--[[ Generated with github.com/astrochili/defold-annotations Defold 1.8.0 System API documentation Functions and messages for using system resources, controlling the engine, error handling and debugging. --]] ---@diagnostic disable: lowercase-global ---@diagnostic disable: missing-return ---@diagnostic disable: duplicate-doc-param ---@diagnostic disable: duplicate-set-field ---@class defold_api.sys sys = {} ---network connected through other, non cellular, connection sys.NETWORK_CONNECTED = nil ---network connected through mobile cellular sys.NETWORK_CONNECTED_CELLULAR = nil ---no network connection found sys.NETWORK_DISCONNECTED = nil ---an asyncronous request is unable to read the resource sys.REQUEST_STATUS_ERROR_IO_ERROR = nil ---an asyncronous request is unable to locate the resource sys.REQUEST_STATUS_ERROR_NOT_FOUND = nil ---an asyncronous request has finished successfully sys.REQUEST_STATUS_FINISHED = nil ---deserializes buffer into a lua table ---@param buffer string buffer to deserialize from ---@return table table lua table with deserialized data function sys.deserialize(buffer) end ---Check if a path exists ---Good for checking if a file exists before loading a large file ---@param path string path to check ---@return bool result true if the path exists, false otherwise function sys.exists(path) end ---Terminates the game application and reports the specified code to the OS. ---@param code number exit code to report to the OS, 0 means clean exit function sys.exit(code) end ---Returns a table with application information for the requested app. --- On iOS, the app_string is an url scheme for the app that is queried. Your ---game needs to list the schemes that are queried in an LSApplicationQueriesSchemes array ---in a custom "Info.plist". --- On Android, the app_string is the package identifier for the app. ---@param app_string string platform specific string with application package or query, see above for details. ---@return { installed:boolean } app_info table with application information in the following fields: --- ---installed ---boolean true if the application is installed, false otherwise. --- function sys.get_application_info(app_string) end ---The path from which the application is run. ---@return string path path to application executable function sys.get_application_path() end ---Get integer config value from the game.project configuration file with optional default value ---@param key string key to get value for. The syntax is SECTION.KEY ---@param default_value integer|nil (optional) default value to return if the value does not exist ---@return integer value config value as an integer. default_value if the config key does not exist. 0 if no default value was supplied. function sys.get_config_int(key, default_value) end ---Get number config value from the game.project configuration file with optional default value ---@param key string key to get value for. The syntax is SECTION.KEY ---@param default_value number|nil (optional) default value to return if the value does not exist ---@return number value config value as an number. default_value if the config key does not exist. 0 if no default value was supplied. function sys.get_config_number(key, default_value) end ---Get string config value from the game.project configuration file with optional default value ---@param key string key to get value for. The syntax is SECTION.KEY ---@param default_value string|nil (optional) default value to return if the value does not exist ---@return string value config value as a string. default_value if the config key does not exist. nil if no default value was supplied. function sys.get_config_string(key, default_value) end --- Returns the current network connectivity status ---on mobile platforms. ---On desktop, this function always return sys.NETWORK_CONNECTED. ---@return constant status network connectivity status: --- ---sys.NETWORK_DISCONNECTED (no network connection is found) ---sys.NETWORK_CONNECTED_CELLULAR (connected through mobile cellular) ---sys.NETWORK_CONNECTED (otherwise, Wifi) --- function sys.get_connectivity() end ---Returns a table with engine information. ---@return { version:string, version_sha1:string, is_debug:boolean } engine_info table with engine information in the following fields: --- ---version ---string The current Defold engine version, i.e. "1.2.96" ---version_sha1 ---string The SHA1 for the current engine build, i.e. "0060183cce2e29dbd09c85ece83cbb72068ee050" ---is_debug ---boolean If the engine is a debug or release version --- function sys.get_engine_info() end ---Create a path to the host device for unit testing ---Useful for saving logs etc during development ---@param filename string file to read from ---@return string host_path the path prefixed with the proper host mount function sys.get_host_path(filename) end ---Returns an array of tables with information on network interfaces. ---@return { name:string, address:string|nil, mac:string|nil, up:boolean, running:boolean } ifaddrs an array of tables. Each table entry contain the following fields: --- ---name ---string Interface name ---address ---string IP address. might be nil if not available. ---mac ---string Hardware MAC address. might be nil if not available. ---up ---boolean true if the interface is up (available to transmit and receive data), false otherwise. ---running ---boolean true if the interface is running, false otherwise. --- function sys.get_ifaddrs() end ---The save-file path is operating system specific and is typically located under the user's home directory. ---@param application_id string user defined id of the application, which helps define the location of the save-file ---@param file_name string file-name to get path for ---@return string path path to save-file function sys.get_save_file(application_id, file_name) end ---Returns a table with system information. ---@param options { ignore_secure:boolean|nil }|nil optional options table ---- ignore_secure boolean this flag ignores values might be secured by OS e.g. device_ident ---@return { device_model:string|nil, manufacturer:string|nil, system_name:string, system_version:string, api_version:string, language:string, device_language:string, territory:string, gmt_offset:number, device_ident:string|nil, user_agent:string|nil } sys_info table with system information in the following fields: --- ---device_model ---string Only available on iOS and Android. ---manufacturer ---string Only available on iOS and Android. ---system_name ---string The system name: "Darwin", "Linux", "Windows", "HTML5", "Android" or "iPhone OS" ---system_version ---string The system OS version. ---api_version ---string The API version on the system. ---language ---string Two character ISO-639 format, i.e. "en". ---device_language ---string Two character ISO-639 format (i.e. "sr") and, if applicable, followed by a dash (-) and an ISO 15924 script code (i.e. "sr-Cyrl" or "sr-Latn"). Reflects the device preferred language. ---territory ---string Two character ISO-3166 format, i.e. "US". ---gmt_offset ---number The current offset from GMT (Greenwich Mean Time), in minutes. ---device_ident ---string This value secured by OS. "identifierForVendor" on iOS. "android_id" on Android. On Android, you need to add READ_PHONE_STATE permission to be able to get this data. We don't use this permission in Defold. ---user_agent ---string The HTTP user agent, i.e. "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_3) AppleWebKit/602.4.8 (KHTML, like Gecko) Version/10.0.3 Safari/602.4.8" --- function sys.get_sys_info(options) end ---If the file exists, it must have been created by sys.save to be loaded. ---@param filename string file to read from ---@return table loaded lua table, which is empty if the file could not be found function sys.load(filename) end ---The sys.load_buffer function will first try to load the resource ---from any of the mounted resource locations and return the data if ---any matching entries found. If not, the path will be tried ---as is from the primary disk on the device. ---In order for the engine to include custom resources in the build process, you need ---to specify them in the "custom_resources" key in your "game.project" settings file. ---You can specify single resource files or directories. If a directory is included ---in the resource list, all files and directories in that directory is recursively ---included: ---For example "main/data/,assets/level_data.json". ---@param path string the path to load the buffer from ---@return buffer_data buffer the buffer with data function sys.load_buffer(path) end ---The sys.load_buffer function will first try to load the resource ---from any of the mounted resource locations and return the data if ---any matching entries found. If not, the path will be tried ---as is from the primary disk on the device. ---In order for the engine to include custom resources in the build process, you need ---to specify them in the "custom_resources" key in your "game.project" settings file. ---You can specify single resource files or directories. If a directory is included ---in the resource list, all files and directories in that directory is recursively ---included: ---For example "main/data/,assets/level_data.json". ---Note that issuing multiple requests of the same resource will yield ---individual buffers per request. There is no implic caching of the buffers ---based on request path. ---@param path string the path to load the buffer from ---@param status_callback fun(self, request_id, result) A status callback that will be invoked when a request has been handled, or an error occured. The result is a table containing: --- ---status ---number The status of the request, supported values are: --- --- ---resource.REQUEST_STATUS_FINISHED ---resource.REQUEST_STATUS_ERROR_IO_ERROR ---resource.REQUEST_STATUS_ERROR_NOT_FOUND --- --- ---buffer ---buffer If the request was successfull, this will contain the request payload in a buffer object, and nil otherwise. Make sure to check the status before doing anything with the buffer value! --- ---@return resource_handle handle a handle to the request function sys.load_buffer_async(path, status_callback) end ---Loads a custom resource. Specify the full