
Use this page when you want the exhaustive generated view of AuraJS public contract namespaces, exact signatures, and known method names.
aurajs.public-api-schema.v1393369| Namespace | Exact Signatures | Additional Method Names | Contract Source |
|---|---|---|---|
aura.anim2d |
0 | 7 | api-contract.md |
aura.animation |
0 | 18 | api-contract.md |
aura.API_VERSION |
1 | 0 | api-contract.md |
aura.assets |
8 | 7 | api-contract.md |
aura.audio |
26 | 8 | api-contract.md |
aura.camera |
22 | 0 | api-contract.md |
aura.camera3d |
10 | 0 | api-contract-3d.md |
aura.collision |
5 | 5 | api-contract.md |
aura.collision3d |
19 | 0 | api-contract.md |
aura.compute |
10 | 0 | api-contract-3d.md |
aura.debug |
1 | 9 | api-contract.md |
aura.draw2d |
29 | 11 | api-contract.md |
aura.draw3d |
13 | 0 | api-contract-3d.md |
aura.ecs |
6 | 0 | api-contract.md |
aura.fs |
0 | 8 | api-contract.md |
aura.input |
13 | 3 | api-contract.md |
Lifecycle Callbacks |
6 | 0 | api-contract.md |
aura.light |
14 | 0 | api-contract-3d.md |
aura.material |
23 | 0 | api-contract-3d.md |
aura.math |
5 | 1 | api-contract.md |
aura.mesh |
16 | 0 | api-contract-3d.md |
aura.multiplayer |
0 | 31 | api-contract.md |
aura.navmesh |
5 | 0 | api-contract.md |
aura.net |
0 | 5 | api-contract.md |
aura.particles |
0 | 10 | api-contract.md |
aura.path |
0 | 0 | api-contract.md |
aura.physics |
0 | 13 | api-contract.md |
aura.physics3d |
1 | 10 | api-contract.md |
aura.scene |
0 | 11 | api-contract.md |
aura.scene3d |
5 | 22 | api-contract-3d.md, api-contract.md |
aura.state |
0 | 0 | api-contract.md |
aura.storage |
4 | 0 | api-contract.md |
aura.tilemap |
10 | 11 | api-contract.md |
aura.timer |
5 | 0 | api-contract.md |
aura.tween |
0 | 8 | api-contract.md |
aura.ui |
40 | 0 | api-contract.md |
Top-Level Utilities |
30 | 0 | api-contract.md |
aura.VERSION |
1 | 0 | api-contract.md |
aura.window |
8 | 6 | api-contract.md |
Additive 2D animation state-machine helper (clip registration, deterministic transitions, completion callbacks).
supportedsee_web_build_contract_v107aura.anim2d.createMachine(...)
aura.anim2d.defineState(...)
aura.anim2d.getState(...)
aura.anim2d.onComplete(...)
aura.anim2d.play(...)
aura.anim2d.registerClip(...)
aura.anim2d.update(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Additive deterministic timeline helper (create, play, pause, resume, seek, transition, onComplete, onEvent, setLoop, setSpeed, update, getState) plus constrained atlas/spritesheet helpers (registerAtlas, resolveAtlasFrame, createAtlasClip, stepAtlasClip, getAtlasClipState) with reason-coded invalid-operation responses.
supportedsee_web_build_contract_v1018aura.animation.create(...)
aura.animation.createAtlasClip(...)
aura.animation.crossfade(...)
aura.animation.getAtlasClipState(...)
aura.animation.getState(...)
aura.animation.onComplete(...)
aura.animation.onEvent(...)
aura.animation.pause(...)
aura.animation.play(...)
aura.animation.registerAtlas(...)
aura.animation.resolveAtlasFrame(...)
aura.animation.resume(...)
aura.animation.seek(...)
aura.animation.setLoop(...)
aura.animation.setSpeed(...)
aura.animation.stepAtlasClip(...)
aura.animation.transition(...)
aura.animation.update(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Read-only core API contract version constant.
supportedsee_web_build_contract_v110aura.API_VERSION: number // 1 for this contract
Load and query bundled assets (images, audio, fonts, JSON, text).
supportedsupported87aura.assets.exists(path: string): boolean
aura.assets.getFormatSupport(path: string): AssetFormatSupport
aura.assets.load()
aura.assets.load(path: string): Asset
aura.assets.loadBitmapFont(options?: { cellWidth?: number, cellHeight?: number }): FontLoadResult
aura.assets.loadFont(path: string): FontLoadResult
aura.assets.loadJson(path: string): any
aura.assets.loadText(path: string): string
aura.assets.evict(...)
aura.assets.getCachePolicy(...)
aura.assets.getState(...)
aura.assets.getStateHistory(...)
aura.assets.preload2d(...)
aura.assets.preload3d(...)
aura.assets.setCachePolicy(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Play, pause, stop, and mix audio assets.
supportedunsupported268aura.audio.assignBus(handle: number, bus: string): { ok: boolean, reasonCode: string | null, handle?: number, bus?: string, effectiveVolume?: number }
aura.audio.attachEmitter(handle: number, nodeId: number): { ok: boolean, reasonCode: string | null, handle?: number, spatial?: object }
aura.audio.attachListener(nodeId: number): { ok: boolean, reasonCode: string | null, listener?: object }
aura.audio.clearEnvelopes(): { ok: boolean, reasonCode: null, cleared: number }
aura.audio.crossfade(fromHandle: number, toHandle: number, options: { duration: number, fromVolume?: number, toStartVolume?: number, toVolume?: number, stopFrom?: boolean }): { ok: boolean, reasonCode: string | null, fromEnvelopeId?: number, toEnvelopeId?: number }
aura.audio.detachEmitter(handle: number): { ok: boolean, reasonCode: string | null, handle?: number, detached?: boolean }
aura.audio.detachListener(): { ok: boolean, reasonCode: string | null, listener?: object }
aura.audio.fadeBus(bus: string, options: { to: number, duration: number }): { ok: boolean, reasonCode: string | null, envelopeId?: number }
aura.audio.fadeTrack(handle: number, options: { to: number, duration: number, stopOnComplete?: boolean }): { ok: boolean, reasonCode: string | null, envelopeId?: number }
aura.audio.getListenerState(): { ok: boolean, reasonCode: string | null, supported?: boolean, mode?: "manual" | "scene3d", attachedNodeId?: number | null, position?: object, forward?: object, up?: object, spatial?: object, hrtfEnabled?: boolean, reverbZone?: object | null }
aura.audio.getMixerState(): { buses: Array<{ bus: string, volume: number }>, tracks: Array<{ handle: number, bus: string, baseVolume: number, effectiveVolume: number, paused: boolean }>, envelopes: Array<{ id: number, kind: "track" | "bus", handle: number | null, bus: string | null, start: number, end: number, duration: number, elapsed: number, stopOnComplete: boolean }>, nextEnvelopeId: number }
aura.audio.getSpatialState(handle?: number): { ok: boolean, reasonCode: string | null, supported?: boolean, listener?: object, emitters?: object[], emitter?: object, lastReasonCode?: string, lastUpdate?: object }
aura.audio.pause(handle: number): void
aura.audio.play()
aura.audio.play(path: string, options?: AudioOptions): number
aura.audio.play3d(path: string, options?: AudioOptions & { position?: { x: number, y: number, z: number }, nodeId?: number, minDistance?: number, // default: 1 maxDistance?: number, // default: 32, must be > minDistance rolloff?: number, // default: 1, must be > 0 panStrength?: number // default: 1, clamped to [0,1] }): { ok: boolean, reasonCode: string | null, handle?: number, fallbackMode?: "stereo_2d", spatial?: object }
aura.audio.resume(handle: number): void
aura.audio.setBusVolume(bus: string, volume: number): { ok: boolean, reasonCode: string | null, bus?: string, volume?: number }
aura.audio.setEmitterTransform( handle: number, transform: { x: number, y: number, z: number } ): { ok: boolean, reasonCode: string | null, handle?: number, spatial?: object }
aura.audio.setListenerTransform(transform: { position?: { x: number, y: number, z: number }, rotation?: { x: number, y: number, z: number } }): { ok: boolean, reasonCode: string | null, listener?: object }
aura.audio.setMasterVolume(volume: number): void
aura.audio.setVolume(handle: number, volume: number): void
aura.audio.stop(handle: number): void
aura.audio.stopAll(): void
aura.audio.update(dt: number): { ok: boolean, reasonCode: string | null, advanced?: number, completed?: number, activeEnvelopes?: number }
aura.audio.updateSpatial(): { ok: boolean, reasonCode: string | null, updated?: number, fallbackCount?: number, missingTrackCount?: number, listenerMode?: "manual" | "scene3d", fallbackReasonCode?: "spatialization_unavailable_backend" | null }
aura.audio.addReverbZone(...)
