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index.d.ts
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/**
* Allows you to encode and decode strings from Base64.
*
* This is useful when passing string to places where some characters are not allowed.
*
* This example demonstrates simple use of the `Base64` module. The code prints the input string, and the computed Base64 string.
* ```js
* var Base64 = require("FuseJS/Base64");
* var string = "Hello, world!";
* console.log(string); //LOG: Hello, world!
* console.log(Base64.encodeAscii(string)); //LOG: SGVsbG8sIHdvcmxkIQ==
* ```
*/
declare module "FuseJS/Base64" {
/**
* Decodes the given base64 value to an ASCII string representation
* ```js
* var Base64 = require("FuseJS/Base64");
* console.log(Base64.decodeAscii("SGVsbG8sIHdvcmxkIQ==")); //LOG: Hello, world!
* ```
*/
function decodeAscii(value: string): string;
/**
* Decodes the given base64 string to an ArrayBuffer.
* ```js
* var Base64 = require("FuseJS/Base64");
* var buf = Base64.decodeBuffer("NxMAAA==");
* var view = new Int32Array(data);
* // Should print 0x1337
* console.log("0x" + view[0].toString(16));
* ```
*/
function decodeBuffer(base64String: string): ArrayBuffer;
/**
* Decodes the given base64 Latin-1 encoded bytes to a string.
* ```js
* var Base64 = require("FuseJS/Base64");
* // Prints "hello world"
* console.log(Base64.decodeLatin1("aGVsbG8gd29ybGQ="));
* ```
*/
function decodeLatin1(stringToDecode: string): string;
/**
* Decodes the given base64 value to an UTF8 string representation
* ```js
* var Base64 = require("FuseJS/Base64");
* console.log(Base64.encodeUtf8("Rm9vIMKpIGJhcg==")); //LOG: Foo © bar
* ```
*/
function decodeUtf8(value: string): string;
/**
* Encodes the given ASCII value to base64 string representation
* ```js
* var Base64 = require("FuseJS/Base64");
* console.log(Base64.encodeAscii("Hello, world!")); //LOG: SGVsbG8sIHdvcmxkIQ==
* ```
*/
function encodeAscii(value: string): string;
/**
* Encodes given array buffer to base64.
* ```js
* var Base64 = require("FuseJS/Base64");
*
* var data = new ArrayBuffer(4);
* var view = new Int32Array(data);
* view[0] = 0x1337;
*
* console.log(Base64.encodeBuffer(data));
* ```
*/
function encodeBuffer(arrayBuffer: ArrayBuffer): string;
/**
* Encodes the given string to a Latin-1 base64 string.
* ```js
* var Base64 = require("FuseJS/Base64");
* // Prints "aGVsbG8gd29ybGQ="
* console.log(Base64.encodeLatin1("hello world"));
* ```
*/
function encodeLatin1(stringToEncode: string): string;
/**
* Encodes the given UTF8 value to a base64 string representation
* ```js
* var Base64 = require("FuseJS/Base64");
* console.log(Base64.encodeUtf8("Foo © bar")); //LOG: Rm9vIMKpIGJhcg==
* ```
*/
function encodeUtf8(value: string): string;
}
/**
* The bundle API allows you to read files that is bundled with the application, defined in the project file (using `<filename>:Bundle`).
*
* ```js
* var Bundle = require("FuseJS/Bundle");
* ```
*
* You can read up on bundling files [here](/docs/assets/bundle)
*/
declare module "FuseJS/Bundle" {
/**
* Asynchronously reads a file from the application bundle and writes it to a destination on the device.
* Use with `FuseJS/FileSystem` to determine destination paths. This is useful for extracting html and associated content for local use with WebView via `file://` protocol.
*
* ```js
* var Bundle = require("FuseJS/Bundle");
* var FileSystem = require("FuseJS/FileSystem");
* var Observable = require("FuseJS/Observable");
* var urlForWebView = Observable();
*
* Bundle.extract("assets/site/page.html", FileSystem.dataDirectory + "site/page.html").then(function(resultPath) {
* urlForWebView.value = "file://" + resultPath;
* });
* ```
*/
function extract(bundleFilePath: string, destinationPath: string): Promise<string>;
/**
* Fetch a list of every file bundled with the application.
