamicKeyRepeatSpeed: integer initialValue: integer value: integer onValueChange: function(integer) end

Builtin.SliderParam.min🔗

Builtin.SliderParam.min: integer

Builtin.SliderParam.max🔗

Builtin.SliderParam.max: integer

Builtin.SliderParam.step🔗

Builtin.SliderParam.step: integer

Builtin.SliderParam.pageStep🔗

Builtin.SliderParam.pageStep: integer

Builtin.SliderParam.horizontal🔗

Builtin.SliderParam.horizontal: boolean

Builtin.SliderParam.drawGroove🔗

Builtin.SliderParam.drawGroove: boolean

Builtin.SliderParam.disableGamepadNavigation🔗

Builtin.SliderParam.disableGamepadNavigation: boolean

Builtin.SliderParam.withTicks🔗

Builtin.SliderParam.withTicks: boolean

Builtin.SliderParam.stepsForDynamicKeyRepeatSpeed🔗

Builtin.SliderParam.stepsForDynamicKeyRepeatSpeed: integer

Builtin.SliderParam.initialValue🔗

Builtin.SliderParam.initialValue: integer

Builtin.SliderParam.value🔗

Builtin.SliderParam.value: integer

Builtin.SliderParam.onValueChange🔗

function Builtin.SliderParam.onValueChange(integer)
Parameters
  • integer

Builtin.Slider🔗

Builtin.Slider: Recipe<SliderParam>

Builtin.ColorPickerParam🔗

record Builtin.ColorPickerParam color: Vec3f onValueChange: function(Vec3f) onApply: function(Vec3f) showApplyButton: boolean end

Builtin.ColorPickerParam.color🔗

Builtin.ColorPickerParam.color: Vec3f

Builtin.ColorPickerParam.onValueChange🔗

function Builtin.ColorPickerParam.onValueChange(Vec3f)
Parameters
  • Vec3f

Builtin.ColorPickerParam.onApply🔗

function Builtin.ColorPickerParam.onApply(Vec3f)
Parameters
  • Vec3f

Builtin.ColorPickerParam.showApplyButton🔗

Builtin.ColorPickerParam.showApplyButton: boolean

Builtin.ColorChooserParam🔗

record Builtin.ColorChooserParam colors: {Vec3f} useCustomColors: boolean onValueChange: function(Vec3f) end

Builtin.ColorChooserParam.colors🔗

Builtin.ColorChooserParam.colors: {Vec3f}

Builtin.ColorChooserParam.useCustomColors🔗

Builtin.ColorChooserParam.useCustomColors: boolean

Builtin.ColorChooserParam.onValueChange🔗

function Builtin.ColorChooserParam.onValueChange(Vec3f)
Parameters
  • Vec3f

Builtin.ColorChooserButtonParam🔗

record Builtin.ColorChooserButtonParam colors: {Vec3f} color: Vec3f onValueChange: function(Vec3f) resetButton: boolean innerResetButton: boolean image: string toolTipPosition: integer end

Builtin.ColorChooserButtonParam.colors🔗

Builtin.ColorChooserButtonParam.colors: {Vec3f}

Builtin.ColorChooserButtonParam.color🔗

Builtin.ColorChooserButtonParam.color: Vec3f

Builtin.ColorChooserButtonParam.onValueChange🔗

function Builtin.ColorChooserButtonParam.onValueChange(Vec3f)
Parameters
  • Vec3f

Builtin.ColorChooserButtonParam.resetButton🔗

Builtin.ColorChooserButtonParam.resetButton: boolean

Builtin.ColorChooserButtonParam.innerResetButton🔗

Builtin.ColorChooserButtonParam.innerResetButton: boolean

Builtin.ColorChooserButtonParam.image🔗

Builtin.ColorChooserButtonParam.image: string

Builtin.ColorChooserButtonParam.toolTipPosition🔗

Builtin.ColorChooserButtonParam.toolTipPosition: integer

Builtin.ColorPicker🔗

Builtin.ColorPicker: Recipe<ColorPickerParam>

Builtin.ColorChooser🔗

Builtin.ColorChooser: Recipe<ColorChooserParam>

Builtin.ColorChooserButton🔗

Builtin.ColorChooserButton: Recipe<ColorChooserButtonParam>

Builtin.GradientLegendParam🔗

record Builtin.GradientLegendParam colors: {<any type> : <any type>} horizontal: boolean discrete: boolean boxSize: Vec2i internalLabels: boolean end

Builtin.GradientLegendParam.colors🔗

Builtin.GradientLegendParam.colors: {<any type> : <any type>}

Builtin.GradientLegendParam.horizontal🔗

Builtin.GradientLegendParam.horizontal: boolean

Builtin.GradientLegendParam.discrete🔗

Builtin.GradientLegendParam.discrete: boolean

Builtin.GradientLegendParam.boxSize🔗

Builtin.GradientLegendParam.boxSize: Vec2i

Builtin.GradientLegendParam.internalLabels🔗

Builtin.GradientLegendParam.internalLabels: boolean

Builtin.GradientLegend🔗

Builtin.GradientLegend: Recipe<GradientLegendParam>

Builtin.ProgressBarParam🔗

record Builtin.ProgressBarParam
record ThresholdData values: {number} max: number end
value: number text: string thresholdData: ThresholdData end

Builtin.ProgressBarParam.ThresholdData🔗

record Builtin.ProgressBarParam.ThresholdData values: {number} max: number end

Builtin.ProgressBarParam.ThresholdData.values🔗

Builtin.ProgressBarParam.ThresholdData.values: {number}

Builtin.ProgressBarParam.ThresholdData.max🔗

Builtin.ProgressBarParam.ThresholdData.max: number

Builtin.ProgressBarParam.value🔗

Builtin.ProgressBarParam.value: number

Builtin.ProgressBarParam.text🔗

Builtin.ProgressBarParam.text: string

Builtin.ProgressBarParam.thresholdData🔗

Builtin.ProgressBarParam.thresholdData: ThresholdData

Builtin.ProgressBar🔗

Builtin.ProgressBar: Recipe<ProgressBarParam>

Builtin.CheckBoxParam🔗

record Builtin.CheckBoxParam onValueChange: function(integer) triStateSupport: boolean initialValue: integer value: integer label: string moveBoxRight: boolean end

Builtin.CheckBoxParam.onValueChange🔗

function Builtin.CheckBoxParam.onValueChange(integer)
Parameters
  • integer

Builtin.CheckBoxParam.triStateSupport🔗

Builtin.CheckBoxParam.triStateSupport: boolean

Builtin.CheckBoxParam.initialValue🔗

Builtin.CheckBoxParam.initialValue: integer

Builtin.CheckBoxParam.value🔗

Builtin.CheckBoxParam.value: integer

Builtin.CheckBoxParam.label🔗

Builtin.CheckBoxParam.label: string

Builtin.CheckBoxParam.moveBoxRight🔗

Builtin.CheckBoxParam.moveBoxRight: boolean

Builtin.ComboBoxParam🔗

record Builtin.ComboBoxParam value: integer | number | string items: {TreeNodeId} onValueChange: function(integer | number | string) onPopupChange: function(boolean) compact: boolean end

Builtin.ComboBoxParam.value🔗

Builtin.ComboBoxParam.value: integer | number | string

Builtin.ComboBoxParam.items🔗

Builtin.ComboBoxParam.items: {TreeNodeId}

Builtin.ComboBoxParam.onValueChange🔗

function Builtin.ComboBoxParam.onValueChange(integer | number | string)
Parameters
  • integer | number | string

Builtin.ComboBoxParam.onPopupChange🔗

function Builtin.ComboBoxParam.onPopupChange(boolean)
Parameters
  • boolean

Builtin.ComboBoxParam.compact🔗

Builtin.ComboBoxParam.compact: boolean

Builtin.ComboBoxItemParam🔗

record Builtin.ComboBoxItemParam value: integer | number | string content: TreeNodeId available: boolean end

Builtin.ComboBoxItemParam.value🔗

Builtin.ComboBoxItemParam.value: integer | number | string

Builtin.ComboBoxItemParam.content🔗

Builtin.ComboBoxItemParam.content: TreeNodeId

Builtin.ComboBoxItemParam.available🔗

Builtin.ComboBoxItemParam.available: boolean

Builtin.CheckBox🔗

Builtin.CheckBox: Recipe<CheckBoxParam>

Builtin.ComboBox🔗

Builtin.ComboBox: Recipe<ComboBoxParam>

Builtin.ComboBoxItem🔗

Builtin.ComboBoxItem: Recipe<ComboBoxItemParam>

Builtin.NativeFileDialogButtonParam🔗

record Builtin.NativeFileDialogButtonParam content: TreeNodeId onOpen: function({string}) title: string filters: {{string, string}} intiialPath: string end