aura.audio.clearReverbZones(...)
aura.audio.playSpatial(...)
aura.audio.removeReverbZone(...)
aura.audio.setEmitterPosition(...)
aura.audio.setHRTF(...)
aura.audio.setListener(...)
aura.audio.setOcclusion(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Canonical 2D camera state (x, y, zoom, rotation) plus additive deterministic camera-rig helpers (follow, setDeadzone, setBounds, pan/zoom/rotate/shake, update) consumed by draw2d geometry/sprite calls in deterministic call order.
supportedsupported220aura.camera.clearBounds(): { ok: true, reasonCode: string }
aura.camera.clearDeadzone(): { ok: true, reasonCode: string }
aura.camera.clearEffects(): { ok: true, cleared: number, reasonCode: string }
aura.camera.fade(options?: { duration?: number, color?: { r: number, g: number, b: number, a?: number } | [number, number, number, number?], fromAlpha?: number, toAlpha?: number, alpha?: number }): { ok: boolean, effectId?: number, reasonCode: string }
aura.camera.flash(options?: { duration?: number, color?: { r: number, g: number, b: number, a?: number } | [number, number, number, number?], alpha?: number }): { ok: boolean, effectId?: number, reasonCode: string }
aura.camera.follow( target: { x: number, y: number } | (() => { x: number, y: number }), options?: { lerpX?: number, lerpY?: number, offsetX?: number, offsetY?: number } ): { ok: boolean, reasonCode: string }
aura.camera.getState(): { x: number, y: number, zoom: number, rotation: number, following: boolean, activeEffects: number, deadzone: { x: number, y: number, width: number, height: number } | null, bounds: { x: number, y: number, width: number, height: number } | null, overlay: { effectType: "fade" | "flash", effectId: number, alpha: number, color: { r: number, g: number, b: number, a: number } } | null }
aura.camera.offEffectComplete(listenerId: number): boolean
aura.camera.onEffectComplete( callback: (event: { type: "effect_complete", effectType: string, effectId: number, reasonCode: string }) => void, order?: number ): { ok: boolean, listenerId?: number, reasonCode: string }
aura.camera.pan(x: number, y: number, options?: { duration?: number }): { ok: boolean, effectId?: number, reasonCode: string }
aura.camera.panTo(x: number, y: number, options?: { duration?: number }): { ok: boolean, effectId?: number, reasonCode: string }
aura.camera.rotateTo(rotation: number, options?: { duration?: number }): { ok: boolean, effectId?: number, reasonCode: string }
aura.camera.rotation: number
aura.camera.setBounds( bounds: { x?: number, y?: number, width: number, height: number } | number, y?: number, width?: number, height?: number ): { ok: boolean, reasonCode: string }
aura.camera.setDeadzone( deadzone: { x?: number, y?: number, width: number, height: number } | number, height?: number ): { ok: boolean, reasonCode: string }
aura.camera.shake(options?: { duration?: number, frequency?: number, intensity?: number, intensityX?: number, intensityY?: number }): { ok: boolean, effectId?: number, reasonCode: string }
aura.camera.stopFollow(): { ok: true, stopped: boolean, reasonCode: string }
aura.camera.update(dt: number): { ok: boolean, reasonCode: string, x?: number, y?: number, zoom?: number, rotation?: number, following?: boolean, activeEffects?: number, overlay?: { effectType: "fade" | "flash", effectId: number, alpha: number, color: { r: number, g: number, b: number, a: number } } | null }
aura.camera.x: number
aura.camera.y: number
aura.camera.zoom: number
aura.camera.zoomTo(zoom: number, options?: { duration?: number }): { ok: boolean, effectId?: number, reasonCode: string }
3D camera projection, transforms, and control helpers.
supportedunsupported100aura.camera3d.getControlState(): { profile: "none" | "orbit"; active: boolean; orbit: { yaw: number; pitch: number; distance: number; target: Vec3; rotateSpeed: number; panSpeed: number; zoomSpeed: number; damping: number; minDistance: number; maxDistance: number; minPitchDeg: number; maxPitchDeg: number; }; }
aura.camera3d.getProjectionMatrix(): Mat4
aura.camera3d.getViewMatrix(): Mat4
aura.camera3d.lookAt(x: number, y: number, z: number): void
aura.camera3d.perspective(fovDeg: number, near: number, far: number): void
aura.camera3d.setControlProfile( profile: "none" | "orbit", options?: { rotateSpeed?: number; panSpeed?: number; zoomSpeed?: number; damping?: number; // clamped to [0, 1] minDistance?: number; // > 0, clamped to deterministic safe range maxDistance?: number; // > 0, clamped to deterministic safe range minPitchDeg?: number; // clamped to [-89, 89] maxPitchDeg?: number; // clamped to [-89, 89] } ): void
aura.camera3d.setFOV(fovDeg: number): void
aura.camera3d.setPosition(x: number, y: number, z: number): void
aura.camera3d.setTarget(x: number, y: number, z: number): void
aura.camera3d.updateControls( dtSeconds: number, input?: { rotateX?: number; rotateY?: number; panX?: number; panY?: number; zoom?: number; } ): void
Axis-aligned 2D collision detection (rect-rect, circle-circle, mixed).
supportedsupported55aura.collision.circleCircle(a: Circle, b: Circle): boolean
aura.collision.circlePoint(circle: Circle, point: Point): boolean
aura.collision.circleRect(circle: Circle, rect: Rect): boolean
aura.collision.rectPoint(rect: Rect, point: Point): boolean
aura.collision.rectRect(a: Rect, b: Rect): boolean
aura.collision.circleCircleBatch(...)
aura.collision.circlePointBatch(...)
aura.collision.circleRectBatch(...)