*
* ```js
* var Bundle = require("FuseJS/Bundle");
*
* Bundle.list().then(function(list) {
* //list is an array of paths, such as "assets/image.jpg"
* });
* ```
*/
function list(): Promise<string[]>;
/**
* Asynchronously reads a file from the application bundle
*
* ```js
* var Bundle = require("FuseJS/Bundle");
*
* Bundle.read("someData.json").then(function(contents) {
* console.log(contents);
* }, function(error) {
* console.log("Error!", error);
* });
* ```
*/
function read(filename: string): Promise<string>;
/**
* Read a bundled file as an ArrayBuffer of bytes
*
* ```js
* var Observable = require("FuseJS/Observable");
* var Bundle = require("FuseJS/Bundle");
* var ImageTools = require("FuseJS/ImageTools");
* var imageUrlToDisplay = Observable();
*
* Bundle.readBuffer("assets/image.jpg").then(function(buffer) {
* //Do something with the image data here
* });
* ```
*/
function readBuffer(bundlePath: string): Promise<ArrayBuffer>;
/**
* Synchronously reads a file from the application bundle
*
* ```js
* var Bundle = require("FuseJS/Bundle");
*
* var contents = Bundle.readSync("someData.json");
* console.log(contents);
* ```
*
* > Warning: This call will block until the operation is finished. If you are reading large amounts of data, use read() instead.
*/
function readSync(filename: string): string;
}
/**
* The Environment API allows you to check which platform your app is currently running on.
*
* You need to add a reference to `"FuseJS"` in your project file to use this feature.
*
* ## Examples
*
* You can check which platform your app is running on using the following boolean properties:
* ```js
* var Environment = require('FuseJS/Environment');
*
* if(Environment.ios) console.log("Running on iOS");
* if(Environment.android) console.log("Running on Android");
* if(Environment.preview) console.log("Running in preview mode");
* if(Environment.mobile) console.log("Running on iOS or Android");
* if(Environment.desktop) console.log("Running on desktop");
* ```
* You can also get the version of the current *mobile* OS as a
* human-readable string using the `mobileOSVersion` property.
* ```js
* console.log(Environment.mobileOSVersion);
* ```
*
* > *Note*
* >
* > On Android, `mobileOSVersion` returns [Build.VERSION.RELEASE](https://developer.android.com/reference/android/os/Build.VERSION.html#RELEASE)
* > (e.g. `1.0` or `3.4b5`).
* > On iOS, it returns a string in the format of `<major>.<minor>.<patch>`
* > (e.g. `9.2.1`).
* > Returns an empty string on all other platforms.
*/
declare module "FuseJS/Environment" {
const ios: boolean;
const android: boolean;
const preview: boolean;
const mobile: boolean;
const desktop: boolean;
/**
* A user-readable OS version number.On Android, it returns [Build.VERSION.RELEASE](https://developer.android.com/reference/android/os/Build.VERSION.html#RELEASE)
* (e.g. `1.0` or `3.4b5`).
* On iOS, it returns a string in the format of `<major>.<minor>.<patch>` (e.g. `9.2.1`).
* Returns an empty string on all other platforms.
*/
const mobileOSVersion: string;
}
/**
* Monitor the application lifecycle from JS
*
* The lifecycle of an app is the time from when your app starts to the time it terminates.
* During this time the app will go through a number of states.
*
* The Lifecycle module allows you query the current state and also be alerted when the
* app changes state.
*
* ## The States
*
* - Starting
* - Background
* - Foreground
* - Interactive
*
* ### Starting
* Your app start event is implicit, as this is when your JavaScript is first evaluated.
*
* ### Background
* Your app is not the app the user is interactive with right now and so the operating system
* has put it into a 'sleep' state.
*
* Whilst your app is in this state is is not allowed to run code, but you don't have to worry
* about this as Fuse will ensure your JS/UX is not doing something when it shouldn't.