Builtin.NativeFileDialogButtonParam.content🔗

Builtin.NativeFileDialogButtonParam.content: TreeNodeId

Builtin.NativeFileDialogButtonParam.onOpen🔗

function Builtin.NativeFileDialogButtonParam.onOpen({string})
Parameters
  • {string}

Builtin.NativeFileDialogButtonParam.title🔗

Builtin.NativeFileDialogButtonParam.title: string

Builtin.NativeFileDialogButtonParam.filters🔗

Builtin.NativeFileDialogButtonParam.filters: {{string, string}}

Builtin.NativeFileDialogButtonParam.intiialPath🔗

Builtin.NativeFileDialogButtonParam.intiialPath: string

Builtin.NativeFileDialogButton🔗

Builtin.NativeFileDialogButton: Recipe<NativeFileDialogButtonParam>

Builtin.DropComponentParam🔗

record Builtin.DropComponentParam content: TreeNodeId onDrop: function({string}) end

Builtin.DropComponentParam.content🔗

Builtin.DropComponentParam.content: TreeNodeId

Builtin.DropComponentParam.onDrop🔗

function Builtin.DropComponentParam.onDrop({string})
Parameters
  • {string}

Builtin.DropComponent🔗

Builtin.DropComponent: Recipe<DropComponentParam>

Builtin.RadialMenuChildParam🔗

record Builtin.RadialMenuChildParam icon: string onActivate: function() getInfoText: function(): string tag: string end

Builtin.RadialMenuChildParam.icon🔗

Builtin.RadialMenuChildParam.icon: string

Builtin.RadialMenuChildParam.onActivate🔗

function Builtin.RadialMenuChildParam.onActivate()

Builtin.RadialMenuChildParam.getInfoText🔗

function Builtin.RadialMenuChildParam.getInfoText(): string
Returns
  1. string

Builtin.RadialMenuChildParam.tag🔗

Builtin.RadialMenuChildParam.tag: string

Builtin.RadialMenuParam🔗

record Builtin.RadialMenuParam onHide: function() getNoSelectionInfoText: function(): string mouseSupport: boolean children: {TreeNodeId} end

Builtin.RadialMenuParam.onHide🔗

function Builtin.RadialMenuParam.onHide()

Builtin.RadialMenuParam.getNoSelectionInfoText🔗

function Builtin.RadialMenuParam.getNoSelectionInfoText(): string
Returns
  1. string

Builtin.RadialMenuParam.mouseSupport🔗

Builtin.RadialMenuParam.mouseSupport: boolean

Builtin.RadialMenuParam.children🔗

Builtin.RadialMenuParam.children: {TreeNodeId}

Builtin.RadialMenuChild🔗

Builtin.RadialMenuChild: Recipe<RadialMenuChildParam>

Builtin.RadialMenu🔗

Builtin.RadialMenu: Recipe<RadialMenuParam>

Builtin.TabWidgetParam🔗

record Builtin.TabWidgetParam orientation: Type.TabOrientation deselectAllowed: boolean indicatorsScrollable: boolean tabs: {TreeNodeId} showIndicators: boolean onClose: function() initialValue: integer | number | string value: integer | number | string onValueChange: function(integer | number | string) end

Builtin.TabWidgetParam.orientation🔗

Builtin.TabWidgetParam.orientation: Type.TabOrientation

Builtin.TabWidgetParam.deselectAllowed🔗

Builtin.TabWidgetParam.deselectAllowed: boolean

Builtin.TabWidgetParam.indicatorsScrollable🔗

Builtin.TabWidgetParam.indicatorsScrollable: boolean

Builtin.TabWidgetParam.tabs🔗

Builtin.TabWidgetParam.tabs: {TreeNodeId}

Builtin.TabWidgetParam.showIndicators🔗

Builtin.TabWidgetParam.showIndicators: boolean

Builtin.TabWidgetParam.onClose🔗

function Builtin.TabWidgetParam.onClose()

Builtin.TabWidgetParam.initialValue🔗

Builtin.TabWidgetParam.initialValue: integer | number | string

Builtin.TabWidgetParam.value🔗

Builtin.TabWidgetParam.value: integer | number | string

Builtin.TabWidgetParam.onValueChange🔗

function Builtin.TabWidgetParam.onValueChange(integer | number | string)
Parameters
  • integer | number | string

Builtin.TabWidgetChildParam🔗

record Builtin.TabWidgetChildParam localKey: string indicator: TreeNodeId item: TreeNodeId value: integer | number | string end

Builtin.TabWidgetChildParam.localKey🔗

Builtin.TabWidgetChildParam.localKey: string

Builtin.TabWidgetChildParam.indicator🔗

Builtin.TabWidgetChildParam.indicator: TreeNodeId

Builtin.TabWidgetChildParam.item🔗

Builtin.TabWidgetChildParam.item: TreeNodeId

Builtin.TabWidgetChildParam.value🔗

Builtin.TabWidgetChildParam.value: integer | number | string

Builtin.TabWidget🔗

Builtin.TabWidget: Recipe<TabWidgetParam>

Builtin.TabWidgetChild🔗

Builtin.TabWidgetChild: Recipe<TabWidgetChildParam>

Builtin.RowParam🔗

record Builtin.RowParam cells: {TreeNodeId} end

Builtin.RowParam.cells🔗

Builtin.RowParam.cells: {TreeNodeId}

Builtin.TableLayoutParam🔗

record Builtin.TableLayoutParam id: string columnWeights: {number} rows: {TreeNodeId} end

Builtin.TableLayoutParam.id🔗

Builtin.TableLayoutParam.id: string

Builtin.TableLayoutParam.columnWeights🔗

Builtin.TableLayoutParam.columnWeights: {number}

Builtin.TableLayoutParam.rows🔗

Builtin.TableLayoutParam.rows: {TreeNodeId}

Builtin.Row🔗

Builtin.Row: Recipe<RowParam>

Builtin.TableLayout🔗

Builtin.TableLayout: Recipe<TableLayoutParam>

Builtin.TableCellParam🔗

record Builtin.TableCellParam rowKey: integer colKey: integer userParam: any end

Builtin.TableCellParam.rowKey🔗

Builtin.TableCellParam.rowKey: integer

Builtin.TableCellParam.colKey🔗

Builtin.TableCellParam.colKey: integer

Builtin.TableCellParam.userParam🔗

Builtin.TableCellParam.userParam: any

Builtin.TableCellParamT🔗

record Builtin.TableCellParamT<T> rowKey: integer colKey: integer userParam: T end
Type Parameters
  • T

Builtin.TableCellParamT.rowKey🔗

Builtin.TableCellParamT.rowKey: integer

Builtin.TableCellParamT.colKey🔗

Builtin.TableCellParamT.colKey: integer

Builtin.TableCellParamT.userParam🔗

Builtin.TableCellParamT.userParam: T

Builtin.ColumnDescParam🔗

record Builtin.ColumnDescParam name: string tooltip: string path: string headerStyleClass: string weight: number recipe: IRecipe getCompareValue: function(integer): any forceLexicographicalStringComparison: boolean end

Builtin.ColumnDescParam.name🔗

Builtin.ColumnDescParam.name: string

Builtin.ColumnDescParam.tooltip🔗

Builtin.ColumnDescParam.tooltip: string

Builtin.ColumnDescParam.path🔗

Builtin.ColumnDescParam.path: string

Builtin.ColumnDescParam.headerStyleClass🔗

Builtin.ColumnDescParam.headerStyleClass: string

Builtin.ColumnDescParam.weight🔗

Builtin.ColumnDescParam.weight: number

Builtin.ColumnDescParam.recipe🔗

Builtin.ColumnDescParam.recipe: IRecipe

Builtin.ColumnDescParam.getCompareValue🔗

function Builtin.ColumnDescParam.getCompareValue(integer): any

Get value to be used when sorting the table at C++.
Sorting the table from C++ will use lang_util.compareStrings() to compare strings that are not themselves keys inside a table.
For example, this will cause "Train 2" to be sorted before "Train 10".
If needed, you can opt-out of this string comparison behavior by setting forceLexicographicalStringComparison = true.