aura.collision.rectPointBatch(...)
aura.collision.rectRectBatch(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
No generated description is available yet for this namespace.
supportedsee_web_build_contract_v1190aura.collision3d.boxBox(a: CollisionBox3D, b: CollisionBox3D): boolean
aura.collision3d.boxBoxContact(a: CollisionBox3D, b: CollisionBox3D): CollisionContactHit3D | false
aura.collision3d.capsuleCapsule( aStart: CollisionPoint3D, aEnd: CollisionPoint3D, aRadius: number, bStart: CollisionPoint3D, bEnd: CollisionPoint3D, bRadius: number ): CollisionCapsuleHit3D | false
aura.collision3d.closestPoint( shape: CollisionBox3D | CollisionSphere3D, point: CollisionPoint3D ): CollisionPoint3D | false
aura.collision3d.movingBoxBox( a: CollisionBox3D, velocityA: CollisionPoint3D, b: CollisionBox3D, velocityB: CollisionPoint3D, dt: number ): CollisionSweepHit3D | false
aura.collision3d.pointBox(point: CollisionPoint3D, box: CollisionBox3D): boolean
aura.collision3d.pointSphere(point: CollisionPoint3D, sphere: CollisionSphere3D): boolean
aura.collision3d.rayBox(ray: CollisionRay3D, box: CollisionBox3D): boolean
aura.collision3d.rayBoxHit(ray: CollisionRay3D, box: CollisionBox3D): CollisionRayHit3D | false
aura.collision3d.rayPlane(ray: CollisionRay3D, plane: CollisionPlane3D): boolean
aura.collision3d.rayPlaneHit(ray: CollisionRay3D, plane: CollisionPlane3D): CollisionRayHit3D | false
aura.collision3d.raySphere(ray: CollisionRay3D, sphere: CollisionSphere3D): boolean
aura.collision3d.raySphereHit(ray: CollisionRay3D, sphere: CollisionSphere3D): CollisionRayHit3D | false
aura.collision3d.rayTriangle(ray: CollisionRay3D, v0: CollisionPoint3D, v1: CollisionPoint3D, v2: CollisionPoint3D): CollisionTriangleHit3D | false
aura.collision3d.sphereBox(sphere: CollisionSphere3D, box: CollisionBox3D): boolean
aura.collision3d.sphereBoxContact(sphere: CollisionSphere3D, box: CollisionBox3D): CollisionContactHit3D | false
aura.collision3d.sphereCast( start: CollisionPoint3D, end: CollisionPoint3D, radius: number, target: CollisionBox3D | CollisionSphere3D ): CollisionSweepHit3D | false
aura.collision3d.spherePlane(sphere: CollisionSphere3D, plane: CollisionPlane3D): boolean
aura.collision3d.sphereSphere(a: CollisionSphere3D, b: CollisionSphere3D): boolean
Native compute pipeline, buffers, bind groups, dispatch, and readback.
supportedunsupported100aura.compute.createBindGroup( pipelineHandle: ComputePipelineHandle, entries: ComputeBindGroupEntry[] ): ComputeBindGroupHandle
aura.compute.createBuffer( size: number, usage?: ComputeBufferUsage ): ComputeBufferHandle
aura.compute.createPipeline( wgslCode: string, entryPoint?: string ): ComputePipelineHandle
aura.compute.destroyBindGroup(handle: ComputeBindGroupHandle): void
aura.compute.destroyBuffer(handle: ComputeBufferHandle): void
aura.compute.destroyPipeline(handle: ComputePipelineHandle): void
aura.compute.dispatch( pipelineHandle: ComputePipelineHandle, bindGroupHandle: ComputeBindGroupHandle, workgroupsX: number, workgroupsY?: number, workgroupsZ?: number ): void
aura.compute.getError( handle: ComputePipelineHandle | ComputeBufferHandle | ComputeBindGroupHandle ): string | null
aura.compute.readBuffer( bufferHandle: ComputeBufferHandle, offset?: number, size?: number ): Float32Array | Uint8Array | null
aura.compute.writeBuffer( bufferHandle: ComputeBufferHandle, data: TypedArray | ArrayBuffer, offset?: number ): void
Dev-only terminal/overlay helpers (log, drawRect, drawCircle, drawText) plus runtime inspector controls (enableInspector, inspectorStats). Explicit no-op in release mode.
supportedsee_web_build_contract_v119aura.debug.inspectorStats()
aura.debug.cacheStats(...)
aura.debug.drawCircle(...)
aura.debug.drawRect(...)
aura.debug.drawText(...)
aura.debug.enableInspector(...)
aura.debug.log(...)
aura.debug.resetCaches(...)
aura.debug.showPhysics3dColliders(...)
aura.debug.showScene3dWireframe(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Immediate-mode 2D drawing primitives (shapes, sprites, text, transforms).
supportedsupported2911aura.draw2d.circle(x: number, y: number, radius: number, color: Color): void
aura.draw2d.circleFill(x: number, y: number, radius: number, color: Color): void
aura.draw2d.clear(color: Color): void
aura.draw2d.createRenderTarget(width: number, height: number): { ok: boolean, reasonCode: string, handle?: number, width?: number, height?: number, type?: "renderTarget", __renderTarget?: true }
aura.draw2d.destroyRenderTarget( target: number | { handle: number, __renderTarget?: true } ): { ok: boolean, reasonCode: string, handle?: number, destroyed?: boolean }
aura.draw2d.exportRenderTarget( target: | number | { handle: number, __renderTarget?: true } | { type: "compositorStage", graph: string, stage: string }, path: string ): { ok: boolean, reasonCode: string, handle?: number, path?: string, graphName?: string, stage?: string }
aura.draw2d.line(x1: number, y1: number, x2: number, y2: number, color: Color, width?: number): void
aura.draw2d.measureText(str: string, options?: TextMeasureOptions): { width: number, height: number }
aura.draw2d.nineSlice( image: Asset, x: number, y: number, width: number, height: number, options: { slice?: number, left?: number, right?: number, top?: number, bottom?: number, tint?: Color, alpha?: number } ): void
aura.draw2d.popClipRect(): { ok: boolean, reasonCode: string }
aura.draw2d.popTransform(): void
aura.draw2d.pushClipRect( rect: { x?: number, y?: number, width: number, height: number } ): { ok: boolean, reasonCode: string }
aura.draw2d.pushClipRect( x: number, y: number, width: number, height: number ): { ok: boolean, reasonCode: string }
aura.draw2d.pushTransform(): void
aura.draw2d.rect(...)