*
* ### Foreground
* Your app is front and center on the user's device but they cannot yet interact with it. The
* main reason to be in this state is that the user has opened the notification bar on iOS or
* Android.
*
* ### Interactive
* Your app is now in the foreground and is accepting input from the user.
*
* ## Changing States
* It would be hard to work with app lifecycle if your app could just jump around the states
* randomly. Instead we guarentee the following flow through the states:
*
* Starting
* ↓
* Background ⟷ Foreground ⟷ Interactive
* ↓
* Terminating
*
* ## No `terminating` event
* You may be wondering why there is no `terminating` event. The reason is that on mobile
* platforms the OS doesn't promise to call you when terminating your app. It may, but in
* certain circumstances (low memory, emergency phone call, etc) it won't.
*
* Because of this the guides for mobile platforms strongly advise against using the `terminating`
* event as a cue that the app is shutting down, instead you should be regularly 'checkpointing'
* your app so you can recover from any kind of shutdown.
*
* Given that we are not meant to use it, we have opted not to expose the event.
*
* This module is an @EventEmitter, so the methods from @EventEmitter can be used to listen to events.
*
* ## Example
* ```xml
* <JavaScript>
* var Lifecycle = require('FuseJS/Lifecycle');
*
* Lifecycle.on("enteringForeground", function() {
* console.log("on enteringForeground");
* });
* Lifecycle.on("enteringInteractive", function() {
* console.log("on enteringInteractive");
* });
* Lifecycle.on("exitedInteractive", function() {
* console.log("on exitedInteractive");
* });
* Lifecycle.on("enteringBackground", function() {
* console.log("on enteringBackground");
* });
* Lifecycle.on("stateChanged", function(newState) {
* console.log("on stateChanged " + newState);
* });
* module.exports = { lifecycleState: Lifecycle.observe("stateChanged") }
* </JavaScript>
* <StackPanel>
* <Text TextWrapping="Wrap">Open the Fuse Monitor to see the logs</Text>
* <Text>Current lifecycle state:</Text>
* <Text Value="{lifecycleState}" />
* </StackPanel>
* ```
* In the above example we're using the @EventEmitter `on` method to listen to the different events.
* We're also using the @EventEmitter `observe` method on the `"stateChanged"` event to get an @Observable containing the current state.
*/
declare module "FuseJS/Lifecycle" {
const BACKGROUND: number;
const FOREGROUND: number;
const INTERACTIVE: number;
/**
* Will give you the current state as an integer
* ```js
* var Lifecycle = require("FuseJS/Lifecycle");
*
* console.log(Lifecycle.state === Lifecycle.BACKGROUND);
* console.log(Lifecycle.state === Lifecycle.FOREGROUND);
* console.log(Lifecycle.state === Lifecycle.INTERACTIVE);
* ```
*/
const state: number;
type Event = "enteringBackground" |
"enteringForeground" |
"enteringInteractive" |
"exitedInteractive" |
"stateChanged";
/**
* Registers a function to be called when one of the following events occur.
*
* * `"enteringBackground"` - Triggered when the app is leaving the running state and is about to be suspended.
* ```js
* var Lifecycle = require("FuseJS/Lifecycle");
* * `"enteringForeground"` - Triggered when the app has left the suspended state and now is running.
* You will receive this event when the app starts.
* ```js
* var Lifecycle = require("FuseJS/Lifecycle");
* * `"enteringInteractive"` - Triggered when the app is entering a state where it is fully focused and receiving events.
* ```js
* var Lifecycle = require("FuseJS/Lifecycle");
* * `"exitedInteractive"` - Triggered when the app is partially obscured or is no longer the focus (e.g. when you drag open the notification bar)
* ```js
* var Lifecycle = require("FuseJS/Lifecycle");
* * `"stateChanged"` - Triggered when the app's lifecycle state has changed.
* ```js
* var Lifecycle = require("FuseJS/Lifecycle");
*/
function on(event: Event, callback: () => void): void;
}
/**
* Allows the capture of still images from the system camera.
*
* Images are returned as frozen JavaScript Image objects, consisting of a path, a filename, a width and a height.