Parameters
  • integer
Returns
  1. any

Builtin.ColumnDescParam.forceLexicographicalStringComparison🔗

Builtin.ColumnDescParam.forceLexicographicalStringComparison: boolean

Force lexicographical string comparison for all strings (causing e.g. "Train 10" before "Train 2")

Builtin.DataTableApi🔗

record Builtin.DataTableApi scrollToRowKey: function(integer, boolean) end

Builtin.DataTableApi.scrollToRowKey🔗

function Builtin.DataTableApi.scrollToRowKey(integer, boolean)
Parameters
  • integer
  • boolean

Builtin.DataTableParam🔗

record Builtin.DataTableParam columns: {TreeNodeId} rowKeys: {integer} preferredInitialSelectionRowKey: integer disableSortKey: boolean iaSort: string compareFn: function(integer, integer, integer): boolean userParam: any fnUserFilter: function(integer): boolean initialSortColumn: {integer, boolean} onSortColumnChange: function(integer, boolean) columnWeights: {number} scrollPolicyHorizontal: Type.ScrollBarPolicy scrollPolicyVertical: Type.ScrollBarPolicy keyboardNavigation: boolean end

Builtin.DataTableParam.columns🔗

Builtin.DataTableParam.columns: {TreeNodeId}

Builtin.DataTableParam.rowKeys🔗

Builtin.DataTableParam.rowKeys: {integer}

Builtin.DataTableParam.preferredInitialSelectionRowKey🔗

Builtin.DataTableParam.preferredInitialSelectionRowKey: integer

Builtin.DataTableParam.disableSortKey🔗

Builtin.DataTableParam.disableSortKey: boolean

Builtin.DataTableParam.iaSort🔗

Builtin.DataTableParam.iaSort: string

Builtin.DataTableParam.compareFn🔗

function Builtin.DataTableParam.compareFn(integer, integer, integer): boolean

Deprecated: Function for table sorting. Prefer ColumnDescParam.getCompareValue instead.

Parameters
  • integer
  • integer
  • integer
Returns
  1. boolean

Builtin.DataTableParam.userParam🔗

Builtin.DataTableParam.userParam: any

Builtin.DataTableParam.fnUserFilter🔗

function Builtin.DataTableParam.fnUserFilter(integer): boolean
Parameters
  • integer
Returns
  1. boolean

Builtin.DataTableParam.initialSortColumn🔗

Builtin.DataTableParam.initialSortColumn: {integer, boolean}

Builtin.DataTableParam.onSortColumnChange🔗

function Builtin.DataTableParam.onSortColumnChange(integer, boolean)
Parameters
  • integer
  • boolean

Builtin.DataTableParam.columnWeights🔗

Builtin.DataTableParam.columnWeights: {number}

Removed. Use weight of ColumDesc instead.

Builtin.DataTableParam.scrollPolicyHorizontal🔗

Builtin.DataTableParam.scrollPolicyHorizontal: Type.ScrollBarPolicy

Builtin.DataTableParam.scrollPolicyVertical🔗

Builtin.DataTableParam.scrollPolicyVertical: Type.ScrollBarPolicy

Builtin.DataTableParam.keyboardNavigation🔗

Builtin.DataTableParam.keyboardNavigation: boolean

Builtin.ColumnDesc🔗

Builtin.ColumnDesc: Recipe<ColumnDescParam>

Builtin.DataTable🔗

Builtin.DataTable: RecipeWithApi<DataTableParam, DataTableApi>

Builtin.WindowParam🔗

record Builtin.WindowParam title: string onClose: function() closeable: boolean movable: boolean pinnable: boolean pinned: boolean autoFocusOnBecomingVisible: boolean autoVisibilityOnFocusChange: boolean content: TreeNodeId initialX: number initialY: number titleEditable: boolean onTitleChange: function(string) locateVisible: boolean onLocate: function() onPinned: function(boolean) id: string tool: string expanded: boolean compact: boolean emptyNameAllowed: boolean inputActionBubbleUpFilter: Type.InputActionBubbleUpFilter header: TreeNodeId end

Builtin.WindowParam.title🔗

Builtin.WindowParam.title: string

Builtin.WindowParam.onClose🔗

function Builtin.WindowParam.onClose()

Builtin.WindowParam.closeable🔗

Builtin.WindowParam.closeable: boolean

Builtin.WindowParam.movable🔗

Builtin.WindowParam.movable: boolean

Builtin.WindowParam.pinnable🔗

Builtin.WindowParam.pinnable: boolean

Builtin.WindowParam.pinned🔗

Builtin.WindowParam.pinned: boolean

Builtin.WindowParam.autoFocusOnBecomingVisible🔗

Builtin.WindowParam.autoFocusOnBecomingVisible: boolean

Builtin.WindowParam.autoVisibilityOnFocusChange🔗

Builtin.WindowParam.autoVisibilityOnFocusChange: boolean

Builtin.WindowParam.content🔗

Builtin.WindowParam.content: TreeNodeId

Builtin.WindowParam.initialX🔗

Builtin.WindowParam.initialX: number

Builtin.WindowParam.initialY🔗

Builtin.WindowParam.initialY: number

Builtin.WindowParam.titleEditable🔗

Builtin.WindowParam.titleEditable: boolean

Builtin.WindowParam.onTitleChange🔗

function Builtin.WindowParam.onTitleChange(string)
Parameters
  • string

Builtin.WindowParam.locateVisible🔗

Builtin.WindowParam.locateVisible: boolean

Builtin.WindowParam.onLocate🔗

function Builtin.WindowParam.onLocate()

Builtin.WindowParam.onPinned🔗

function Builtin.WindowParam.onPinned(boolean)
Parameters
  • boolean

Builtin.WindowParam.id🔗

Builtin.WindowParam.id: string

Builtin.WindowParam.tool🔗

Builtin.WindowParam.tool: string

Builtin.WindowParam.expanded🔗

Builtin.WindowParam.expanded: boolean

Builtin.WindowParam.compact🔗

Builtin.WindowParam.compact: boolean

Builtin.WindowParam.emptyNameAllowed🔗

Builtin.WindowParam.emptyNameAllowed: boolean

Builtin.WindowParam.inputActionBubbleUpFilter🔗

Builtin.WindowParam.inputActionBubbleUpFilter: Type.InputActionBubbleUpFilter

Builtin.WindowParam.header🔗

Builtin.WindowParam.header: TreeNodeId

Builtin.WindowContainerDelegateParam🔗

record Builtin.WindowContainerDelegateParam redirectToComponentIdHack: string end

Builtin.WindowContainerDelegateParam.redirectToComponentIdHack🔗

Builtin.WindowContainerDelegateParam.redirectToComponentIdHack: string

Builtin.WindowAPI🔗

record Builtin.WindowAPI addSingletonWindow: function<T>(Recipe<T>, T) addWindow: function<T>(Recipe<T>, string, T) moveSingletonWindowToFront: function(IRecipe) moveWindowToFront: function(IRecipe, string) removeAllWindows: function<T>(Recipe<T>) removeWindow: function<T>(Recipe<T>, string) end

Builtin.WindowAPI.addSingletonWindow(Recipe<T>, T)🔗

function Builtin.WindowAPI.addSingletonWindow(Recipe<T>, T)<T>(Recipe<T>, T)
Type Parameters
  • T
Parameters
  • Recipe<T>
  • T

Builtin.WindowAPI.addSingletonWindow(RecipeWithApi<T, A>, T)🔗

function Builtin.WindowAPI.addSingletonWindow(RecipeWithApi<T, A>, T)<T, A>(RecipeWithApi<T, A>, T)
Type Parameters
  • T
  • A
Parameters
  • RecipeWithApi<T, A>
  • T

Builtin.WindowAPI.addWindow🔗

function Builtin.WindowAPI.addWindow<T>(Recipe<T>, string, T)
Type Parameters
  • T
Parameters
  • Recipe<T>
  • string
  • T

Builtin.WindowAPI.moveSingletonWindowToFront(IRecipe)🔗

function Builtin.WindowAPI.moveSingletonWindowToFront(IRecipe)(IRecipe)
Parameters
  • IRecipe

Builtin.WindowAPI.moveSingletonWindowToFront(Recipe<T>)🔗

function Builtin.WindowAPI.moveSingletonWindowToFront(Recipe<T>)<T>(Recipe<T>)
Type Parameters
  • T
Parameters
  • Recipe<T>

Builtin.WindowAPI.moveSingletonWindowToFront(RecipeWithApi<T, A>)🔗

function Builtin.WindowAPI.moveSingletonWindowToFront(RecipeWithApi<T, A>)<T, A>(RecipeWithApi<T, A>)
Type Parameters
  • T
  • A
Parameters
  • RecipeWithApi<T, A>

Builtin.WindowAPI.moveWindowToFront(IRecipe, string)🔗

function Builtin.WindowAPI.moveWindowToFront(IRecipe, string)(IRecipe, string)
Parameters
  • IRecipe
  • string

