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__types.lua
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__types.lua
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-- Playdate SDK Annotations
-- SDK Version: 2.6.2
-- Generated by Benjamin Dumke-von der Ehe
-- https://github.com/balpha/playdate-types
-------------------------------------------
---@meta
---@type pd_playdate_lib
playdate = playdate
---@type pd_json_lib
json = json
---@alias pd_pattern integer[]
---@type table<string, pd_text_alignment>
kTextAlignment = kTextAlignment
import = require
---@alias pd_font_family table<pd_font_variant, pd_font>
---@alias pd_font_family_paths table<pd_font_variant, string>
---@alias pd_source pd_fileplayer | pd_sampleplayer | pd_synth | pd_instrument
---@alias pd_effect pd_bitcrusher | pd_twopolefilter | pd_onepolefilter | pd_ringmod | pd_overdrive | pd_delayline
-- not completely foolproof, but this hack should catch some accidental assignments to read-only properties
---@class READONLY_number : number
---@class READONLY_boolean : boolean
---@class READONLY_pd_size : pd_size
---@class READONLY_pd_point : pd_point
---@class pd_event
---@field step number
---@field value number
---@field interpolate boolean? -- ?
---@class pd_line_collision_info
---@field sprite pd_sprite
---@field entryPoint pd_point
---@field exitPoint pd_point
---@field ti1 number
---@field ti2 number
---@class pd_sprite_collision_info
---@field sprite pd_sprite
---@field other pd_sprite
---@field type pd_collision_type
---@field overlaps boolean
---@field ti number
---@field move pd_vector2D
---@field normal pd_vector2D
---@field touch pd_point
---@field spriteRect pd_rect
---@field otherRect pd_rect
---@field bounce pd_point?
---@field slide pd_point?
---@class pd_note_table
---@field step number
---@field note number
---@field length number
---@field velocity number
---@class pd_stats_table
---@field kernel number
---@field serial number
---@field game number
---@field GC number
---@field wifi number
---@field audio number
---@field trace number
---@field idle number
---@class pd_UNDOCUMENTED
---@class pd_button
---@class pd_text_alignment
---@class pd_flip
---@class pd_image_flip
---@class pd_color
---@class pd_dither_type
---@class pd_draw_mode
---@class pd_language
---@class pd_filemode
---@class pd_line_cap_style
---@class pd_polygon_fill_rule
---@class pd_stroke_location
---@class pd_font_variant
---@class pd_capitalization
---@class pd_collision_type
---@class pd_sound_format
---@class pd_waveform
---@class pd_lfo_type
---@class pd_sound_filter
---@class pd_wrap_mode
---@class pd_seek_mode
---@class pd_time_table
---@field year number
---@field month number
---@field day number
---@field weekday number
---@field hour number
---@field minute number
---@field second number
---@field millisecond number
---@class pd_file_time_table
---@field year number
---@field month number
---@field day number
---@field hour number
---@field minute number
---@field second number
---@class pd_input_handler
--- Called immediately after the player presses the A Button.
---@field AButtonDown nil | (fun())
--- Called after the A Button is held down for one second. This can be used for secondary actions (e.g., displaying a game world map, changing weapons).
---@field AButtonHeld nil | (fun())
--- Called immediately after the player releases the A Button.
---@field AButtonUp nil | (fun())
--- Called immediately after the player presses the B Button.
---@field BButtonDown nil | (fun())
--- Called after the B Button is held down for one second. This can be used for secondary actions (e.g., displaying a game world map, changing weapons).
---@field BButtonHeld nil | (fun())
--- Called immediately after the player releases the B Button.
---@field BButtonUp nil | (fun())
--- Called immediately after the player presses the down direction on the d-pad.
---@field downButtonDown nil | (fun())
--- Called immediately after the player releases the down direction on the d-pad.
---@field downButtonUp nil | (fun())
--- Called immediately after the player presses the left direction on the d-pad.
---@field leftButtonDown nil | (fun())
--- Called immediately after the player releases the left direction on the d-pad.
---@field leftButtonUp nil | (fun())
--- Called immediately after the player presses the right direction on the d-pad.
---@field rightButtonDown nil | (fun())
--- Called immediately after the player releases the right direction on the d-pad.
---@field rightButtonUp nil | (fun())
--- Called immediately after the player presses the up direction on the d-pad.
---@field upButtonDown nil | (fun())
--- Called immediately after the player releases the up direction on the d-pad.
---@field upButtonUp nil | (fun())
--- For playdate.cranked(), `change` is the angle change in degrees. `acceleratedChange` is `change` multiplied by a value that increases as the crank moves faster, similar to the way mouse acceleration works. Negative values are anti-clockwise.
---@field cranked nil | (fun(change: number, acceleratedChange: number))
---@class pd_metadata
--- A unique identifier for your game, in reverse DNS notation.
