feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)
* feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
This commit is contained in:
107
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
107
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
@@ -23,6 +23,11 @@ export class GameEngine {
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* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
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*/
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getCamera(): Float32Array;
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/**
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* Check if a shader exists.
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* 检查着色器是否存在。
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*/
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hasShader(shader_id: number): boolean;
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/**
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* Set camera position, zoom, and rotation.
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* 设置相机位置、缩放和旋转。
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@@ -42,6 +47,11 @@ export class GameEngine {
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* * `key_code` - The key code to check | 要检查的键码
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*/
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isKeyDown(key_code: string): boolean;
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/**
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* Check if a material exists.
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* 检查材质是否存在。
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*/
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hasMaterial(material_id: number): boolean;
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/**
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* Load a texture from URL.
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* 从URL加载纹理。
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@@ -64,6 +74,11 @@ export class GameEngine {
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* 适用于微信小游戏等环境。
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*/
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static fromExternal(gl_context: any, width: number, height: number): GameEngine;
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/**
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* Remove a shader.
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* 移除着色器。
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*/
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removeShader(shader_id: number): boolean;
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/**
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* Set grid visibility.
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* 设置网格可见性。
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@@ -90,6 +105,18 @@ export class GameEngine {
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* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
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*/
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addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
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/**
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* Compile and register a custom shader.
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* 编译并注册自定义着色器。
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*
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* # Arguments | 参数
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* * `vertex_source` - Vertex shader GLSL source | 顶点着色器GLSL源代码
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* * `fragment_source` - Fragment shader GLSL source | 片段着色器GLSL源代码
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*
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* # Returns | 返回
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* The shader ID for referencing this shader | 用于引用此着色器的ID
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*/
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compileShader(vertex_source: string, fragment_source: string): number;
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/**
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* Render sprites as overlay (without clearing screen).
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* 渲染精灵作为叠加层(不清除屏幕)。
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@@ -98,6 +125,24 @@ export class GameEngine {
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* 用于在世界内容上渲染 UI。
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*/
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renderOverlay(): void;
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/**
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* Create and register a new material.
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* 创建并注册新材质。
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*
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* # Arguments | 参数
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* * `name` - Material name for debugging | 材质名称(用于调试)
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* * `shader_id` - Shader ID to use | 使用的着色器ID
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* * `blend_mode` - Blend mode: 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
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*
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* # Returns | 返回
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* The material ID for referencing this material | 用于引用此材质的ID
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*/
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createMaterial(name: string, shader_id: number, blend_mode: number): number;
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/**
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* Remove a material.
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* 移除材质。
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*/
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removeMaterial(material_id: number): boolean;
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/**
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* Resize a specific viewport.
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* 调整特定视口大小。
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@@ -140,11 +185,36 @@ export class GameEngine {
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* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
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*/
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registerViewport(id: string, canvas_id: string): void;
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/**
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* Set a material's vec2 uniform.
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* 设置材质的vec2 uniform。
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*/
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setMaterialVec2(material_id: number, name: string, x: number, y: number): boolean;
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/**
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* Set a material's vec3 uniform.
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* 设置材质的vec3 uniform。
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*/
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setMaterialVec3(material_id: number, name: string, x: number, y: number, z: number): boolean;
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/**
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* Set a material's vec4 uniform (also used for colors).
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* 设置材质的vec4 uniform(也用于颜色)。
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*/
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setMaterialVec4(material_id: number, name: string, x: number, y: number, z: number, w: number): boolean;
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/**
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* Render to a specific viewport.
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* 渲染到特定视口。
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*/
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renderToViewport(viewport_id: string): void;
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/**
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* Set a material's color uniform (RGBA, 0.0-1.0).
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* 设置材质的颜色uniform(RGBA,0.0-1.0)。
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*/
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setMaterialColor(material_id: number, name: string, r: number, g: number, b: number, a: number): boolean;
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/**
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* Set a material's float uniform.
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* 设置材质的浮点uniform。
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*/
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setMaterialFloat(material_id: number, name: string, value: number): boolean;
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/**
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* Set transform tool mode.
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* 设置变换工具模式。
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@@ -191,8 +261,9 @@ export class GameEngine {
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* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
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* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
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* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
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* * `material_ids` - Uint32Array of material IDs (0 = default) | 材质ID数组(0 = 默认)
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*/
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submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array): void;
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submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array, material_ids: Uint32Array): void;
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/**
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* Unregister a viewport.
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* 注销视口。
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@@ -206,6 +277,11 @@ export class GameEngine {
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* * `path` - Image path/URL to load | 要加载的图片路径/URL
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*/
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loadTextureByPath(path: string): number;
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/**
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* Compile a shader with a specific ID.
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* 使用特定ID编译着色器。
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*/
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compileShaderWithId(shader_id: number, vertex_source: string, fragment_source: string): void;
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/**
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* Get texture ID by path.
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* 按路径获取纹理ID。
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@@ -214,6 +290,19 @@ export class GameEngine {
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* * `path` - Image path to lookup | 要查找的图片路径
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*/
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getTextureIdByPath(path: string): number | undefined;
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/**
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* Create a material with a specific ID.
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* 使用特定ID创建材质。
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*/
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createMaterialWithId(material_id: number, name: string, shader_id: number, blend_mode: number): void;
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/**
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* Set a material's blend mode.
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* 设置材质的混合模式。
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*
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* # Arguments | 参数
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* * `blend_mode` - 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
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*/
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setMaterialBlendMode(material_id: number, blend_mode: number): boolean;
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/**
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* Create a new game engine instance.
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* 创建新的游戏引擎实例。
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@@ -272,18 +361,26 @@ export interface InitOutput {
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readonly gameengine_addGizmoLine: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
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readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
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readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_compileShader: (a: number, b: number, c: number, d: number, e: number) => [number, number, number];
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readonly gameengine_compileShaderWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => [number, number];
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readonly gameengine_createMaterial: (a: number, b: number, c: number, d: number, e: number) => number;
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readonly gameengine_createMaterialWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
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readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
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readonly gameengine_getCamera: (a: number) => [number, number];
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readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
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readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
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readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
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readonly gameengine_getViewportIds: (a: number) => [number, number];
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readonly gameengine_hasMaterial: (a: number, b: number) => number;
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readonly gameengine_hasShader: (a: number, b: number) => number;
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readonly gameengine_height: (a: number) => number;
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readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
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readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
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readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
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readonly gameengine_new: (a: number, b: number) => [number, number, number];
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readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
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readonly gameengine_removeMaterial: (a: number, b: number) => number;
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readonly gameengine_removeShader: (a: number, b: number) => number;
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readonly gameengine_render: (a: number) => [number, number];
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readonly gameengine_renderOverlay: (a: number) => [number, number];
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readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
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@@ -292,12 +389,18 @@ export interface InitOutput {
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readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
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readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_setMaterialBlendMode: (a: number, b: number, c: number) => number;
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readonly gameengine_setMaterialColor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
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readonly gameengine_setMaterialFloat: (a: number, b: number, c: number, d: number, e: number) => number;
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readonly gameengine_setMaterialVec2: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
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readonly gameengine_setMaterialVec3: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
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readonly gameengine_setMaterialVec4: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
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readonly gameengine_setShowGizmos: (a: number, b: number) => void;
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readonly gameengine_setShowGrid: (a: number, b: number) => void;
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readonly gameengine_setTransformMode: (a: number, b: number) => void;
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readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
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readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
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readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => [number, number];
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readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => [number, number];
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readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
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readonly gameengine_updateInput: (a: number) => void;
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readonly gameengine_width: (a: number) => number;
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