Builtin.WindowAPI.moveWindowToFront(Recipe<T>, string)🔗

function Builtin.WindowAPI.moveWindowToFront(Recipe<T>, string)<T>(Recipe<T>, string)
Type Parameters
  • T
Parameters
  • Recipe<T>
  • string

Builtin.WindowAPI.removeAllWindows(Recipe<T>)🔗

function Builtin.WindowAPI.removeAllWindows(Recipe<T>)<T>(Recipe<T>)
Type Parameters
  • T
Parameters
  • Recipe<T>

Builtin.WindowAPI.removeAllWindows(RecipeWithApi<T, A>)🔗

function Builtin.WindowAPI.removeAllWindows(RecipeWithApi<T, A>)<T, A>(RecipeWithApi<T, A>)
Type Parameters
  • T
  • A
Parameters
  • RecipeWithApi<T, A>

Builtin.WindowAPI.removeWindow🔗

function Builtin.WindowAPI.removeWindow<T>(Recipe<T>, string)
Type Parameters
  • T
Parameters
  • Recipe<T>
  • string

Builtin.Window🔗

Builtin.Window: Recipe<WindowParam>

Builtin.WindowContainerDelegate🔗

Builtin.WindowContainerDelegate: RecipeWithApi<WindowContainerDelegateParam, WindowAPI>

Builtin.ToolStackContext🔗

record Builtin.ToolStackContext<T> setActionFn: function(function() : TreeNodeId, string) popSelf: function() setVariantOverride: function(string) end
Type Parameters
  • T

Builtin.ToolStackContext.setActionFn🔗

function Builtin.ToolStackContext.setActionFn(function() : TreeNodeId, string)
Parameters
  • function(): TreeNodeId
  • string

Builtin.ToolStackContext.popSelf🔗

function Builtin.ToolStackContext.popSelf()

Builtin.ToolStackContext.setVariantOverride🔗

function Builtin.ToolStackContext.setVariantOverride(string)
Parameters
  • string

Builtin.ToolStackAPI🔗

record Builtin.ToolStackAPI push: function<T>(ReactToolDefinition<T>, string, T, boolean) pop: function<T>(ReactToolDefinition<T>, string) clear: function() setActionsDisabled: function(boolean) getActiveTool: function(): IReactToolDefinition, string end

Builtin.ToolStackAPI.push🔗

function Builtin.ToolStackAPI.push<T>(ReactToolDefinition<T>, string, T, boolean)
Type Parameters
  • T
Parameters
  • ReactToolDefinition<T>
  • string
  • T
  • boolean

Builtin.ToolStackAPI.pop(ReactToolDefinition<T>, string)🔗

function Builtin.ToolStackAPI.pop(ReactToolDefinition<T>, string)<T>(ReactToolDefinition<T>, string)
Type Parameters
  • T
Parameters
  • ReactToolDefinition<T>
  • string

Builtin.ToolStackAPI.pop(IReactToolDefinition, string)🔗

function Builtin.ToolStackAPI.pop(IReactToolDefinition, string)(IReactToolDefinition, string)
Parameters
  • IReactToolDefinition
  • string

Builtin.ToolStackAPI.clear🔗

function Builtin.ToolStackAPI.clear()

Builtin.ToolStackAPI.setActionsDisabled🔗

function Builtin.ToolStackAPI.setActionsDisabled(boolean)
Parameters
  • boolean

Builtin.ToolStackAPI.getActiveTool🔗

function Builtin.ToolStackAPI.getActiveTool(): IReactToolDefinition, string
Returns
  1. IReactToolDefinition
  2. string

Builtin.ToolStackParam🔗

record Builtin.ToolStackParam rendererComponent: ReactRefWrapApiT<Builtin.RendererComponentParam, Builtin.RenderComponentAPI> defaultTool: ReactToolDefinition defaultToolParam: any defaultToolKey: string showDebugVisualization: boolean end

Builtin.ToolStackParam.rendererComponent🔗

Builtin.ToolStackParam.rendererComponent: ReactRefWrapApiT<Builtin.RendererComponentParam, Builtin.RenderComponentAPI>

Builtin.ToolStackParam.defaultTool🔗

Builtin.ToolStackParam.defaultTool: ReactToolDefinition

Builtin.ToolStackParam.defaultToolParam🔗

Builtin.ToolStackParam.defaultToolParam: any

Builtin.ToolStackParam.defaultToolKey🔗

Builtin.ToolStackParam.defaultToolKey: string

Builtin.ToolStackParam.showDebugVisualization🔗

Builtin.ToolStackParam.showDebugVisualization: boolean

Builtin.ToolStack🔗

Builtin.ToolStack: RecipeWithApi<ToolStackParam, ToolStackAPI>

Builtin.HudIconParam🔗

record Builtin.HudIconParam entity: Engine.Entity index: integer details: Gui.SelectionDetails internalLayer: integer internalPhysicsImpact: integer end

Builtin.HudIconParam.entity🔗

Builtin.HudIconParam.entity: Engine.Entity

Builtin.HudIconParam.index🔗

Builtin.HudIconParam.index: integer

Builtin.HudIconParam.details🔗

Builtin.HudIconParam.details: Gui.SelectionDetails

Builtin.HudIconParam.internalLayer🔗

Builtin.HudIconParam.internalLayer: integer

Builtin.HudIconParam.internalPhysicsImpact🔗

Builtin.HudIconParam.internalPhysicsImpact: integer

Builtin.HudIconChildConfigParam🔗

record Builtin.HudIconChildConfigParam item: TreeNodeId selectorSupport: boolean overrideSelectionDetails: boolean selectionDetails: Gui.SelectionDetails end

Builtin.HudIconChildConfigParam.item🔗

Builtin.HudIconChildConfigParam.item: TreeNodeId

Builtin.HudIconChildConfigParam.selectorSupport🔗

Builtin.HudIconChildConfigParam.selectorSupport: boolean

Builtin.HudIconChildConfigParam.overrideSelectionDetails🔗

Builtin.HudIconChildConfigParam.overrideSelectionDetails: boolean

Builtin.HudIconChildConfigParam.selectionDetails🔗

Builtin.HudIconChildConfigParam.selectionDetails: Gui.SelectionDetails

Builtin.HudIconManagerConfigParam🔗

record Builtin.HudIconManagerConfigParam<T> userParam: T masterRecipe: Recipe2<HudIconParam, T> preFilter: {Engine.ComponentType} showCosts: boolean showIncome: boolean incomeSFX: {FilePath} costsRenderDistance: number transportVehiclePainter: any fallbackColor: LayerConfig.ColorPassFn.FallbackColor localKey: string visibilityThresholds: Builtin.Type.VisibilityThresholds vehicleIconOffsets: {Carrier : Vec3f} end
Type Parameters
  • T

Builtin.HudIconManagerConfigParam.userParam🔗

Builtin.HudIconManagerConfigParam.userParam: T

Builtin.HudIconManagerConfigParam.masterRecipe🔗

Builtin.HudIconManagerConfigParam.masterRecipe: Recipe2<HudIconParam, T>

Builtin.HudIconManagerConfigParam.preFilter🔗

Builtin.HudIconManagerConfigParam.preFilter: {Engine.ComponentType}

List components for which the HUD icons will be created and shown
Subconstruction filter only applies to subconstruction that are of no other type

Builtin.HudIconManagerConfigParam.showCosts🔗

Builtin.HudIconManagerConfigParam.showCosts: boolean

Builtin.HudIconManagerConfigParam.showIncome🔗

Builtin.HudIconManagerConfigParam.showIncome: boolean

Builtin.HudIconManagerConfigParam.incomeSFX🔗

Builtin.HudIconManagerConfigParam.incomeSFX: {FilePath}

Builtin.HudIconManagerConfigParam.costsRenderDistance🔗

Builtin.HudIconManagerConfigParam.costsRenderDistance: number

Builtin.HudIconManagerConfigParam.transportVehiclePainter🔗

Builtin.HudIconManagerConfigParam.transportVehiclePainter: any

Builtin.HudIconManagerConfigParam.fallbackColor🔗

Builtin.HudIconManagerConfigParam.fallbackColor: LayerConfig.ColorPassFn.FallbackColor

Builtin.HudIconManagerConfigParam.localKey🔗

Builtin.HudIconManagerConfigParam.localKey: string

Builtin.HudIconManagerConfigParam.visibilityThresholds🔗

Builtin.HudIconManagerConfigParam.visibilityThresholds: Builtin.Type.VisibilityThresholds