---@field bundleID string
--- A game version number, formatted any way you wish, that is displayed to players. It is not used to compute when updates should occur.
---@field version string
--- A monotonically-increasing integer value used to indicate a unique version of your game. This can be set using an automated build process like Continuous Integration to avoid having to set the value by hand.
---@field buildNumber integer
--- A directory of images that will be used by the launcher.
---@field imagePath string
--- Optional. Should point to the path of a short audio file to be played as the game launch animation is taking place.
---@field launchSoundPath string?
--- Optional. A content warning that displays when the user launches your game for the first time. The user will have the option of backing out and not launching your game if they choose.
---@field contentWarning string?
--- Optional. A second content warning that displays on a second screen when the user launches your game for the first time. The user will have the option of backing out and not launching your game if they choose. Note: contentWarning2 will only display if a contentWarning attribute is also specified.
---@field contentWarning2 string?
---@class tablelib
--- Returns the first index of `element` in the given array-style table. If the table does not contain `element`, the function returns nil.
---@field indexOfElement fun(table: table, element: any): number?
--- Returns the size of the given table as multiple values (`arrayCount`, `hashCount`).
---@field getsize fun(table: table): (number, number)
--- Returns a new Lua table with the array and hash parts preallocated to accommodate `arrayCount` and `hashCount` elements respectively.
---
--- If you can make a decent estimation of how big your table will need to be, table.create() can be much more efficient than the alternative, especially in loops. For example, if you know your array is always going to contain approximately ten elements, say myArray = table.create( 10, 0 ) instead of myArray = {}.
---@field create fun(arrayCount: number, hashCount: number): table
--- shallowcopy returns a shallow copy of the `source` table. If a `destination` table is provided, it copies the contents of `source` into `destination` and returns `destination`. The copy will contain references to any nested tables.
---@field shallowcopy fun(source: table, destination?: table): table
--- deepcopy returns a deep copy of the `source` table. The copy will contain copies of any nested tables.
---@field deepcopy fun(source: table): table
---@class pd_playdate_lib
--- Returns two values, the current API version of the Playdate runtime and the minimum API version supported by the runtime.
---@field apiVersion fun(): (number, number)
--- The playdate.metadata table contains the values in the current game’s pdxinfo file, keyed by variable name. To retrieve the version number of the game, for example, you would use playdate.metadata.version.
---
--- Changing values in this table at run time has no effect.
---@field metadata pd_metadata
--- Implement this callback and Playdate OS will call it once per frame. This is the place to put the main update-and-draw code for your game. Playdate will attempt to call this function by default 30 times per second; that value can be changed by calling playdate.display.setRefreshRate().
---
--- If your update() function takes too long to execute, Playdate OS may not be able to call it as often as specified by the current refresh rate. In this case, Playdate OS will simply try and call it as often as it can, with a not-to-exceed rate of playdate.display.getRefreshRate() frames per second.
---@field update nil | (fun())
--- Suspends callbacks to playdate.update() for the specified number of milliseconds.
---
--- playdate.wait() is ideal for pausing game execution to, for example, show a message to the player. Because .update() will not be called, the screen will freeze during .wait(). Audio will continue to play. Animation during this wait period is possible, but you will need to explicitly call playdate.display.flush() once per frame.
--- While timers should pause during playdate.wait() (assuming playdate.timer.updateTimers() and playdate.frameTimer.updateTimers() are invoked during playdate.update()), animators will `not` pause during playdate.wait(). Be sure to account for this in your code.
---@field wait fun(milliseconds: number)
--- Stops per-frame callbacks to playdate.update(). Useful in conjunction with playdate.display.flush() if your program only does things in response to button presses.
---@field stop fun()
--- Resumes per-frame callbacks to playdate.update().
---@field start fun()
--- Reinitializes the Playdate runtime and restarts the currently running game. The optional string arg passed in is available after restart in playdate.argv as if it had been passed in on the command line when launching the simulator.
---@field restart fun(arg?: string)
--- Called when the player chooses to exit the game via the System Menu or Menu button.
---@field gameWillTerminate nil | (fun())
--- Called before the device goes to low-power sleep mode because of a low battery.
---@field deviceWillSleep nil | (fun())
--- If your game is running on the Playdate when the device is locked, this function will be called. Implementing this function allows your game to take special action when the Playdate is locked, e.g., saving state.
---@field deviceWillLock nil | (fun())
--- If your game is running on the Playdate when the device is unlocked, this function will be called.
---@field deviceDidUnlock nil | (fun())
--- Called before the system pauses the game. (In the current version of Playdate OS, this only happens when the device’s Menu button is pushed.) Implementing these functions allows your game to take special action when it is paused, e.g., updating the menu image.
---@field gameWillPause nil | (fun())
--- Called before the system resumes the game.