aura.draw2d.rect(x: number, y: number, w: number, h: number, color: Color): void
aura.draw2d.rectFill(x: number, y: number, w: number, h: number, color: Color): void
aura.draw2d.resizeRenderTarget( target: number | { handle: number, __renderTarget?: true }, width: number, height: number ): { ok: boolean, reasonCode: string, handle?: number, width?: number, height?: number, resized?: boolean }
aura.draw2d.rotate(angle: number): void
aura.draw2d.runCompositorGraph( graphName: string, stages: Array<{ id: string, target: number | { handle: number, __renderTarget?: true }, draw: () => void }> ): { ok: boolean, reasonCode: string, graphName?: string, stageCount?: number, commandCount?: number, stages?: Array<{ type: "compositorStage", __compositorStage?: true, graph: string, graphName: string, stage: string, id: string, handle: number }> }
aura.draw2d.scale(sx: number, sy: number): void
aura.draw2d.sprite(image: Asset, x: number, y: number, options?: SpriteOptions): void
aura.draw2d.spriteFx( image: | Asset | { handle: number, __renderTarget?: true } | { type: "compositorStage", graph: string, stage: string }, x: number, y: number, options: { width?: number, height?: number, alpha?: number, shadow?: { offsetX?: number, offsetY?: number, blur?: number, color?: Color, alpha?: number }, outline?: { thickness?: number, color?: Color, alpha?: number } } ): { ok: boolean, reasonCode: string, submittedFxDrawCount?: number }
aura.draw2d.text(str: string, x: number, y: number, options?: TextOptions): void
aura.draw2d.tileSprite( image: Asset, x: number, y: number, width: number, height: number, options?: { tileScaleX?: number, tileScaleY?: number, tileOffsetX?: number, tileOffsetY?: number, tint?: Color, alpha?: number } ): void
aura.draw2d.translate(x: number, y: number): void
aura.draw2d.withMask( source: | Asset | { handle: number, __renderTarget?: true } | { type: "analytic" | "shape", shape: "circle", feather?: number }, x: number, y: number, width: number, height: number, callback: () => void, options?: { invert?: boolean } ): { ok: boolean, reasonCode: string, commandCount?: number, maskKind?: "source" | "analytic", maskShape?: "texture" | "circle", maskFeather?: number }
aura.draw2d.withRenderTarget( target: number | { handle: number, __renderTarget?: true }, callback: () => void ): { ok: boolean, reasonCode: string, handle?: number, commandCount?: number }
aura.draw2d.withRenderTargets( stages: Array<{ target: number | { handle: number, __renderTarget?: true }, draw: () => void }> ): { ok: boolean, reasonCode: string, stageCount?: number, commandCount?: number, handles?: number[] }
aura.draw2d.arc(...)
aura.draw2d.arcFill(...)
aura.draw2d.bezier(...)
aura.draw2d.clearFill(...)
aura.draw2d.polygon(...)
aura.draw2d.polygonFill(...)
aura.draw2d.polyline(...)
aura.draw2d.quadratic(...)
aura.draw2d.setBlendMode(...)
aura.draw2d.setFill(...)
aura.draw2d.styledText(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
3D draw submission, fog, skybox, billboards, and postfx controls.
supportedunsupported130aura.draw3d.billboard( textureHandleOrSource: | number | { dataTextureHandle: number; }, options: { x: number; y: number; z: number; width: number; height: number; mode?: "face" | "axis"; color?: Color; frameX?: number; frameY?: number; frameW?: number; frameH?: number; atlasWidth?: number; atlasHeight?: number; } ): void
aura.draw3d.clear3d(color?: Color): void
aura.draw3d.clearFog(): void
aura.draw3d.createMesh( vertices: Array<{ position: [number, number, number]; normal?: [number, number, number]; uv?: [number, number]; color?: [number, number, number, number]; jointIndices?: [number, number, number, number]; jointWeights?: [number, number, number, number]; }>, indices: number[] ): MeshHandle
aura.draw3d.drawMesh(mesh: MeshHandle, material: MaterialHandle, transform?: { position?: Vec3; rotation?: Vec3; scale?: Vec3; }): void
aura.draw3d.drawMeshInstanced( mesh: MeshHandle, material: MaterialHandle, transforms: Array<{ position?: Vec3; rotation?: Vec3; scale?: Vec3; }> ): void
aura.draw3d.drawSkybox(path: string): void
aura.draw3d.getPostFXState(): { passes: Array<{ pass: string; enabled: boolean; strength: number; radius: number; threshold: number; customParams: Record<string, number>; index: number; isCustom: boolean; }>; resolvedSteps: Array<{ pass: string; targetSlot: string | null; pingPongPhase: boolean; usesShaderPipeline: boolean; inputMatchesOriginalScene: boolean; index: number; }>; targetChain: { intermediateTargets: string[]; intermediateTargetCount: number; pingPong: boolean; composeMode: "replace" | "additive" | "multiply"; }; customShaderBindings: Array<{ binding: number; name: string; type: string; semantic: string; }>; customShaderContract: { deterministicOrder: boolean; supportsDepthTexture: boolean; supportsOriginalSceneTexture: boolean; supportsCameraInfoInUniform: boolean; supportsNormalBuffer: boolean; supportsIntermediateBufferReads: boolean; customParamSlots: number; inputTextureSemantic: string; originalSceneSemantic: string; orderingSemantic: string; }; totalPasses: number; enabledPasses: number; mutationCount: number; orderFingerprint: number; targetChainFingerprint: number; customPassCount: number; customParamFingerprint: number; lastOperation: string; lastReasonCode: string; lastOk: boolean; }
aura.draw3d.registerPostFXShader( name: string, wgslSource: string ): { ok: boolean; name: string; error?: string; }
aura.draw3d.removePostFXPass(pass: string): { ok: boolean; operation: "removePostFXPass"; reasonCode: string; pass: string | null; }
aura.draw3d.setFog(options: { mode: "linear" | "exp" | "exp2"; color?: Color | ColorRgb; near?: number; far?: number; density?: number; atmosphere?: { enabled?: boolean; baseY?: number; falloff?: number; rayStrength?: number; rayDecay?: number; rayExposure?: number; }; }): void
aura.draw3d.setPostFXEnabled( pass: string, enabled: boolean ): { ok: boolean; operation: "setPostFXEnabled"; reasonCode: string; pass: string | null; }
aura.draw3d.setPostFXPass( pass: string, options?: { enabled?: boolean; strength?: number; radius?: number; threshold?: number; customParams?: Record<string, number>; targetChain?: { intermediateTargets?: string[]; pingPong?: boolean; composeMode?: "replace" | "additive" | "multiply"; }; } ): { ok: boolean; operation: "setPostFXPass"; reasonCode: string; pass: string | null; }
No generated description is available yet for this namespace.
supportedsee_web_build_contract_v160aura.ecs.addComponent(entityId: number, componentName: string, value: unknown): boolean
aura.ecs.createEntity(): number
aura.ecs.getComponent(entityId: number, componentName: string): unknown | undefined
aura.ecs.removeEntity(entityId: number): boolean
aura.ecs.run(dt: number): void
aura.ecs.system(name: string, fn: (dt: number) => void, order?: number): boolean
No generated description is available yet for this namespace.
supportedsee_web_build_contract_v108aura.fs.exists(...)
aura.fs.list(...)
aura.fs.mkdir(...)
aura.fs.readJson(...)
aura.fs.readText(...)
aura.fs.remove(...)
aura.fs.writeJson(...)
aura.fs.writeText(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Poll keyboard, mouse, relative mouse delta, and gamepad state for the current frame.
supportedsupported133aura.input.getGamepadAxis(index: number, axis: number): number
aura.input.getMouseDelta(): { x: number, y: number }
aura.input.getMousePosition(): { x: number, y: number }
aura.input.getMouseWheel(): number
aura.input.getTextInput()
aura.input.getTextInput(): string
aura.input.isGamepadButtonDown(index: number, button: number): boolean
aura.input.isGamepadConnected(index: number): boolean
aura.input.isKeyDown(key: string): boolean
aura.input.isKeyPressed(key: string): boolean
aura.input.isKeyReleased(key: string): boolean
aura.input.isMouseDown(button: number): boolean
aura.input.isMousePressed(button: number): boolean
aura.input.isDown(...)