Builtin.HudIconManagerConfigParam.vehicleIconOffsets🔗

Builtin.HudIconManagerConfigParam.vehicleIconOffsets: {Carrier : Vec3f}

Builtin.HudIconManagerConfig🔗

Builtin.HudIconManagerConfig: Recipe<HudIconManagerConfigParam<<any type>>>

Builtin.UseDefaultHudIcon🔗

Builtin.UseDefaultHudIcon: Recipe<HudIconParam>

Builtin.HudIconChildConfig🔗

Builtin.HudIconChildConfig: Recipe<HudIconChildConfigParam>

Builtin.RendererComponentParam🔗

record Builtin.RendererComponentParam toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI> redirectToComponentIdHack: string end

Builtin.RendererComponentParam.toolStack🔗

Builtin.RendererComponentParam.toolStack: ReactRefWrapApiT<ToolStackParam, ToolStackAPI>

Builtin.RendererComponentParam.redirectToComponentIdHack🔗

Builtin.RendererComponentParam.redirectToComponentIdHack: string

Builtin.RenderComponentAPI🔗

record Builtin.RenderComponentAPI bindAction: function(ReactRefWrap, function() : TreeNodeId, string) unbindAction: function(ReactRefWrap) end

Builtin.RenderComponentAPI.bindAction🔗

function Builtin.RenderComponentAPI.bindAction(ReactRefWrap, function() : TreeNodeId, string)
Parameters
  • ReactRefWrap
  • function(): TreeNodeId
  • string

Builtin.RenderComponentAPI.unbindAction🔗

function Builtin.RenderComponentAPI.unbindAction(ReactRefWrap)
Parameters
  • ReactRefWrap

Builtin.EntityRendererComponentParams🔗

record Builtin.EntityRendererComponentParams entity: Engine.Entity end

Builtin.EntityRendererComponentParams.entity🔗

Builtin.EntityRendererComponentParams.entity: Engine.Entity

Builtin.EdgeRenderableParam🔗

record Builtin.EdgeRenderableParam edges: {Type.EdgeRenderable.Edge} ignoreDepth: boolean end

Builtin.EdgeRenderableParam.edges🔗

Builtin.EdgeRenderableParam.edges: {Type.EdgeRenderable.Edge}

Builtin.EdgeRenderableParam.ignoreDepth🔗

Builtin.EdgeRenderableParam.ignoreDepth: boolean

Builtin.MissionArrowRenderableParam🔗

record Builtin.MissionArrowRenderableParam arrows: {Type.MissionArrowRenderable.Arrow} end

Builtin.MissionArrowRenderableParam.arrows🔗

Builtin.MissionArrowRenderableParam.arrows: {Type.MissionArrowRenderable.Arrow}

Builtin.RendererComponent🔗

Builtin.RendererComponent: RecipeWithApi<RendererComponentParam, RenderComponentAPI>

Builtin.EntityRendererComponent🔗

Builtin.EntityRendererComponent: Recipe<EntityRendererComponentParams>

Builtin.EdgeRenderable🔗

Builtin.EdgeRenderable: Recipe<EdgeRenderableParam>

Builtin.MissionArrowRenderable🔗

Builtin.MissionArrowRenderable: Recipe<MissionArrowRenderableParam>

Builtin.TerrainCirclePolicy🔗

enum Builtin.TerrainCirclePolicy "Always" "FocusSelection" "IfNoEntity" "Never" end

Builtin.TerrainCirclePolicy."Always"🔗

Builtin.TerrainCirclePolicy."FocusSelection"🔗

Builtin.TerrainCirclePolicy."IfNoEntity"🔗

Builtin.TerrainCirclePolicy."Never"🔗

Builtin.ActionDescriptorParam🔗

record Builtin.ActionDescriptorParam tool: string layer: string terrainCirclePolicy: TerrainCirclePolicy highlightedEntities: {Engine.Entity} crosshair: boolean parent: ReactNodeRef onBack: function() horizontalPromptList: boolean children: {TreeNodeId} end

Builtin.ActionDescriptorParam.tool🔗

Builtin.ActionDescriptorParam.tool: string

Builtin.ActionDescriptorParam.layer🔗

Builtin.ActionDescriptorParam.layer: string

Builtin.ActionDescriptorParam.terrainCirclePolicy🔗

Builtin.ActionDescriptorParam.terrainCirclePolicy: TerrainCirclePolicy

Builtin.ActionDescriptorParam.highlightedEntities🔗

Builtin.ActionDescriptorParam.highlightedEntities: {Engine.Entity}

Builtin.ActionDescriptorParam.crosshair🔗

Builtin.ActionDescriptorParam.crosshair: boolean

Builtin.ActionDescriptorParam.parent🔗

Builtin.ActionDescriptorParam.parent: ReactNodeRef

Builtin.ActionDescriptorParam.onBack🔗

function Builtin.ActionDescriptorParam.onBack()

Builtin.ActionDescriptorParam.horizontalPromptList🔗

Builtin.ActionDescriptorParam.horizontalPromptList: boolean

Builtin.ActionDescriptorParam.children🔗

Builtin.ActionDescriptorParam.children: {TreeNodeId}

Builtin.ActionTooltipParam🔗

record Builtin.ActionTooltipParam<T> recipe: Recipe<T> param: T end
Type Parameters
  • T

Builtin.ActionTooltipParam.recipe🔗

Builtin.ActionTooltipParam.recipe: Recipe<T>

Builtin.ActionTooltipParam.param🔗

Builtin.ActionTooltipParam.param: T

Builtin.ConstructionActionParam🔗

record Builtin.ConstructionActionParam modifierColor: Type.ConstructionAction.ModifierColor constructionBuilder: Type.ConstructionAction.ConstructionBuilder streetEdgeBuilder: Type.ConstructionAction.StreetEdgeBuilder trackEdgeBuilder: Type.ConstructionAction.TrackEdgeBuilder streetEdgeNodeModifier: Type.ConstructionAction.StreetEdgeNodeModifier trackEdgeModifier: Type.ConstructionAction.TrackEdgeModifier edgeObjectBuilder: Type.ConstructionAction.EdgeObjectBuilder laneModifier: Type.ConstructionAction.LaneModifier crosswalkModifier: Type.ConstructionAction.CrosswalkModifier terrainModifier: Type.ConstructionAction.TerrainModifier terrainPainter: Type.ConstructionAction.TerrainPainter assetBrush: Type.ConstructionAction.AssetBrush townBuilder: Type.ConstructionAction.TownBuilder bulldozer: Type.ConstructionAction.Bulldozer moduleBuilder: Type.ConstructionAction.ModuleBuilder moduleBulldozer: Type.ConstructionAction.ModuleBulldozer getProposalStringsFn: function(Proposal, ProposalData): {string} inputActions: {string : string} inputActionsHandler: function(string) inputActionPrompts: {string : string} inputActionActive: {string : boolean} preventFocusStealFromIds: {string} end

Builtin.ConstructionActionParam.modifierColor🔗

Builtin.ConstructionActionParam.modifierColor: Type.ConstructionAction.ModifierColor

Builtin.ConstructionActionParam.constructionBuilder🔗

Builtin.ConstructionActionParam.constructionBuilder: Type.ConstructionAction.ConstructionBuilder

Builtin.ConstructionActionParam.streetEdgeBuilder🔗

Builtin.ConstructionActionParam.streetEdgeBuilder: Type.ConstructionAction.StreetEdgeBuilder

Builtin.ConstructionActionParam.trackEdgeBuilder🔗

Builtin.ConstructionActionParam.trackEdgeBuilder: Type.ConstructionAction.TrackEdgeBuilder

Builtin.ConstructionActionParam.streetEdgeNodeModifier🔗

Builtin.ConstructionActionParam.streetEdgeNodeModifier: Type.ConstructionAction.StreetEdgeNodeModifier

Builtin.ConstructionActionParam.trackEdgeModifier🔗

Builtin.ConstructionActionParam.trackEdgeModifier: Type.ConstructionAction.TrackEdgeModifier

Builtin.ConstructionActionParam.edgeObjectBuilder🔗

Builtin.ConstructionActionParam.edgeObjectBuilder: Type.ConstructionAction.EdgeObjectBuilder

Builtin.ConstructionActionParam.laneModifier🔗

Builtin.ConstructionActionParam.laneModifier: Type.ConstructionAction.LaneModifier

Builtin.ConstructionActionParam.crosswalkModifier🔗

Builtin.ConstructionActionParam.crosswalkModifier: Type.ConstructionAction.CrosswalkModifier

Builtin.ConstructionActionParam.terrainModifier🔗

Builtin.ConstructionActionParam.terrainModifier: Type.ConstructionAction.TerrainModifier

Builtin.ConstructionActionParam.terrainPainter🔗

Builtin.ConstructionActionParam.terrainPainter: Type.ConstructionAction.TerrainPainter