---@field gameWillResume nil | (fun())
--- Returns a playdate.menu object. Use this to add your custom menu items.
---@field getSystemMenu fun(): pd_menu
---@field menu pd_menu_lib
--- While the game is paused it can optionally provide an image to be displayed alongside the System Menu. Use this function to set that image.
---
--- `image` should be a 400 x 240 pixel playdate.graphics.image. All important content should be in the left half of the image in an area 200 pixels wide, as the menu will obscure the rest. The right side of the image will be visible briefly as the menu animates in and out.
---
--- Optionally, `xOffset` can be provided which must be a number between 0 and 200 and will cause the menu image to animate to a position offset left by `xOffset` pixels as the menu is animated in.
---
--- To remove a previously-set menu image, pass nil for the `image` argument.
---@field setMenuImage fun(image: pd_image, xOffset?: number)
--- Returns the current language of the system, which will be one of the constants `playdate.graphics.font.kLanguageEnglish` or `playdate.graphics.font.kLanguageJapanese`.
---@field getSystemLanguage fun(): pd_language
--- Returns `true` if the user has checked the "Reduce Flashing" option in Playdate Settings; `false` otherwise. Games should read this value and, if `true`, avoid visuals that could be problematic for people with sensitivities to flashing lights or patterns.
---@field getReduceFlashing fun(): boolean
--- Returns `true` if the user has checked the "Upside Down" option in Playdate Settings; `false` otherwise. (Upside Down mode can be convenient for players wanting to hold Playdate upside-down so they can use their left hand to operate the crank.)
---
--- Typically your game doesn’t need to anything in regards to this setting. But it is available in case your game wants to take some special actions, display special instructions, etc.
---
--- Reported d-pad directions are flipped when in Upside Down mode — RIGHT will be reported as LEFT, UP as DOWN, etc. — so that the d-pad will make sense to a user holding Playdate upside-down. However, the A and B buttons — since they are still labeled as "A" and "B" — retain their normal meanings and will be reported as usual.
---@field getFlipped fun(): boolean
--- The accelerometer is off by default, to save a bit of power. If you will be using the accelerometer in your game, you’ll first need to call playdate.startAccelerometer() then wait for the next update cycle before reading its values. If you won’t be using the accelerometer again for a while, calling playdate.stopAccelerometer() will put it back into a low-power idle state.
---@field startAccelerometer fun()
--- Puts the accelerometer into a low-power idle state. (Though, to be honest, the accelerometer draws so little power when it’s running you’d never notice the difference.)
---@field stopAccelerometer fun()
--- If the accelerometer has been turned on with playdate.startAccelerometer(), returns the x, y, and z values from the accelerometer as a list. Positive x points right, positive y points to the bottom of the screen, and positive z points through the screen away from the viewer. For example, with the device held upright this function returns the values (0,1,0). With it flat on its back, it returns (0,0,1).
---@field readAccelerometer fun(): (number, number, number)
--- Returns true if the accelerometer is currently running.
---@field accelerometerIsRunning fun(): boolean
--- Returns true if `button` is currently being pressed.
---
--- `button` should be one of the constants:
---
--- `playdate.kButtonA`
---
--- `playdate.kButtonB`
---
--- `playdate.kButtonUp`
---
--- `playdate.kButtonDown`
---
--- `playdate.kButtonLeft`
---
--- `playdate.kButtonRight`
---
--- Or one of the strings "a", "b", "up", "down", "left", "right".
---@field buttonIsPressed fun(button: pd_button): boolean
--- Returns true for `just one update cycle` if `button` was pressed. buttonJustPressed will not return true again until the button is released and pressed again. This is useful for, say, a player "jump" action, so the jump action is taken only once and not on every single update.
---
--- `button` should be one of the constants listed in playdate.buttonIsPressed()
---@field buttonJustPressed fun(button: pd_button): boolean
--- Returns true for `just one update cycle` if `button` was released. buttonJustReleased will not return true again until the button is pressed and released again.
---
--- `button` should be one of the constants listed in playdate.buttonIsPressed()
---@field buttonJustReleased fun(button: pd_button): boolean
--- Returns the above data in one call, with multiple return values (`current`, `pressed`, `released`) containing bitmasks indicating which buttons are currently down, and which were pressed and released since the last update. For example, if the d-pad left button and the A button are both down, the `current` value will be (`playdate.kButtonA`|`playdate.kButtonLeft`).
---@field getButtonState fun(): (integer, integer, integer)
--- When set, button up/down events on the D pad and the A and B buttons are added to a list instead of simply polled at the beginning of a frame, allowing the code to handle multiple taps on a given button in a single frame. At the default 30 FPS, a queue size of 5 should be adequate. At lower frame rates/longer frame times, the queue size should be extended until all button presses are caught. Additionally, when the button queue is enabled the button callbacks listed below are passed the event time as an argument.