* Once created or acquired, Images can be passed around to other APIs to use, fetch or alter their underlying data.
* All images are temporary "scratch images" until storage has been specified either through publishing to the CameraRoll or other.
*
* You need to add a reference to `"Fuse.Camera"` in your project file to use this feature.
*
* On Android using this API will request the CAMERA and WRITE_EXTERNAL_STORAGE permissions.
*
* ## Example
* ```javascript
* var camera = require('FuseJS/Camera');
* camera.takePicture(640,480).then(function(image)
* {
* //Do things with image here
* }).catch(function(error) {
* //Something went wrong, see error for details
* });
* ```
*/
declare module "FuseJS/Camera" {
/**
* Checks if device has permissions to access the camera.
*/
function checkPermissions(): boolean;
/**
* Requests acccess to the camera
*/
function requestPermissions(): boolean;
/**
* Starts an OS-specific image capture view and returns a Promise of the resulting Image.
*
* If the desiredWidth and height parameters are set, returns an Image scaled as close to the specified
* width/height as possible while maintaining aspect ratio.
*
* If no size parameters are given, the taken image will be full-sized as determined by the device camera.
*
* The image capture view is user-configurable on Android.
*/
function takePicture(desiredWidth?: number, desiredHeight?: number): Promise<any>;
}
/**
* Allows adding images to- and fetching images from the system image gallery.
*
* Fuse represents images as frozen JavaScript Image objects, consisting of a path, a filename, a width and a height.
* Once created or acquired, Images can be passed around to other APIs to use, fetch or alter their underlying data.
* All images are temporary "scratch images" until storage has been specified either through publishing to the CameraRoll or other.
*
* Using this API on Android will request the `WRITE_EXTERNAL_STORAGE` and `READ_EXTERNAL_STORAGE` permissions.
*
* > **Note:** You need to add a package reference to `Fuse.CameraRoll` to use this API.
*
* ## Examples
*
* Requesting an image from the camera roll:
* ```javascript
* var cameraRoll = require("FuseJS/CameraRoll");
*
* cameraRoll.getImage()
* .then(function(image) {
* // Will be called if the user successfully selected an image.
* }, function(error) {
* // Will be called if the user aborted the selection or if an error occurred.
* });
* ```
* Taking a picture with the camera and adding it to the camera roll:
* ```javascript
* var cameraRoll = require("FuseJS/CameraRoll");
* var camera = require("FuseJS/Camera");
*
* camera.takePicture(640, 480)
* .then(function(image) {
* return cameraRoll.publishImage(image);
* })
* .then(function() {
* // Will be called if the image was successfully added to the camera roll.
* }, function(error) {
* // Will called if an error occurred.
* });
* ```
* > **Note**: You also need to add a package reference to `Fuse.Camera` for the above example to work.
*/
declare module "FuseJS/CameraRoll" {
/**
* Adds a copy of the Image instance to the system camera roll.
*
* On Android this is done by copying the image to the application's public image
* storage directory and notifying the media scanner.
*
* On iOS this is done by uploading a copy of the image to an asset collection
* named after the application within the system photo library.
*/
function publishImage(image: any): void;
/**
* Checks if device has permissions to access the camera roll.
*/
function checkPermissions(): boolean;
/**
* Requests acccess to photo gallery
*/
function requestPermissions(): boolean;
/**
* Starts an OS-specific image picker view (user-configurable on Android).
*/
function getImage(): Promise<any>;
}
/**
* Provides an interface to the file system.
* ```js
* var FileSystem = require("FuseJS/FileSystem");
* ```
* Using the asynchronous Promise based functions is recommended to keep your UI responsive,
* although synchronous variants are also available if preferred.
*
* When saving files private to the application you can use the `dataDirectory` property
* as a base path.