Builtin.ConstructionActionParam.assetBrush🔗

Builtin.ConstructionActionParam.assetBrush: Type.ConstructionAction.AssetBrush

Builtin.ConstructionActionParam.townBuilder🔗

Builtin.ConstructionActionParam.townBuilder: Type.ConstructionAction.TownBuilder

Builtin.ConstructionActionParam.bulldozer🔗

Builtin.ConstructionActionParam.bulldozer: Type.ConstructionAction.Bulldozer

Builtin.ConstructionActionParam.moduleBuilder🔗

Builtin.ConstructionActionParam.moduleBuilder: Type.ConstructionAction.ModuleBuilder

Builtin.ConstructionActionParam.moduleBulldozer🔗

Builtin.ConstructionActionParam.moduleBulldozer: Type.ConstructionAction.ModuleBulldozer

Builtin.ConstructionActionParam.getProposalStringsFn🔗

function Builtin.ConstructionActionParam.getProposalStringsFn(Proposal, ProposalData): {string}
Parameters
  • Proposal
  • ProposalData
Returns
  1. {string}

Builtin.ConstructionActionParam.inputActions🔗

Builtin.ConstructionActionParam.inputActions: {string : string}

Builtin.ConstructionActionParam.inputActionsHandler🔗

function Builtin.ConstructionActionParam.inputActionsHandler(string)
Parameters
  • string

Builtin.ConstructionActionParam.inputActionPrompts🔗

Builtin.ConstructionActionParam.inputActionPrompts: {string : string}

Builtin.ConstructionActionParam.inputActionActive🔗

Builtin.ConstructionActionParam.inputActionActive: {string : boolean}

Builtin.ConstructionActionParam.preventFocusStealFromIds🔗

Builtin.ConstructionActionParam.preventFocusStealFromIds: {string}

Builtin.ActionDescriptor🔗

Builtin.ActionDescriptor: Recipe<ActionDescriptorParam>

Builtin.ActionTooltip🔗

function Builtin.ActionTooltip<T>(ActionTooltipParam<T>): TreeNodeId
Type Parameters
  • T
Parameters
  • ActionTooltipParam<T>
Returns
  1. TreeNodeId

Builtin.ConstructionAction🔗

Builtin.ConstructionAction: Recipe<ConstructionActionParam>

Builtin.SimpleInputActionsParam🔗

record Builtin.SimpleInputActionsParam inputActions: {string : string} inputActionsHandler: function(string) end

Builtin.SimpleInputActionsParam.inputActions🔗

Builtin.SimpleInputActionsParam.inputActions: {string : string}

Builtin.SimpleInputActionsParam.inputActionsHandler🔗

function Builtin.SimpleInputActionsParam.inputActionsHandler(string)
Parameters
  • string

Builtin.SimpleInputActions🔗

Builtin.SimpleInputActions: Recipe<SimpleInputActionsParam>

Builtin.SelectorParam🔗

record Builtin.SelectorParam onSelect: function(Engine.Entity, {integer}, Gui.SelectionDetails): boolean onSelectSecondary: function(Engine.Entity, {integer}, Gui.SelectionDetails): boolean onHover: function(Engine.Entity, {integer}, Gui.SelectionDetails) filter: function(Engine.Entity) terminalFilter: function(Engine.Entity, StationTerminal, integer) lineViewerSupport: boolean stopOnMenuBack: boolean onProcessMouseEvent: function(Gui.Mouse.Event): boolean selectionColor: Vec4f selectionOutlineColor: Vec4f selectionOutlineColor1: Vec4f circleBorderColor: Vec4f circleFillColor: Vec4f circleBorderWidth: number circleAnimEasing: Easing circleAnimDuration: number crosshairColor: Vec4f end

Builtin.SelectorParam.onSelect🔗

function Builtin.SelectorParam.onSelect(Engine.Entity, {integer}, Gui.SelectionDetails): boolean
Parameters
  • Engine.Entity
  • {integer}
  • Gui.SelectionDetails
Returns
  1. boolean

Builtin.SelectorParam.onSelectSecondary🔗

function Builtin.SelectorParam.onSelectSecondary(Engine.Entity, {integer}, Gui.SelectionDetails): boolean
Parameters
  • Engine.Entity
  • {integer}
  • Gui.SelectionDetails
Returns
  1. boolean

Builtin.SelectorParam.onHover🔗

function Builtin.SelectorParam.onHover(Engine.Entity, {integer}, Gui.SelectionDetails)
Parameters
  • Engine.Entity
  • {integer}
  • Gui.SelectionDetails

Builtin.SelectorParam.filter🔗

function Builtin.SelectorParam.filter(Engine.Entity)
Parameters
  • Engine.Entity

Builtin.SelectorParam.terminalFilter🔗

function Builtin.SelectorParam.terminalFilter(Engine.Entity, StationTerminal, integer)
Parameters
  • Engine.Entity
  • StationTerminal
  • integer

Builtin.SelectorParam.lineViewerSupport🔗

Builtin.SelectorParam.lineViewerSupport: boolean

Builtin.SelectorParam.stopOnMenuBack🔗

Builtin.SelectorParam.stopOnMenuBack: boolean

Builtin.SelectorParam.onProcessMouseEvent🔗

function Builtin.SelectorParam.onProcessMouseEvent(Gui.Mouse.Event): boolean
Parameters
  • Gui.Mouse.Event
Returns
  1. boolean

Builtin.SelectorParam.selectionColor🔗

Builtin.SelectorParam.selectionColor: Vec4f

Builtin.SelectorParam.selectionOutlineColor🔗

Builtin.SelectorParam.selectionOutlineColor: Vec4f

Builtin.SelectorParam.selectionOutlineColor1🔗

Builtin.SelectorParam.selectionOutlineColor1: Vec4f

Builtin.SelectorParam.circleBorderColor🔗

Builtin.SelectorParam.circleBorderColor: Vec4f

Builtin.SelectorParam.circleFillColor🔗

Builtin.SelectorParam.circleFillColor: Vec4f

Builtin.SelectorParam.circleBorderWidth🔗

Builtin.SelectorParam.circleBorderWidth: number

Builtin.SelectorParam.circleAnimEasing🔗

Builtin.SelectorParam.circleAnimEasing: Easing

Builtin.SelectorParam.circleAnimDuration🔗

Builtin.SelectorParam.circleAnimDuration: number

Builtin.SelectorParam.crosshairColor🔗

Builtin.SelectorParam.crosshairColor: Vec4f

Builtin.Selector🔗

Builtin.Selector: Recipe<SelectorParam>

Builtin.FullScreenComponentParam🔗

record Builtin.FullScreenComponentParam<T> recipe: Recipe<T> param: T end
Type Parameters
  • T

Builtin.FullScreenComponentParam.recipe🔗

Builtin.FullScreenComponentParam.recipe: Recipe<T>

Builtin.FullScreenComponentParam.param🔗

Builtin.FullScreenComponentParam.param: T

Builtin.FullScreenComponent🔗

function Builtin.FullScreenComponent<T>(FullScreenComponentParam<T>): TreeNodeId
Type Parameters
  • T
Parameters
  • FullScreenComponentParam<T>
Returns
  1. TreeNodeId

Builtin.LineViewerParam🔗

record Builtin.LineViewerParam selectable: boolean carriers: {Carrier} highlightedLine: Engine.Entity highlightedLineStop: integer highlightedLineWaypoint: integer showTerminals: boolean highlightedTerminal: StationTerminal maxSnapFactorView: number maxSnapFactorWorld: number fadingMinHeight: number fadingDeltaHeight: number highlightedTerminalNodes: {{Engine.Entity, StationTerminal}} showLineTerminalsFor: Engine.Entity highlightStop: Gui.SelectionDetails.Stop highlightWaypoint: {Engine.Entity, integer, integer} snapPreview: Gui.SelectionDetails.TransportNetworkEdge showLines: {Builtin.Type.LineVisualization} hiddenLinesTransparent: boolean continuousRenderLine: Engine.Entity preferLineOverTransportNetworkEdge: boolean end