---@field setButtonQueueSize fun(size: number)
--- Called immediately after the player presses the A Button.
---@field AButtonDown nil | (fun())
--- Called after the A Button is held down for one second. This can be used for secondary actions (e.g., displaying a game world map, changing weapons).
---@field AButtonHeld nil | (fun())
--- Called immediately after the player releases the A Button.
---@field AButtonUp nil | (fun())
--- Called immediately after the player presses the B Button.
---@field BButtonDown nil | (fun())
--- Called after the B Button is held down for one second. This can be used for secondary actions (e.g., displaying a game world map, changing weapons).
---@field BButtonHeld nil | (fun())
--- Called immediately after the player releases the B Button.
---@field BButtonUp nil | (fun())
--- Called immediately after the player presses the down direction on the d-pad.
---@field downButtonDown nil | (fun())
--- Called immediately after the player releases the down direction on the d-pad.
---@field downButtonUp nil | (fun())
--- Called immediately after the player presses the left direction on the d-pad.
---@field leftButtonDown nil | (fun())
--- Called immediately after the player releases the left direction on the d-pad.
---@field leftButtonUp nil | (fun())
--- Called immediately after the player presses the right direction on the d-pad.
---@field rightButtonDown nil | (fun())
--- Called immediately after the player releases the right direction on the d-pad.
---@field rightButtonUp nil | (fun())
--- Called immediately after the player presses the up direction on the d-pad.
---@field upButtonDown nil | (fun())
--- Called immediately after the player releases the up direction on the d-pad.
---@field upButtonUp nil | (fun())
--- Returns a boolean indicating whether or not the crank is folded into the unit.
---
--- If your game requires the crank and :isCrankDocked() is true, you can use a crank alert to notify the user that the crank should be extended.
---@field isCrankDocked fun(): boolean
--- Returns the absolute position of the crank (in degrees). Zero is pointing straight up parallel to the device. Turning the crank clockwise (when looking at the right edge of an upright device) increases the angle, up to a maximum value 359.9999. The value then resets back to zero as the crank continues its rotation.
---
--- local crankPosition = playdate.getCrankPosition()
---@field getCrankPosition fun(): number
--- Returns two values, `change` and `acceleratedChange`. `change` represents the angle change (in degrees) of the crank since the last time this function (or the playdate.cranked() callback) was called. Negative values are anti-clockwise. `acceleratedChange` is change multiplied by a value that increases as the crank moves faster, similar to the way mouse acceleration works.
---
--- local change, acceleratedChange = playdate.getCrankChange()
---@field getCrankChange fun(): (number, number)
--- Returns the number of "ticks" — whose frequency is defined by the value of `ticksPerRevolution` — the crank has turned through since the last time this function was called. Tick boundaries are set at absolute positions along the crank’s rotation. Ticks can be positive or negative, depending upon the direction of rotation.
---
--- For example, say you have a movie player and you want your movie to advance 6 frames for every one revolution of the crank. Calling playdate.getCrankTicks(6) during each update will give you a return value of 1 as the crank turns past each 60 degree increment. (Since we passed in a 6, each tick represents 360 ÷ 6 = 60 degrees.) So getCrankTicks(6) will return a 1 as the crank turns past the 0 degree absolute position, the 60 degree absolute position, and so on for the 120, 180, 240, and 300 degree positions. Otherwise, 0 will be returned. (-1 will be returned if the crank moves past one of these mentioned positions while going in a backward direction.)
---
--- You must import `CoreLibs/crank` to use getCrankTicks().
--- Example: Reading crank input using getCrankTicks
--- import "CoreLibs/crank"
---
--- local ticksPerRevolution = 6
---
--- function playdate.update()
--- local crankTicks = playdate.getCrankTicks(ticksPerRevolution)
---
--- if crankTicks == 1 then
--- print("Forward tick")
--- elseif crankTicks == -1 then
--- print("Backward tick")
--- end
--- end
---@field getCrankTicks fun(ticksPerRevolution: number): number
--- For playdate.cranked(), `change` is the angle change in degrees. `acceleratedChange` is `change` multiplied by a value that increases as the crank moves faster, similar to the way mouse acceleration works. Negative values are anti-clockwise.
---@field cranked nil | (fun(change: number, acceleratedChange: number))
--- This function, if defined, is called when the crank is docked.
---@field crankDocked nil | (fun())
--- This function, if defined, is called when the crank is undocked.
---@field crankUndocked nil | (fun())
--- `True` disables the default crank docking/undocking sound effects. `False` re-enables them. Useful if the crank sounds seem out-of-place in your game.
---
--- When your game terminates, crank sounds will automatically be re-enabled.
---@field setCrankSoundsDisabled fun(disable: boolean)
---@field inputHandlers pd_inputHandlers_lib
--- `True` disables the 3 minute auto-lock feature. `False` re-enables it and resets the timer back to 3 minutes.