aura.input.isPressed(...)
aura.input.isReleased(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Host-invoked game lifecycle callbacks.
supportedsee_web_build_contract_v160aura.draw = function(): void
aura.onBlur = function(): void
aura.onFocus = function(): void
aura.onResize = function(width: number, height: number): void
aura.setup = function(): void
aura.update = function(dt: number): void
3D light lifecycle and shadow-control surface.
supportedunsupported140aura.light.ambient(color: Color, intensity: number): LightHandle
aura.light.configureDirectionalShadows(options: { enabled?: boolean; quality?: "low" | "medium" | "high"; bias?: number; normalBias?: number; filterMode?: "hard" | "pcf"; filterRadius?: number; cascadeCount?: number; tileResolution?: number; lambda?: number; blendWidth?: number; shadowFar?: number; stabilizeCascades?: boolean; }): void
aura.light.configureShadow(lightId: LightHandle, options: { enabled?: boolean; quality?: "low" | "medium" | "high"; bias?: number; normalBias?: number; filterMode?: "hard" | "pcf"; filterRadius?: number; }): void
aura.light.directional(direction: Vec3, color: Color, intensity: number): LightHandle
aura.light.getShadowState(lightId?: LightHandle): { shadowBudget: number; shadowCastingCount: number; budgetSaturated: boolean; shadowedPointLightCount: number; shadowedSpotLightCount: number; rendererActive: boolean; effectiveShadowCastingCount: number; effectivePointLightCount: number; effectiveSpotLightCount: number; directionalPassCount: number; multiLightSlotCount: number; multiLightPassCount: number; shadowDrawCount: number; directional: { enabled: boolean; quality: "low" | "medium" | "high"; bias: number; normalBias: number; filterMode: "hard" | "pcf"; filterRadius: number; cascadeCount: number; tileResolution: number; lambda: number; blendWidth: number; shadowFar: number; stabilizeCascades: boolean; }; } | { lightId: LightHandle; type: "directional" | "point" | "spot"; enabled: boolean; quality: "low" | "medium" | "high"; bias: number; normalBias: number; filterMode: "hard" | "pcf"; filterRadius: number; rendererActive: boolean; effectiveEnabled: boolean; effectiveQuality: "low" | "medium" | "high"; effectiveBias: number; effectiveSlotCount: number; } | null
aura.light.getShadowStats(): { shadowCastingCount: number; shadowBudget: number; budgetSaturated: boolean; directionalShadowEnabled: boolean; directionalQuality: "low" | "medium" | "high"; directionalBias: number; directionalNormalBias: number; directionalFilterMode: "hard" | "pcf"; directionalFilterRadius: number; directionalCascadeCount: number; directionalTileResolution: number; directionalLambda: number; directionalBlendWidth: number; directionalShadowFar: number; directionalStabilizeCascades: boolean; directionalTexelSnapErrorMax: number; shadowedPointLightCount: number; shadowedSpotLightCount: number; rendererActive: boolean; effectiveShadowCastingCount: number; effectivePointLightCount: number; effectiveSpotLightCount: number; directionalPassCount: number; multiLightSlotCount: number; multiLightPassCount: number; shadowDrawCount: number; }
aura.light.hemisphere( skyColor: Color, groundColor: Color, intensity: number, upDirection?: Vec3 ): LightHandle
aura.light.point(position: Vec3, color: Color, intensity: number, range: number): LightHandle
aura.light.remove(handle: LightHandle): void
aura.light.setShadowBudget(maxLights: number): void
aura.light.setShadowCasting(lightId: LightHandle, enabled: boolean): void
aura.light.setShadowQuality( lightId: LightHandle, quality: "low" | "medium" | "high" ): void
aura.light.spot( position: Vec3, direction: Vec3, color: Color, intensity: number, range: number, angleRadians: number ): LightHandle
aura.light.update(handle: LightHandle, props: { position?: Vec3; direction?: Vec3; color?: Color; intensity?: number; range?: number; angle?: number; angleRadians?: number; skyColor?: Color; groundColor?: Color; hemisphereIntensity?: number; skyIntensity?: number; upDirection?: Vec3; }): void
Material creation and runtime mutation surface.
supportedunsupported230aura.material.clone(handle: MaterialHandle): MaterialHandle
aura.material.create(options?: { color?: Color; texture?: string; normalMap?: string; metallic?: number; roughness?: number; alphaMode?: "opaque" | "mask" | "blend" | "hash"; alphaCutoff?: number; doubleSided?: boolean; sheenColor?: ColorRgb; sheenRoughness?: number; specularFactor?: number; specularColor?: ColorRgb; }): MaterialHandle
aura.material.createCustom(options: { vertex: string; fragment: string; uniforms?: Record<string, "float" | "vec2" | "vec3" | "vec4" | "mat4">; texture?: boolean; }): MaterialHandle
aura.material.reset(handle: MaterialHandle): void
aura.material.setAlphaCutoff(handle: MaterialHandle, value: number): void | { ok: false; reasonCode: string; reason: string }
aura.material.setAlphaMode( handle: MaterialHandle, mode: "opaque" | "mask" | "blend" | "hash" ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setColor(handle: MaterialHandle, color: Color): void
aura.material.setCustomTexture( handle: MaterialHandle, texturePath: string | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setDoubleSided(handle: MaterialHandle, enabled: boolean): void | { ok: false; reasonCode: string; reason: string }
aura.material.setEmissiveTexture( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setMetallic(handle: MaterialHandle, metallic: number): void
aura.material.setMetallicRoughness(handle: MaterialHandle, metallic: number, roughness: number): void
aura.material.setMetallicRoughnessTexture( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setNormalMap( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setOcclusionStrength( handle: MaterialHandle, value: number ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setOcclusionTexture( handle: MaterialHandle, input: string | DataTextureHandle | null ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setRoughness(handle: MaterialHandle, roughness: number): void
aura.material.setSheen(handle: MaterialHandle, roughness: number, color: ColorRgb): void | { ok: false; reasonCode: string; reason: string }
aura.material.setSpecularColor( handle: MaterialHandle, color: ColorRgb ): void | { ok: false; reasonCode: string; reason: string }
aura.material.setSpecularFactor(handle: MaterialHandle, value: number): void | { ok: false; reasonCode: string; reason: string }
aura.material.setTexture(handle: MaterialHandle, texturePath: string | DataTextureHandle | null): void
aura.material.setUniform( handle: MaterialHandle, name: string, value: number | number[] | { x: number; y?: number; z?: number; w?: number } ): void | { ok: false; reasonCode: string; reason: string }
aura.material.unload(handle: MaterialHandle): void
Common math utilities (lerp, clamp, random, distance, angle, constants).
supportedsupported51aura.math.angle(x1: number, y1: number, x2: number, y2: number): number
aura.math.clamp(value: number, min: number, max: number): number
aura.math.distance(x1: number, y1: number, x2: number, y2: number): number
aura.math.lerp(a: number, b: number, t: number): number
aura.math.random(): number aura.math.random(max: number): number aura.math.random(min: number, max: number): number
aura.math.setSeed(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Mesh loading, procedural geometry, morph targets, and instancing helpers.