Builtin.LineViewerParam.selectable🔗

Builtin.LineViewerParam.selectable: boolean

Builtin.LineViewerParam.carriers🔗

Builtin.LineViewerParam.carriers: {Carrier}

Builtin.LineViewerParam.highlightedLine🔗

Builtin.LineViewerParam.highlightedLine: Engine.Entity

Builtin.LineViewerParam.highlightedLineStop🔗

Builtin.LineViewerParam.highlightedLineStop: integer

Builtin.LineViewerParam.highlightedLineWaypoint🔗

Builtin.LineViewerParam.highlightedLineWaypoint: integer

Builtin.LineViewerParam.showTerminals🔗

Builtin.LineViewerParam.showTerminals: boolean

Builtin.LineViewerParam.highlightedTerminal🔗

Builtin.LineViewerParam.highlightedTerminal: StationTerminal

Builtin.LineViewerParam.maxSnapFactorView🔗

Builtin.LineViewerParam.maxSnapFactorView: number

Builtin.LineViewerParam.maxSnapFactorWorld🔗

Builtin.LineViewerParam.maxSnapFactorWorld: number

Builtin.LineViewerParam.fadingMinHeight🔗

Builtin.LineViewerParam.fadingMinHeight: number

Builtin.LineViewerParam.fadingDeltaHeight🔗

Builtin.LineViewerParam.fadingDeltaHeight: number

Builtin.LineViewerParam.highlightedTerminalNodes🔗

Builtin.LineViewerParam.highlightedTerminalNodes: {{Engine.Entity, StationTerminal}}

Builtin.LineViewerParam.showLineTerminalsFor🔗

Builtin.LineViewerParam.showLineTerminalsFor: Engine.Entity

Builtin.LineViewerParam.highlightStop🔗

Builtin.LineViewerParam.highlightStop: Gui.SelectionDetails.Stop

Builtin.LineViewerParam.highlightWaypoint🔗

Builtin.LineViewerParam.highlightWaypoint: {Engine.Entity, integer, integer}

waypoint to highlight (line entity, zero-based stopIndex, waypoint tag)

Builtin.LineViewerParam.snapPreview🔗

Builtin.LineViewerParam.snapPreview: Gui.SelectionDetails.TransportNetworkEdge

Builtin.LineViewerParam.showLines🔗

Builtin.LineViewerParam.showLines: {Builtin.Type.LineVisualization}

Builtin.LineViewerParam.hiddenLinesTransparent🔗

Builtin.LineViewerParam.hiddenLinesTransparent: boolean

Builtin.LineViewerParam.continuousRenderLine🔗

Builtin.LineViewerParam.continuousRenderLine: Engine.Entity

Builtin.LineViewerParam.preferLineOverTransportNetworkEdge🔗

Builtin.LineViewerParam.preferLineOverTransportNetworkEdge: boolean

Builtin.ProposalViewerParam🔗

record Builtin.ProposalViewerParam simpleProposal: SimpleProposal proposal: Proposal controlPointInfo: Type.ControlPointInfo onCreateProposalData: function(ProposalData, Proposal) entityForRefundableContext: Engine.Entity proposalId: string end

Builtin.ProposalViewerParam.simpleProposal🔗

Builtin.ProposalViewerParam.simpleProposal: SimpleProposal

Builtin.ProposalViewerParam.proposal🔗

Builtin.ProposalViewerParam.proposal: Proposal

Builtin.ProposalViewerParam.controlPointInfo🔗

Builtin.ProposalViewerParam.controlPointInfo: Type.ControlPointInfo

Builtin.ProposalViewerParam.onCreateProposalData🔗

function Builtin.ProposalViewerParam.onCreateProposalData(ProposalData, Proposal)
Parameters
  • ProposalData
  • Proposal

Builtin.ProposalViewerParam.entityForRefundableContext🔗

Builtin.ProposalViewerParam.entityForRefundableContext: Engine.Entity

Builtin.ProposalViewerParam.proposalId🔗

Builtin.ProposalViewerParam.proposalId: string

Builtin.MapPreviewCompParam🔗

record Builtin.MapPreviewCompParam mapColoring: PreviewColoring showLegend: boolean inputMap: GameMap mode: any locationsConfig: BaseConfig.Locations economy: string onReady: function(GameMap, {string}) onTownConnectionsChanged: function({{integer, integer}}) initialMap: GameMap end

Builtin.MapPreviewCompParam.mapColoring🔗

Builtin.MapPreviewCompParam.mapColoring: PreviewColoring

Builtin.MapPreviewCompParam.showLegend🔗

Builtin.MapPreviewCompParam.showLegend: boolean

Builtin.MapPreviewCompParam.inputMap🔗

Builtin.MapPreviewCompParam.inputMap: GameMap

Builtin.MapPreviewCompParam.mode🔗

Builtin.MapPreviewCompParam.mode: any

Builtin.MapPreviewCompParam.locationsConfig🔗

Builtin.MapPreviewCompParam.locationsConfig: BaseConfig.Locations

Builtin.MapPreviewCompParam.economy🔗

Builtin.MapPreviewCompParam.economy: string

Builtin.MapPreviewCompParam.onReady🔗

function Builtin.MapPreviewCompParam.onReady(GameMap, {string})
Parameters
  • GameMap
  • {string}

Builtin.MapPreviewCompParam.onTownConnectionsChanged🔗

function Builtin.MapPreviewCompParam.onTownConnectionsChanged({{integer, integer}})
Parameters
  • {{integer, integer}}

Builtin.MapPreviewCompParam.initialMap🔗

Builtin.MapPreviewCompParam.initialMap: GameMap

Builtin.NodeViewerParam🔗

record Builtin.NodeViewerParam nodeConfig: {Engine.Entity : {integer, Vec4f}} end

Builtin.NodeViewerParam.nodeConfig🔗

Builtin.NodeViewerParam.nodeConfig: {Engine.Entity : {integer, Vec4f}}

Builtin.NodeViewer🔗

Builtin.NodeViewer: Recipe<NodeViewerParam>

Builtin.LineViewer🔗

Builtin.LineViewer: Recipe<LineViewerParam>

Builtin.ProposalViewer🔗

Builtin.ProposalViewer: Recipe<ProposalViewerParam>

Builtin.MapPreviewComp🔗

Builtin.MapPreviewComp: Recipe<MapPreviewCompParam>

Builtin.LayerConfig🔗

Builtin.LayerConfig: Recipe<LayerConfig>

Builtin.ICompParam🔗

interface Builtin.ICompParam entity: Engine.Entity end

Builtin.ICompParam.entity🔗

Builtin.ICompParam.entity: Engine.Entity

Builtin.RailroadCrossingCompParam🔗

record Builtin.RailroadCrossingCompParamend

Builtin.SignalCompParam🔗

record Builtin.SignalCompParamend

Builtin.RailroadCrossingComp🔗

Builtin.RailroadCrossingComp: Recipe<RailroadCrossingCompParam>

Builtin.SignalComp🔗

Builtin.SignalComp: Recipe<SignalCompParam>

Builtin.ReactAdapterHost🔗

record Builtin.ReactAdapterHostend

Builtin.ReactAdapterHostEventParam🔗

record Builtin.ReactAdapterHostEventParam component: ReactAdapterHost type: string param: any end

Builtin.ReactAdapterHostEventParam.component🔗

Builtin.ReactAdapterHostEventParam.component: ReactAdapterHost

Builtin.ReactAdapterHostEventParam.type🔗

Builtin.ReactAdapterHostEventParam.type: string

Builtin.ReactAdapterHostEventParam.param🔗

Builtin.ReactAdapterHostEventParam.param: any

Builtin.ReactAdapterGuestContainerAPI🔗

record Builtin.ReactAdapterGuestContainerAPI add: function(ReactAdapterHost, Recipe, any) remove: function(ReactAdapterHost) end

Builtin.ReactAdapterGuestContainerAPI.add🔗

function Builtin.ReactAdapterGuestContainerAPI.add(ReactAdapterHost, Recipe, any)
Parameters
  • ReactAdapterHost
  • Recipe
  • any

Builtin.ReactAdapterGuestContainerAPI.remove🔗

function Builtin.ReactAdapterGuestContainerAPI.remove(ReactAdapterHost)
Parameters
  • ReactAdapterHost