---
--- Auto-lock will automatically be re-enabled when your game terminates.
--- If disabling auto-lock, developers should look for opportunities to re-enable auto-lock when appropriate. (For example, if your game is an MP3 audio player, auto-lock could be re-enabled when the user pauses the audio.)
---@field setAutoLockDisabled fun(disable: boolean)
--- Returns the number of milliseconds the game has been `active` since launched.
---@field getCurrentTimeMilliseconds fun(): number
--- Resets the high-resolution timer.
---@field resetElapsedTime fun()
--- Returns the number of seconds since playdate.resetElapsedTime() was called. The value is a floating-point number with microsecond accuracy.
---@field getElapsedTime fun(): number
--- Returns the number of seconds and milliseconds elapsed since midnight (hour 0), January 1 2000 UTC, as a list: `(seconds, milliseconds)`. This function is suitable for seeding the random number generator:
---
--- Sample code for seeding the random number generator
--- math.randomseed(playdate.getSecondsSinceEpoch())
---@field getSecondsSinceEpoch fun(): (number, number)
--- Returns a table with values for the local time, accessible via the following keys:
---
--- `year`: 4-digit year (until 10,000 AD)
---
--- `month`: month of the year, where 1 is January and 12 is December
---
--- `day`: day of the month, 1 - 31
---
--- `weekday`: day of the week, where 1 is Monday and 7 is Sunday
---
--- `hour`: 0 - 23
---
--- `minute`: 0 - 59
---
--- `second`: 0 - 59 (or 60 on a leap second)
---
--- `millisecond`: 0 - 999
---@field getTime fun(): pd_time_table
--- Returns a table in the same format as playdate.getTime(), but in GMT rather than local time.
---@field getGMTTime fun(): pd_time_table
--- Returns the number of seconds and milliseconds between midnight (hour 0), January 1 2000 UTC and `time`, specified in local time, as a list: `(seconds, milliseconds)`.
---
--- `time` should be a table of the same format as the one returned by playdate.getTime().
---@field epochFromTime fun(time: pd_time_table): (number, number)
--- Returns the number of seconds and milliseconds between midnight (hour 0), January 1 2000 UTC and `time`, specified in GMT time, as a list: `(seconds, milliseconds)`.
---
--- `time` should be a table of the same format as the one returned by playdate.getTime().
---@field epochFromGMTTime fun(time: pd_time_table): (number, number)
--- Converts the epoch to a local date and time table, in the same format as the table returned by playdate.getTime().
---@field timeFromEpoch fun(seconds: number, milliseconds: number): pd_time_table
--- Converts the epoch to a GMT date and time table, in the same format as the table returned by playdate.getTime().
---@field GMTTimeFromEpoch fun(seconds: number, milliseconds: number): pd_time_table
--- Returns true if the user has set the 24-Hour Time preference in the Settings program.
---@field shouldDisplay24HourTime fun(): boolean
--- If the simulator is launched from the command line, any extra arguments passed there are available in the playdate.argv array.
---@field argv string[]
--- `flag` determines whether or not the print() function adds a newline to the end of the printed text. Default is `true`.
---@field setNewlinePrinted fun(flag: boolean)
--- Calculates the current frames per second and draws that value at `x, y`.
---@field drawFPS fun(x: number, y: number)
--- Returns the `measured, actual` refresh rate in frames per second. This value may be different from the `specified` refresh rate (see playdate.display.getRefreshRate()) by a little or a lot depending upon how much calculation is being done per frame.
---@field getFPS fun(): number
--- Returns a table containing percentages of time spent in each system task over the last interval, if more than zero. Possible keys are
---
--- kernel
---
--- serial
---
--- game
---
--- GC
---
--- wifi
---
--- audio
---
--- trace
---
--- idle
---
--- playdate.getStats() only functions on a Playdate device. In the Simulator, this function returns nil.
---@field getStats fun(): pd_stats_table
--- setStatsInterval() sets the length of time for each sample frame of runtime stats. Set `seconds` to zero to disable stats collection.
---@field setStatsInterval fun(seconds: number)
---@field display pd_display_lib
---@field easingFunctions pd_easingFunctions_lib
---@field datastore pd_datastore_lib
---@field file pd_file_lib
---@field geometry pd_geometry_lib
---@field graphics pd_graphics_lib
---@field keyboard pd_keyboard_lib
---@field math pd_math_lib
---@field pathfinder pd_pathfinder_lib
--- Returns a table holding booleans with the following keys:
---
--- `charging`: The battery is actively being charged
---
--- `USB`: There is a powered USB cable connected
---
--- `screws`: There is 5V being applied to the corner screws (via the dock, for example)
---@field getPowerStatus fun(): table
--- Returns a value from 0-100 denoting the current level of battery charge. 0 = empty; 100 = full.