supportedunsupported160aura.mesh.createBox(width?: number, height?: number, depth?: number): MeshHandle
aura.mesh.createCapsule( radius?: number, height?: number, segments?: number, rings?: number ): MeshHandle
aura.mesh.createCone(radius?: number, height?: number, segments?: number): MeshHandle
aura.mesh.createCylinder(radius?: number, height?: number, segments?: number): MeshHandle
aura.mesh.createExtrude( shape2d: Array<{ x: number; y: number }>, optionsOrDepth?: { depth?: number; segments?: number } | number, segments?: number ): MeshHandle
aura.mesh.createFromVertices( vertices: Float32Array | number[], indices: Uint32Array | Uint16Array | number[], normals?: Float32Array | number[] | null, uvs?: Float32Array | number[] | null, colorsOrSkinning?: Float32Array | number[] | { jointIndices: Uint16Array | Uint32Array | number[]; jointWeights: Float32Array | number[]; } | null, skinning?: { jointIndices: Uint16Array | Uint32Array | number[]; jointWeights: Float32Array | number[]; } | null ): MeshHandle
aura.mesh.createLathe( points: Array<{ x: number; y: number }>, optionsOrSegments?: { segments?: number; phiStart?: number; phiLength?: number; } | number, phiStart?: number, phiLength?: number ): MeshHandle
aura.mesh.createPlane(width?: number, depth?: number): MeshHandle
aura.mesh.createRing( innerRadius?: number, outerRadius?: number, thetaSegments?: number ): MeshHandle
aura.mesh.createSphere(radius?: number, segments?: number): MeshHandle
aura.mesh.createTorus( majorRadius?: number, minorRadius?: number, radialSegments?: number, tubularSegments?: number ): MeshHandle
aura.mesh.getData(handle: MeshHandle): { vertexCount: number; indexCount: number; morphTargetCount: number; bounds: { min: Vec3; max: Vec3 }; } | null
aura.mesh.load(path: string): MeshHandle
aura.mesh.setMorphTargets(handle: MeshHandle, targets: Array<{ positions: Float32Array | number[]; normals?: Float32Array | number[]; }>): void
aura.mesh.setMorphWeights(handle: MeshHandle, weights: Float32Array | number[]): void
aura.mesh.unload(handle: MeshHandle): void
Additive multiplayer helper for host/client lifecycle, player/session state synchronization, and deterministic callback delivery.
supportedunsupported031aura.multiplayer.advertise(...)
aura.multiplayer.broadcast(...)
aura.multiplayer.configure(...)
aura.multiplayer.discover(...)
aura.multiplayer.getAllPlayerInputs(...)
aura.multiplayer.getAllState(...)
aura.multiplayer.getLocalId(...)
aura.multiplayer.getPing(...)
aura.multiplayer.getPlayerCount(...)
aura.multiplayer.getPlayerData(...)
aura.multiplayer.getPlayerInput(...)
aura.multiplayer.getPlayers(...)
aura.multiplayer.getServerTime(...)
aura.multiplayer.getState(...)
aura.multiplayer.host(...)
aura.multiplayer.isClient(...)
aura.multiplayer.isConnected(...)
aura.multiplayer.isHost(...)
aura.multiplayer.join(...)
aura.multiplayer.kick(...)
aura.multiplayer.leave(...)
aura.multiplayer.onDisconnect(...)
aura.multiplayer.onMessage(...)
aura.multiplayer.onPlayerJoin(...)
aura.multiplayer.onPlayerLeave(...)
aura.multiplayer.onStateUpdate(...)
aura.multiplayer.send(...)
aura.multiplayer.sendInput(...)
aura.multiplayer.setPlayerData(...)
aura.multiplayer.setState(...)
aura.multiplayer.stop(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
No generated description is available yet for this namespace.
supportedsee_web_build_contract_v150aura.navmesh.create(definition)
aura.navmesh.findPath(meshId, start, end)
aura.navmesh.getInfo(meshId)
aura.navmesh.queryPath(...)
aura.navmesh.unload(meshId)
Optional networking APIs (connect, websocket) and deterministic callback dispatch semantics when modules.network=true.
supportedunsupported05aura.net.connect(...)
aura.net.fetch(...)
aura.net.get(...)
aura.net.post(...)
aura.net.websocket(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Additive deterministic particles-lite helper (emit, update, draw, stop, getState) with deterministic emitter IDs, constrained pool behavior, and reason-coded invalid-operation responses.
supportedsee_web_build_contract_v1010aura.particles.burst(...)
aura.particles.draw(...)
aura.particles.emit(...)
aura.particles.getState(...)
aura.particles.kill(...)
aura.particles.setBlend(...)
aura.particles.setGravity(...)
aura.particles.setLayer(...)
aura.particles.stop(...)
aura.particles.update(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
No generated description is available yet for this namespace.
supportedsee_web_build_contract_v100No exact signatures or method names were generated for this namespace yet. Use the canonical contract source directly.
Optional physics module APIs including fixed-step scheduler controls and diagnostics when modules.physics=true.
supportedsee_web_build_contract_v1013aura.physics.body(...)
aura.physics.captureSnapshot(...)
aura.physics.configureStep(...)
aura.physics.queryAABB(...)
aura.physics.queryOverlap(...)
aura.physics.queryPoint(...)
aura.physics.queryPointDetailed(...)
aura.physics.queryRaycast(...)
aura.physics.replay(...)
aura.physics.restoreSnapshot(...)
aura.physics.rollback(...)
aura.physics.setGravity(...)
aura.physics.step(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Optional 3D rigid-body APIs including bodies, fixed-step controls, queries, snapshots, and public joints when modules.physics=true.
supportedunsupported110aura.physics3d.queryRaycast(...)
aura.physics3d.body(...)
aura.physics3d.captureSnapshot(...)
aura.physics3d.configureStep(...)
aura.physics3d.queryAABB(...)
aura.physics3d.queryPoint(...)
aura.physics3d.replay(...)
aura.physics3d.restoreSnapshot(...)
aura.physics3d.rollback(...)
aura.physics3d.setGravity(...)
aura.physics3d.step(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Additive scene lifecycle/state helper for deterministic create/start/pause/resume/update transitions and reason-coded status payloads.
supportedsee_web_build_contract_v1011aura.scene.cancelEvent(...)
aura.scene.define(...)
aura.scene.getEventState(...)
aura.scene.getState(...)
aura.scene.pauseEvent(...)
aura.scene.register(...)
aura.scene.resumeEvent(...)
aura.scene.schedule(...)
aura.scene.start(...)
aura.scene.switchTo(...)
aura.scene.update(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Additive 3D hierarchy helper for deterministic node parenting, world-transform composition, traversal ordering, and clip/skinning runtime helpers.
supportedunsupported522aura.scene3d.pick(pixelX, pixelY, options?)
aura.scene3d.queryRaycast(...)
aura.scene3d.queryRaycast(originOrOptions, maybeDirection?, maybeOptions?)
aura.scene3d.raycast(origin, direction, options?)
aura.scene3d.screenToRay(pixelX, pixelY)
aura.scene3d.createAvatar(...)
aura.scene3d.createClip(...)
aura.scene3d.createNode(...)
aura.scene3d.crossfadeClips(...)
aura.scene3d.getClipState(...)
aura.scene3d.getLocalTransform(...)
aura.scene3d.getParent(...)
aura.scene3d.getWorldTransform(...)
aura.scene3d.onClipEvent(...)
aura.scene3d.pauseClip(...)
aura.scene3d.playClip(...)
aura.scene3d.removeNode(...)
aura.scene3d.resumeClip(...)
aura.scene3d.seekClip(...)
aura.scene3d.setClipLoop(...)
aura.scene3d.setClipSkinning(...)
aura.scene3d.setClipWeight(...)
aura.scene3d.setLocalTransform(...)
aura.scene3d.setParent(...)
aura.scene3d.traverse(...)
aura.scene3d.updateAvatars(...)
aura.scene3d.updateClips(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
No generated description is available yet for this namespace.
supportedunsupported00No exact signatures or method names were generated for this namespace yet. Use the canonical contract source directly.