filename of the resource that you want ---to load. When loaded, the file data is returned as a string. ---If loading fails, the function returns nil plus the error message. ---In order for the engine to include custom resources in the build process, you need ---to specify them in the "custom_resources" key in your "game.project" settings file. ---You can specify single resource files or directories. If a directory is included ---in the resource list, all files and directories in that directory is recursively ---included: ---For example "main/data/,assets/level_data.json". ---@param filename string resource to load, full path ---@return string|nil data loaded data, or nil if the resource could not be loaded ---@return string|nil error the error message, or nil if no error occurred function sys.load_resource(filename) end ---Open URL in default application, typically a browser ---@param url string url to open ---@param attributes { target:string|nil, name:string|nil }|nil table with attributes ---target ---- string : Optional. Specifies the target attribute or the name of the window. The following values are supported: ---- _self - (default value) URL replaces the current page. ---- _blank - URL is loaded into a new window, or tab. ---- _parent - URL is loaded into the parent frame. ---- _top - URL replaces any framesets that may be loaded. ---- name - The name of the window (Note: the name does not specify the title of the new window). ---@return boolean success a boolean indicating if the url could be opened or not function sys.open_url(url, attributes) end ---Reboots the game engine with a specified set of arguments. ---Arguments will be translated into command line arguments. Calling reboot ---function is equivalent to starting the engine with the same arguments. ---On startup the engine reads configuration from "game.project" in the ---project root. ---@param arg1 string|nil argument 1 ---@param arg2 string|nil argument 2 ---@param arg3 string|nil argument 3 ---@param arg4 string|nil argument 4 ---@param arg5 string|nil argument 5 ---@param arg6 string|nil argument 6 function sys.reboot(arg1, arg2, arg3, arg4, arg5, arg6) end ---The table can later be loaded by sys.load. ---Use sys.get_save_file to obtain a valid location for the file. ---Internally, this function uses a workspace buffer sized output file sized 512kb. ---This size reflects the output file size which must not exceed this limit. ---Additionally, the total number of rows that any one table may contain is limited to 65536 ---(i.e. a 16 bit range). When tables are used to represent arrays, the values of ---keys are permitted to fall within a 32 bit range, supporting sparse arrays, however ---the limit on the total number of rows remains in effect. ---@param filename string file to write to ---@param table table lua table to save ---@return boolean success a boolean indicating if the table could be saved or not function sys.save(filename, table) end ---The buffer can later deserialized by sys.deserialize. ---This method has all the same limitations as sys.save. ---@param table table lua table to serialize ---@return string buffer serialized data buffer function sys.serialize(table) end ---Sets the host that is used to check for network connectivity against. ---@param host string hostname to check against function sys.set_connectivity_host(host) end ---Set the Lua error handler function. ---The error handler is a function which is called whenever a lua runtime error occurs. ---@param error_handler fun(source, message, traceback) the function to be called on error --- ---source ---string The runtime context of the error. Currently, this is always "lua". ---message ---string The source file, line number and error message. ---traceback ---string The stack traceback. --- function sys.set_error_handler(error_handler) end ---Set game update-frequency (frame cap). This option is equivalent to display.update_frequency in ---the "game.project" settings but set in run-time. If Vsync checked in "game.project", the rate will ---be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is ---unchecked the engine will try to respect the rate in software using timers. There is no ---guarantee that the frame cap will be achieved depending on platform specifics and hardware settings. ---@param frequency number target frequency. 60 for 60 fps function sys.set_update_frequency(frequency) end ---Set the vsync swap interval. The interval with which to swap the front and back buffers ---in sync with vertical blanks (v-blank), the hardware event where the screen image is updated ---with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of ---2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank ---before swapping the buffers. Default value is 1. ---When setting the swap interval to 0 and having vsync disabled in ---"game.project", the engine will try to respect the set frame cap value from ---"game.project" in software instead. ---This setting may be overridden by driver settings. ---@param swap_interval number target swap interval. function sys.set_vsync_swap_interval(swap_interval) end return sys