Builtin.ReactAdapterGuestContainer🔗

Builtin.ReactAdapterGuestContainer: RecipeWithApi0<ReactAdapterGuestContainerAPI>
Transport Fever 3 Wiki
Gameplay ReferenceComing soon
●
Modding Manual
  • api
  • api.cmd
  • api.engine
  • api.engine.system
  • api.engine.util
  • api.gui
  • api.res
  • api.type
  • api.type.mod
  • api.type.modhub
  • api.type.transformator
  • app
  • main
  • content
    • base
      • difficulty_util
      • model_metadata_util
      • post_run_util
    • climates
      • gen
        • map_gen_util_serialized
    • game_mechanics
      • achievements
        • sound
          • achievement_sfx
      • celebrations
        • celebration_react_util
        • gui
          • sound
            • celebration_sfx
      • company
        • company
        • company_metadata
        • company_progression_util
        • company_react_util
        • company_static_util
        • company_util
        • explorations
          • exploration_plane
        • prospection_metadata
        • sound
          • company_sfx
      • emission
        • emission_config_metadata
        • emission_metadata
        • emissions
      • finance
        • account
        • finances_react_util
        • finances_util
        • loan
        • loan_util
        • sound
          • finance_sfx
      • fun_elements
        • blimp_util
        • custom_entity_util
        • fun_elements
        • rocket_util
        • ufo_util
      • game_time
        • game_time
      • industries
        • industries
      • notifications
        • gui
          • notification_colors
          • sound
            • notification_sfx
        • notification_legacy_util
        • notification_util
        • notifications
        • types
          • notification_react_util
          • notification_types
      • subventions
        • specific_subvention
        • subvention
        • subvention_legacy_util
        • subvention_util
        • subventions_gui
      • towns
        • district_colors
        • sound
          • town_sfx
        • town_cargo
        • town_growth_metadata
        • town_marketing_metadata
        • town_react_util
        • town_util
        • town_util_parallel
        • towns
    • gui
      • construction
        • construction_colors
        • construction_desc_react_util
        • construction_menu
        • construction_react_util
        • sound
          • construction_sfx
        • track_description_metadata
        • track_modifier_metadata
      • context_helper
        • context_helper
      • entity_window
        • animal
          • animal_eow
        • empty_construction
          • empty_construction_eow
        • entity_window_hud
        • entity_window_util
        • eow_extension_util
        • fun_elements
          • fun_elements_eow
        • gameplay_colors
        • industry
          • industry_eow
        • industry_react_util
        • line
          • line_eow
        • maintenance_station
          • maintenance_station_eow
        • perk
          • perk_eow
        • sim_person
          • sim_person_eow
        • station_group
          • station_group_eow
        • town
          • town_eow
        • town_building
          • town_building_eow
        • vehicle
          • vehicle_eow
        • view_manager
        • view_manager_util
        • warehouse
          • warehouse_eow
      • game_bar
        • game_bar
        • game_bar_widgets
      • guidesystem
        • sound
          • guidesystem_sfx
      • hud
        • hud_gui_config
        • hud_react_util
      • layers
        • layer_cargo
        • layer_cargo_flow
        • layer_colors
        • layer_noise
        • layer_pollution
        • layer_public_transport
        • layer_react_util
        • layer_traffic
        • layers_button_ridge
      • line_vehicle_mgmt
        • cargofilter_window
        • feedback_list_util
        • line
        • line_react_util
        • line_util
        • manager_hud_util
        • manager_tooltips_util
        • manager_window
        • sound
          • lvm_sfx
        • vehicle_list_react_util
        • vehicle_react_util
        • vehicle_store
        • vehicle_store_table
        • vehicle_store_util
        • vehicle_store_window
        • vehicle_util
      • main
        • button_react_util
        • callout_react_util
        • cargo_react_util
        • cargo_util
        • collapsible_checkbox_list
        • content_card
        • credits_react_util
        • default_colors
        • disable_features
        • engine_react_util
        • free_cam_options
        • game_context
        • game_react_globals
        • game_tooltips
        • game_windows
        • gui_react_util
        • gui_res_modding
        • hud_icon_toolbox
        • industry_util
        • input_action_colors
        • main_mod_button_area
        • menu_category_util
        • mod_entry_point
        • particle_colors
        • particle_react_util
        • popover_react_util
        • radial_menu_extension
        • script_param_util
        • selection_colors
        • selector
        • selector_react_util
        • styleutil
        • tile_list_react_util
        • tool_react_util
        • town_hud_react_util
      • map_editor
        • map_editor
      • menu
        • dialog_react_util
        • difficulty_react_util
        • graphics_presets_util
        • main_menu
        • map_preview_colors
        • menu_icon_react_util
        • menu_util
        • mod_colors
        • mod_manager_react_util
        • mod_util
        • new_game_react_util
        • paradox_react_util
        • releasenotes_util
        • savegame_react_util
        • sound
          • main_menu_sfx
      • sound
        • gui_comp_sfx
      • statistics
        • statistics
        • statistics_react_util
    • industries
      • industry_productivity_util
      • industry_workers
    • infrastructure
      • traffic_light
        • traffic_light
    • landmarks
      • hq
        • headquarter_util_serialized
      • landmark
      • landmark_util
      • landmark_util_serialized
    • mission
      • arrival_tracker
      • builder_util
      • calendar
      • guide_system
        • guide_system_react
        • guides
          • guide_event
          • guide_generic
          • guide_state
          • guide_timer
          • guide_ui_event
      • mission_boot_util
      • mission_colors
      • mission_framework
        • mission_end_window_util
        • mission_framework_react
        • mission_framework_react_util
        • mission_framework_util
        • mission_framework_util_entity
        • mission_framework_util_line
        • mission_interface
      • mission_pathfinding_util
      • mission_react_util
      • mission_task_util
      • mission_types
      • modifier
      • name_util
      • tasks
        • assign_vehicle
          • mission_task_assign_vehicle
          • mission_task_visit_stations_ordered
        • auto_builder
          • mission_task_electrify
          • mission_task_track_builder
          • prepare_track_building_util
        • build_construction
          • mission_task_build_construction
          • mission_task_build_construction_util
          • mission_task_build_construction_variant
        • build_path
          • mission_task_build_path
        • bulldoze
          • mission_task_auto_bulldoze
          • mission_task_bulldoze
        • buy_vehicle
          • mission_task_buy_vehicle
          • mission_task_clone_vehicle
        • click_and_collect_custom_entity
          • mission_task_collect_entity
          • mission_task_spawn_entity
        • click_entity
          • mission_task_click_entity
        • connect_nodes
          • mission_task_connect_nodes
        • create_line
          • mission_task_create_line
          • mission_task_create_line_for_towns
          • mission_task_stop_config
        • cutscene
          • mission_task_cutscene
        • dialogue
          • mission_task_dialogue
        • finish
          • mission_task_finish
        • guide
          • mission_task_guide
          • mission_task_guide_collect_entity
        • join
          • mission_task_join
        • mission_dialogue_data
        • non_bulldozable
          • mission_task_non_bulldozable
        • observe_entity
          • mission_task_observe_entity
        • page
          • mission_task_page
        • spawn_sims
          • mission_task_spawn_sims
          • sampling_util
        • subsidies
          • mission_task_guide_subsidies
          • mission_task_subsidies
        • task_decorator
        • town_rating
          • mission_task_town_rating
          • mission_task_town_rating_observer
        • town_size
          • mission_task_town_size
        • transfer_ownership
          • mission_task_transfer_ownership
          • transfer_ownership_util
        • transport_cargo
          • mission_task_empty_stocks
          • mission_task_industry_boosted
          • mission_task_transport_cargo
          • mission_task_transport_cargo_faster
          • mission_task_transport_cargo_observer
          • mission_task_transport_passengers
        • utility
          • mission_task_cargo_needs
          • mission_task_check_entities
          • mission_task_check_landmark_level
          • mission_task_clouds
          • mission_task_highlight
          • mission_task_industry_activity
          • mission_task_landmark_requirements
          • mission_task_play_sound
          • mission_task_protected_entities
          • mission_task_relay_update
          • mission_task_send_command
          • mission_task_send_event
          • mission_task_store_any
          • mission_task_substitute_constructions
          • mission_task_time_of_day
          • mission_task_town_development
          • mission_town_util
        • vehicle_util
          • mission_task_replace_vehicles
          • mission_task_sell_vehicles
          • mission_task_start_vehicles
          • mission_task_vehicle_modifier
          • mission_task_vehicle_position
          • mission_vehicle_util
        • wait
          • mission_task_wait
          • mission_task_wait_event
          • mission_task_wait_for
          • mission_task_wait_ui_event
        • waypoints
          • mission_task_waypoints
      • tutorial
        • tasks
          • mission_task_tutorial_init
        • tutorial_story_util
    • scripts
      • app_util
      • audio_util
      • builtin
      • construction
        • asset_util
        • collider_util_serialized
        • construction_config_metadata
        • construction_specialization_metadata
        • construction_util_serialized
        • lane_util_serialized
        • modules_util_serialized
        • param_util
        • street_util_serialized
      • entity_util
      • gamescript
      • journal
      • lang_util
      • log
      • mat4
      • math_util
      • metadata_util
      • polygon_util
      • random_util
      • react
      • soundset
      • string_util
      • table_util
      • tex_util
      • transformator_util
      • util
        • config_util
        • listutil
        • romberg_util
        • town_growth_function
      • vec2
      • vec3
      • vec4
    • stations
      • station_metadata
    • vehicle
      • vehicle_modifier

Generated 19-08-2026

Transport Fever 3 ● Urban Games © 2026