Persist and retrieve JSON-serializable data to local storage.
supportedsupported40aura.storage.delete(key: string): void
aura.storage.keys(): string[]
aura.storage.load(key: string): any | null
aura.storage.save(key: string, value: any): void
Additive tilemap helper for constrained Tiled JSON import plus deterministic layer draw/culling in draw2d.
supportedsee_web_build_contract_v11011aura.tilemap.queryAABB(modelOrMapId, {x, y, w, h})
aura.tilemap.queryObjects(mapId, options?)
aura.tilemap.queryObjectsAtPoint(mapId, point, options?)
aura.tilemap.queryObjectsInAABB(mapId, aabb, options?)
aura.tilemap.queryPoint(modelOrMapId, {x, y})
aura.tilemap.queryRay(modelOrMapId, {x, y, dx, dy, maxDistance?})
aura.tilemap.queryRaycast(...)
aura.tilemap.setRegion(...)
aura.tilemap.setTile(...)
aura.tilemap.setTileCollision(...)
aura.tilemap.create(...)
aura.tilemap.draw(...)
aura.tilemap.drawLayer(...)
aura.tilemap.getInfo(...)
aura.tilemap.import(...)
aura.tilemap.removeRegion(...)
aura.tilemap.replaceRegion(...)
aura.tilemap.setLayerCollision(...)
aura.tilemap.setLayerFlags(...)
aura.tilemap.setLayerVisibility(...)
aura.tilemap.unload(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
Schedule deferred and repeating callbacks; query elapsed time.
supportedsupported50aura.timer.after(seconds: number, callback: function): number
aura.timer.cancel(handle: number): void
aura.timer.every(seconds: number, callback: function): number
aura.timer.getDelta(): number
aura.timer.getTime(): number
Additive deterministic tween/easing helper (create, pause, resume, cancel, onUpdate, onComplete, update, getState) with reason-coded invalid-operation responses.
supportedsee_web_build_contract_v108aura.tween.cancel(...)
aura.tween.create(...)
aura.tween.getState(...)
aura.tween.onComplete(...)
aura.tween.onUpdate(...)
aura.tween.pause(...)
aura.tween.resume(...)
aura.tween.update(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.
No generated description is available yet for this namespace.
supportedsee_web_build_contract_v1400aura.ui.activate(id?: string): { ok: boolean, reasonCode: string }
aura.ui.adjustValue(idOrDelta: string | number, delta?: number): { ok: boolean, reasonCode: string }
aura.ui.beginColumn(options?: { id?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, gap?: number, padding?: number, borderWidth?: number, background?: UIViewColor | null, borderColor?: UIViewColor | null, clip?: boolean }): { ok: boolean, reasonCode: string }
aura.ui.beginContainer(options: { id: string, x?: number, y?: number, width: number, height: number, direction?: "vertical" | "horizontal", gap?: number, padding?: number, wrap?: boolean, scrollX?: number, scrollY?: number }): { ok: boolean, reasonCode: string }
aura.ui.beginDiv(options?: { id?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, direction?: UIViewDirection, gap?: number, padding?: number, borderWidth?: number, background?: UIViewColor | null, borderColor?: UIViewColor | null, clip?: boolean }): { ok: boolean, reasonCode: string }
aura.ui.beginLayout(options: { id: string, x?: number, y?: number, width?: number, height?: number, direction?: "vertical" | "horizontal", gap?: number }): { ok: boolean, reasonCode: string }
aura.ui.beginRow(options?: { id?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, gap?: number, padding?: number, borderWidth?: number, background?: UIViewColor | null, borderColor?: UIViewColor | null, clip?: boolean }): { ok: boolean, reasonCode: string }
aura.ui.beginView(options: { id: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, direction?: UIViewDirection, gap?: number, padding?: number, borderWidth?: number, background?: UIViewColor | null, borderColor?: UIViewColor | null, clip?: boolean }): { ok: boolean, reasonCode: string }
aura.ui.button(id: string, options: { label: string, width?: number, height?: number }): { ok: boolean, reasonCode: string }
aura.ui.button(id: string, options?: { label?: string, text?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, size?: number, padding?: number, color?: UIViewColor, background?: UIViewColor, hoverBackground?: UIViewColor, focusBackground?: UIViewColor, activeBackground?: UIViewColor, borderColor?: UIViewColor, borderWidth?: number, font?: string, disabled?: boolean, focusable?: boolean }): { ok: boolean, reasonCode: string, hovered?: boolean, pressed?: boolean }
aura.ui.endColumn(): { ok: boolean, reasonCode: string }
aura.ui.endContainer(): { ok: boolean, reasonCode: string }
aura.ui.endDiv(): { ok: boolean, reasonCode: string }
aura.ui.endLayout(): { ok: boolean, reasonCode: string }
aura.ui.endRow(): { ok: boolean, reasonCode: string }
aura.ui.endView(): { ok: boolean, reasonCode: string }
aura.ui.getContainerState(containerId?: string): Record<string, unknown> | null
aura.ui.getFocusState(layoutId: string): { focusedId: string | null, focusedIndex: number, reasonCode?: string }
aura.ui.getRegionState(regionId: string, containerId?: string): Record<string, unknown> | null
aura.ui.getScrollState(containerId?: string): Record<string, unknown> | null
aura.ui.getSelectionState(containerId?: string): Record<string, unknown> | null
aura.ui.getTheme(): { gap: number, padding: number, fontSize: number, lineHeight: number, buttonHeight: number, borderWidth: number, textColor: Color, mutedTextColor: Color, panelColor: Color, panelBorderColor: Color, buttonColor: Color, buttonHoverColor: Color, buttonFocusColor: Color, buttonActiveColor: Color, buttonTextColor: Color, transparentColor: Color }
aura.ui.getViewState(nodeId?: string): { nodeId: string, rootId: string, layoutId: string, kind: "view" | "div" | "text" | "button" | "toggle" | "slider" | "input", parentId: string | null, depth: number, x: number, y: number, width: number, height: number, direction: "vertical" | "horizontal" | null, text: string | null, label: string | null, hovered: boolean, focused: boolean, activated: boolean, changed: boolean, toggled: boolean, pressed: boolean, clicked: boolean, value: boolean | number | string | null, placeholder: string | null, editing: boolean, submitted: boolean, caretIndex: number | null, min: number | null, max: number | null, step: number | null, disabled: boolean, clip: boolean, reasonCode: string } | null
aura.ui.getWidgetState(widgetId: string, layoutId?: string): Record<string, unknown> | null
aura.ui.input(...)