---@field getBatteryPercentage fun(): number
--- Returns the battery’s current voltage level.
---@field getBatteryVoltage fun(): number
--- This variable—not a function, so don’t invoke with `()`—it is set to 1 when running inside of the Simulator and is `nil` otherwise.
---@field isSimulator boolean
---@field simulator pd_simulator_lib
--- Clears the simulator console.
---@field clearConsole fun()
--- Sets the color of the playdate.debugDraw() overlay image. Values are in the range 0-1.
---@field setDebugDrawColor fun(r: number, g: number, b: number, a: number)
--- Lets you act on keyboard keypresses when running in the Simulator ONLY. These can be useful for adding debugging functions that can be enabled via your keyboard.
---
--- It is possible test a game on Playdate hardware and trap computer keyboard keypresses if you are using the Simulator’s Control Device with Simulator option.
---
--- key is a string containing the character pressed or released on the keyboard. Note that:
---
--- The key in question needs to have a textual representation or these functions will not be called. For instance, alphanumeric keys will call these functions; keyboard directional arrows will not.
---
--- If the keypress in question is already in use by the Simulator for another purpose (say, to control the d-pad or A/B buttons), these functions will not be called.
---
--- If `key` is an alphabetic character, the value will always be lowercase, even if the user deliberately typed an uppercase character.
---@field keyPressed nil | (fun(key: string))
--- Lets you act on keyboard key releases when running in the Simulator ONLY. These can be useful for adding debugging functions that can be enabled via your keyboard.
---@field keyReleased nil | (fun(key: string))
--- Called immediately after playdate.update(), any drawing performed during this callback is overlaid on the display in 50% transparent red (or another color selected with playdate.setDebugDrawColor()).
---
--- White pixels are drawn in the debugDrawColor. Black pixels are transparent.
---@field debugDraw nil | (fun())
---@field sound pd_sound_lib
---@field string pd_string_lib
---@field timer pd_timer_lib
---@field frameTimer pd_frameTimer_lib
---@field ui pd_ui_lib
--- Called when a msg <text> command is received on the serial port. The text following the command is passed to the function as the string `message`.
---
--- Running !msg <message> in the simulator Lua console sends the command to the device if one is connected, otherwise it sends it to the game running in the simulator.
---@field serialMessageReceived nil | (fun(message: string))
--- If `flag` is false, automatic garbage collection is disabled and the game should manually collect garbage with Lua’s collectgarbage() function.
---@field setCollectsGarbage fun(flag: boolean)
--- Force the Lua garbage collector to run for at least `ms` milliseconds every frame, so that garbage doesn’t pile up and cause the game to run out of memory and stall in emergency garbage collection. The default value is 1 millisecond.
---
--- If your game isn’t generating a lot of garbage, it might be advantageous to set a smaller minimum GC time, granting more CPU bandwidth to your game.
---@field setMinimumGCTime fun(ms: number)
--- When the amount of used memory is less than min (scaled from 0-1, as a percentage of total system memory), the system will only run the collector for the minimum GC time, as set by playdate.setGCScaling(), every frame. If the used memory is more than max, the system will spend all free time running the collector. Between the two, the time used by the garbage collector is scaled proportionally.
---
--- For example, if the scaling is set to a min of 0.4 and max of 0.7, and memory is half full, the collector will run for the minimum GC time plus 1/3 of whatever time is left before the next frame (because (0.5 - 0.4) / (0.7 - 0.4) = 1/3).
---
--- The default behavior is a scaling of (0.0, 1.0). If set to (0.0, 0.0), the system will use all available extra time each frame running GC.
---@field setGCScaling fun(min: number, max: number)
---@field kButtonA pd_button
---@field kButtonB pd_button
---@field kButtonUp pd_button
---@field kButtonDown pd_button
---@field kButtonLeft pd_button
---@field kButtonRight pd_button
---@class pd_json_lib
--- Takes the JSON encoded string and converts it to a Lua table.
---
--- Equivalent to playdate->json->decode() in the C API.
---@field decode fun(string: string)
--- Reads the given playdate.file.file object or the file at the given path and converts it to a Lua table.
---@field decodeFile (fun(file: pd_file_file)) | (fun(path: string))
--- Returns a string containing the JSON representation of the passed-in Lua table.
---@field encode fun(table: table): string
--- Returns a string containing the JSON representation of a Lua table, with human-readable formatting.
---@field encodePretty fun(table: table): string
--- Encodes the Lua table table to JSON and writes it to the given playdate.file.file object or the given path. If pretty is true, the output is formatted to make it human-readable. Otherwise, no additional whitespace is added.
---
--- For a very simple way to serialize a table to a file, see playdate.datastore.
---@field encodeToFile (fun(file: pd_file_file, pretty?: boolean, table?: table)) | (fun(path: string, pretty?: boolean, table?: table))
---@class pd_menu_lib : pd_menu
---@field item pd_item_lib
---@class pd_menu
--- `title` will be the title displayed by the menu item.