aura.ui.input(id: string, options: { value?: string, placeholder?: string, maxLength?: number, width?: number, height?: number }): { ok: boolean, reasonCode: string }
aura.ui.input(id: string, options?: { label?: string, value?: string, placeholder?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, size?: number, padding?: number, color?: UIViewColor, background?: UIViewColor, hoverBackground?: UIViewColor, focusBackground?: UIViewColor, activeBackground?: UIViewColor, borderColor?: UIViewColor, borderWidth?: number, font?: string, maxLength?: number, disabled?: boolean, focusable?: boolean }): { ok: boolean, reasonCode: string, hovered?: boolean, pressed?: boolean, value?: string, placeholder?: string }
aura.ui.label(id: string, options: { text: string, width?: number, height?: number }): { ok: boolean, reasonCode: string }
aura.ui.moveFocus(direction: "next" | "prev"): { ok: boolean, reasonCode: string }
aura.ui.region(id: string, options: { width: number, height: number, x?: number, y?: number, order?: number, focusable?: boolean, disabled?: boolean }): { ok: boolean, reasonCode: string }
aura.ui.reset(layoutOrContainerId?: string): { ok: boolean, reasonCode: string }
aura.ui.scrollBy(containerId: string, dx?: number, dy?: number): { ok: boolean, reasonCode: string }
aura.ui.selectOption(id: string, options: { label?: string, text?: string, value?: string | number | boolean | null, selected?: boolean, width: number, height: number, x?: number, y?: number, order?: number, disabled?: boolean }): { ok: boolean, reasonCode: string }
aura.ui.setScroll(containerId: string, x?: number, y?: number): { ok: boolean, reasonCode: string }
aura.ui.setTheme(theme?: { gap?: number, padding?: number, fontSize?: number, lineHeight?: number, buttonHeight?: number, borderWidth?: number, textColor?: UIViewColor, mutedTextColor?: UIViewColor, panelColor?: UIViewColor, panelBorderColor?: UIViewColor, buttonColor?: UIViewColor, buttonHoverColor?: UIViewColor, buttonFocusColor?: UIViewColor, buttonActiveColor?: UIViewColor, buttonTextColor?: UIViewColor }): { ok: boolean, reasonCode: string }
aura.ui.slider(id: string, options: { label: string, min?: number, max?: number, step?: number, value?: number, width?: number, height?: number }): { ok: boolean, reasonCode: string }
aura.ui.slider(id: string, options?: { label?: string, text?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, size?: number, padding?: number, color?: UIViewColor, background?: UIViewColor, hoverBackground?: UIViewColor, focusBackground?: UIViewColor, activeBackground?: UIViewColor, borderColor?: UIViewColor, borderWidth?: number, font?: string, min?: number, max?: number, step?: number, value?: number, disabled?: boolean, focusable?: boolean }): { ok: boolean, reasonCode: string, hovered?: boolean, pressed?: boolean, value?: number, min?: number, max?: number, step?: number }
aura.ui.text(id: string, options?: { text?: string, label?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, size?: number, color?: UIViewColor, font?: string }): { ok: boolean, reasonCode: string }
aura.ui.toggle(id: string, options: { label: string, value?: boolean, width?: number, height?: number }): { ok: boolean, reasonCode: string }
aura.ui.toggle(id: string, options?: { label?: string, text?: string, x?: number, y?: number, width?: UIViewSize, height?: UIViewSize, size?: number, padding?: number, color?: UIViewColor, background?: UIViewColor, hoverBackground?: UIViewColor, focusBackground?: UIViewColor, activeBackground?: UIViewColor, borderColor?: UIViewColor, borderWidth?: number, font?: string, value?: boolean, disabled?: boolean, focusable?: boolean }): { ok: boolean, reasonCode: string, hovered?: boolean, pressed?: boolean, value?: boolean }
Top-level color and vector construction helpers.
supportedsee_web_build_contract_v1300aura.Color.BLACK // { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }
aura.Color.BLUE // { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }
aura.Color.CYAN // { r: 0.0, g: 1.0, b: 1.0, a: 1.0 }
aura.Color.GREEN // { r: 0.0, g: 1.0, b: 0.0, a: 1.0 }
aura.Color.MAGENTA // { r: 1.0, g: 0.0, b: 1.0, a: 1.0 }
aura.Color.RED // { r: 1.0, g: 0.0, b: 0.0, a: 1.0 }
aura.Color.TRANSPARENT // { r: 0.0, g: 0.0, b: 0.0, a: 0.0 }
aura.Color.WHITE // { r: 1.0, g: 1.0, b: 1.0, a: 1.0 }
aura.Color.YELLOW // { r: 1.0, g: 1.0, b: 0.0, a: 1.0 }
aura.rgb(r: number, g: number, b: number): Color
aura.rgba(r: number, g: number, b: number, a: number): Color
aura.vec2.add(a: Vec2, b: Vec2): Vec2
aura.vec2.distance(a: Vec2, b: Vec2): number
aura.vec2.dot(a: Vec2, b: Vec2): number
aura.vec2.length(v: Vec2): number
aura.vec2.lerp(a: Vec2, b: Vec2, t: number): Vec2
aura.vec2.normalize(v: Vec2): Vec2
aura.vec2.scale(v: Vec2, s: number): Vec2
aura.vec2.sub(a: Vec2, b: Vec2): Vec2
aura.vec2(x: number, y: number): Vec2
aura.vec3.add(a: Vec3, b: Vec3): Vec3
aura.vec3.cross(a: Vec3, b: Vec3): Vec3
aura.vec3.distance(a: Vec3, b: Vec3): number
aura.vec3.dot(a: Vec3, b: Vec3): number
aura.vec3.length(v: Vec3): number
aura.vec3.lerp(a: Vec3, b: Vec3, t: number): Vec3
aura.vec3.normalize(v: Vec3): Vec3
aura.vec3.scale(v: Vec3, s: number): Vec3
aura.vec3.sub(a: Vec3, b: Vec3): Vec3
aura.vec3(x: number, y: number, z: number): Vec3
Read-only runtime semver string for the current AuraJS host.
supportedsee_web_build_contract_v110aura.VERSION: string // e.g. "1.0.0"
Query and mutate the application window (title, size, fullscreen, cursor visibility/lock, pixel ratio, FPS).
supportedsupported86aura.window.getFPS(): number
aura.window.getPixelRatio(): number
aura.window.getSize(): { width: number, height: number }
aura.window.setCursorLocked(locked: boolean): void
aura.window.setCursorVisible(visible: boolean): void
aura.window.setFullscreen(enabled: boolean): void
aura.window.setSize(width: number, height: number): void
aura.window.setTitle(title: string): void
aura.window.close(...)
aura.window.focus(...)
aura.window.minimize(...)
aura.window.restore(...)
aura.window.screenshot(...)
aura.window.setCursor(...)
Exact signature extraction is still incomplete for the methods above. Use the canonical contract source if argument or return-value detail matters.