---@field addMenuItem fun(self: pd_menu, title: string, callback: fun())
--- Creates a new menu item that can be checked or unchecked by the player.
---
--- `title` will be the title displayed by the menu item.
---
--- `initialValue` can be set to true or false, indicating the checked state of the menu item. Optional, defaults to false.
---
--- If this menu item is interacted with while the system menu is open, `callback` will be called when the menu is closed, before playdate.gameWillResume is called. The callback function will be passed one argument, a boolean value, indicating the current value of the menu item.
---
--- If the returned playdate.menu.item is nil, a second errorMessage return value will indicate the reason the operation failed.
---
--- Playdate OS allows a maximum of three custom menu items to be added to the System Menu.
---@field addCheckmarkMenuItem fun(self: pd_menu, title: string, initialValue?: number, callback?: fun(boolean)): pd_item
--- Creates a menu item that allows the player to cycle through a set of options.
---
--- `title` will be the title displayed by the menu item.
---
--- `options` should be an array-style table of strings representing the states the menu item can have. Due to limited horizontal space, the option strings and title should be kept short for this type of menu item.
---
--- `initialValue` can optionally be set to any of the values in the options array.
---
--- If the value of this menu item is changed while the system menu is open, `callback` will be called when the menu is closed, before playdate.gameWillResume is called. The callback function will be passed one string argument indicating the currently selection option.
---
--- If the returned playdate.menu.item is nil, a second errorMessage return value will indicate the reason the operation failed.
---
--- Playdate OS allows a maximum of three custom menu items to be added to the System Menu.
---@field addOptionsMenuItem fun(self: pd_menu, title: string, options: string[], initalValue?: string, callback?: fun(string)): pd_item
--- Returns an array-style table containing all playdate.menu.items your game has added to the menu.
---@field getMenuItems fun(self: pd_menu): pd_item[]
--- Removes the specified playdate.menu.item from the menu.
---@field removeMenuItem fun(self: pd_menu, menuItem: pd_item)
--- Removes from the referenced menu object all playdate.menu.items added by your game.
---
--- Items that were added to the System Menu by the operating system cannot be removed by this operation, or any other.
---@field removeAllMenuItems fun(self: pd_menu)
---@class pd_inputHandlers_lib
--- Pushes a new input handler onto the stack.
---
--- `handler:` A table containing one or more custom input functions.
---
--- `masksPreviousHandlers:` If true, input functions not defined in `handler` will not be called. If missing or false, the previously-pushed input handler tables will be searched for input functions missing from `handler`, cascading down to the default playdate table.
---@field push fun(handler: pd_input_handler, masksPreviousHandlers?: boolean)
--- Pops the last input handler off of the stack.
---@field pop fun()
---@class pd_display_lib
--- Sets the desired refresh rate in frames per second. The default is 30 fps, which is a recommended figure that balances animation smoothness with performance and power considerations. Maximum is 50 fps.
---
--- If `rate` is 0, playdate.update() is called as soon as possible. Since the display refreshes line-by-line, and unchanged lines aren’t sent to the display, the update cycle will be faster than 30 times a second but at an indeterminate rate. playdate.getCurrentTimeMilliseconds() should then be used as a steady time base.
---
--- Equivalent to playdate->display->setRefreshRate() in the C API.
---@field setRefreshRate fun(rate: number)
--- Returns the specified refresh rate in frames per second. See also playdate.getFPS() for `measured, actual` frame rate.
---@field getRefreshRate fun(): number
--- Sends the contents of the frame buffer to the display immediately. Useful if you have called playdate.stop() to disable update callbacks in, say, the case where your app updates the display only in reaction to button presses.
---@field flush fun()
--- Returns the height the Playdate display, taking the current display scale into account; e.g., if the scale is 2, the values returned will be based off of a 200 x 120-pixel screen rather than the native 400 x 240. (See playdate.display.setScale().)
---
--- Equivalent to playdate->display->getHeight() in the C API.
---@field getHeight fun(): number
--- Returns the width the Playdate display, taking the current display scale into account; e.g., if the scale is 2, the values returned will be based off of a 200 x 120-pixel screen rather than the native 400 x 240. (See playdate.display.setScale().)
---
--- Equivalent to playdate->display->getWidth() in the C API.
---@field getWidth fun(): number
--- Returns the values `(width, height)` describing the Playdate display size. Takes the current display scale into account; e.g., if the scale is 2, the values returned will be based off of a 200 x 120-pixel screen rather than the native 400 x 240. (See playdate.display.setScale().)
---@field getSize fun(): (number, number)
--- Returns the values `(x, y, width, height)` describing the Playdate display size. Takes the current display scale into account; e.g., if the scale is 2, the values returned will be based off of a 200 x 120-pixel screen rather than the native 400 x 240. (See playdate.display.setScale().)
---@field getRect fun(): pd_rect
--- Sets the display scale factor. Valid values for `scale` are 1, 2, 4, and 8.
---
--- The top-left corner of the frame buffer is scaled up to fill the display; e.g., if the scale is set to 4, the pixels in rectangle [0,100] x [0,60] are drawn on the screen as 4 x 4 squares.
---
--- Equivalent to playdate->display->setScale() in the C API.
---@field setScale fun(scale: number)
--- Gets the display scale factor. Valid values for `scale` are 1, 2, 4, and 8.
---@field getScale fun(): number
--- If the argument passed to setInverted() is true, the frame buffer will be drawn inverted (everything onscreen that was black will now be white, etc.)
---
--- Equivalent to playdate->display->setInverted() in the C API.
---@field setInverted fun(flag: boolean)
--- Returns the current value of the display invert flag.
---@field getInverted fun(): boolean
--- Adds a mosaic effect to the display. Valid `x` and `y` values are between 0 and 3, inclusive.
---
--- Equivalent to playdate->display->setMosaic() in the C API.
---@field setMosaic fun(x: number, y: number)
--- Returns the current mosaic effect settings as multiple values (`x`, `y`).
---@field getMosaic fun(): (number, number)
--- Offsets the entire display by `x`, `y`. Offset values can be negative. The "exposed" part of the display is black or white, according to the value set in playdate.graphics.setBackgroundColor(). This is an efficient way to make a "shake" effect without redrawing anything.
---
--- This function is different from playdate.graphics.setDrawOffset().
---
--- Equivalent to playdate->display->setOffset() in the C API.
---
--- Example: A screen shake effect using setOffset
--- -- You can copy and paste this example directly as your main.lua file to see it in action
--- import "CoreLibs/graphics"
--- import "CoreLibs/timer"
---
--- -- This function relies on the use of timers, so the timer core library
--- -- must be imported, and updateTimers() must be called in the update loop
--- local function screenShake(shakeTime, shakeMagnitude)
--- -- Creating a value timer that goes from shakeMagnitude to 0, over
--- -- the course of 'shakeTime' milliseconds
--- local shakeTimer = playdate.timer.new(shakeTime, shakeMagnitude, 0)
--- -- Every frame when the timer is active, we shake the screen
--- shakeTimer.updateCallback = function(timer)
--- -- Using the timer value, so the shaking magnitude
--- -- gradually decreases over time
--- local magnitude = math.floor(timer.value)
--- local shakeX = math.random(-magnitude, magnitude)
--- local shakeY = math.random(-magnitude, magnitude)
--- playdate.display.setOffset(shakeX, shakeY)
--- end
--- -- Resetting the display offset at the end of the screen shake
--- shakeTimer.timerEndedCallback = function()
--- playdate.display.setOffset(0, 0)
--- end
--- end
---
--- function playdate.update()
--- playdate.timer.updateTimers()
--- if playdate.buttonJustPressed(playdate.kButtonA) then
--- -- Shake the screen for 500ms, with the screen
--- -- shaking around by about 5 pixels on each side
--- screenShake(500, 5)
--- end
---
--- -- A circle to be able to view what the shaking looks like
--- playdate.graphics.fillCircleAtPoint(200, 120, 10)
--- end
---@field setOffset fun(x: number, y: number)
--- getOffset() returns the current display offset as multiple values (`x`, `y`).
---@field getOffset fun(): (number, number)
--- Flips the display on the x or y axis, or both.
---
--- Function arguments are booleans, and in Lua 0 evaluates to true.
---
--- Equivalent to playdate->display->setFlipped() in the C API.
---@field setFlipped fun(x: number, y: number)
--- The simplest method for putting an image on the display. Copies the contents of the image at `path` directly to the frame buffer. The image must be 400x240 pixels with no transparency.
---
--- Loading an image via playdate.graphics.image.new() and drawing it at a desired coordinate with playdate.graphics.image:draw() offers more flexibility.
---@field loadImage fun(path: string)
---@class pd_easingFunctions_lib
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field linear fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inQuad fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outQuad fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inOutQuad fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outInQuad fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inCubic fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outCubic fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inOutCubic fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outInCubic fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inQuart fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outQuart fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inOutQuart fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outInQuart fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inQuint fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outQuint fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inOutQuint fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outInQuint fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inSine fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outSine fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inOutSine fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outInSine fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field inExpo fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---
--- `p` - period parameter
---
--- `s` - amount of "overshoot"
---@field outExpo fun(t: number, b: number, c: number, d: number): number
--- `t` is elapsed time
---
--- `b` is the beginning value
---
--- `c` is the change (or end value - start value)
---
--- `d` is the duration
---
--- `a` - amplitude
---