*
* ## Example
*
* This example writes a text to a file, and then reads it back:
* ```js
* var FileSystem = require("FuseJS/FileSystem");
* var path = FileSystem.dataDirectory + "/" + "testfile.tmp";
*
* FileSystem.writeTextToFile(path, "hello world")
* .then(function() {
* return FileSystem.readTextFromFile(path);
* })
* .then(function(text) {
* console.log("The read file content was: " + text);
* })
* .catch(function(error) {
* console.log("Unable to read file due to error:" + error);
* });
* ```
*/
declare module "FuseJS/FileSystem" {
interface AndroidPaths {
externalCache: string;
externalFiles: string;
cache: string;
files: string;
}
/**
* An object containing paths only exposed on Android devices:
*
* * `externalCache` – The directory acquired by calling `Context.getExternalCacheDir()`
* * `externalFiles` – The directory acquired by calling `Context.getExternalFilesDir(null)`
* * `cache` – The directory acquired by calling `Context.getCacheDir()`
* * `files` – The directory acquired by calling `Context.getFilesDir()`
*/
const androidPaths: AndroidPaths;
/**
* A directory to put cached files.
*
* Note that files in this directory might be automatically removed when space is low, depending on platform.
*/
const cacheDirectory: string;
/**
* A directory to put data files that are private to the application.
*
* * iOS - The Library directory for the application.
* * Android - The directory acquired by calling `Context.getFilesDir()`
* * Local preview - `<project dir>/build/Local/Preview/fs_data`
*
* Note that cleaning or rebuilding your project will delete this directory.
*/
const dataDirectory: string;
interface IosPaths {
documents: string;
library: string;
caches: string;
temp: string;
}
/**
* An object containing paths only exposed on iOS devices:
*
* * `documents` – Mapped to `NSDocumentDirectory`
* * `library` – Mapped to `NSLibraryDirectory`
* * `caches` – Mapped to `NSCachesDirectory`
* * `temp` – Mapped to `NSTemporaryDirectory`
*/
const iosPaths: IosPaths;
/**
* Asynchronously appends a string to a UTF-8 encoded file.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.appendTextToFile(FileSystem.dataDirectory + "/" + "myfile.txt", "Hello buddy")
* .then(function() {
* console.log("Successful append");
* }, function(error) {
* console.log(error);
* });
* ```
*/
function appendTextToFile(filename: string, contents: string): Promise<void>;
/**
* Synchronously appends a string to a UTF-8 encoded file.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.appendTextToFileSync("myfile.txt", "Hello buddy");
* ```
*/
function appendTextToFileSync(filename: string, contents: string): void;
/**
* Asynchronously copies a file or directory recursively from source to destination path
*
* ## Example
* ```js
* FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.writeTextToFile("to-be-copied.txt", "hello world")
* .then(function() {
* return FileSystem.copy("to-be-copied.txt", "destination-reached.txt");
* })
* .catch(function(err) {
* console.log("Unable to copy file");
* });
* ```
*/
function copy(source: string, destination: string): Promise<void>;
/**
* Synchronously copies a file or directory recursively from source to destination path
*
* ## Example
* ```js
* FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.writeTextToFileSync("to-be-copied.txt", "hello world");
* FileSystem.copySync("to-be-copied.txt", "destination-reached.txt");
* ```
*/
function copySync(source: string, destination: string): void;
/**
* Asynchronously creates a directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.createDirectory(FileSystem.dataDirectory + "/" + "new-directory")
* .then(function() {
* console.log("Directory created!");
* }, function(error) {
* console.log("Error trying to create directory.");
* });
* ```
*/
function createDirectory(path: string): Promise<void>;
/**
* Synchronously creates a directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.createDirectory(FileSystem.dataDirectory + "/" + "new-directory");
* ```
*/
function createDirectorySync(path: string): void;
/**
* Asynchronously check if a file exists.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.exists("myfile.txt")
* .then(function(x) {
* console.log(x ? "it's there! =)" : "it's missing :/");
* }, function(error) {
* console.log("Unable to check if file exists");
* });
* ```
*/
function exists(path: string): Promise<boolean>;
/**
* Synchronously check if a file exists.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* console.log(FileSystem.existsSync("myfile.txt") ? "It's there!" : "It's missing :/");
* ```
*/
function existsSync(path: string): boolean;
interface DirectoryInfo {
exists: boolean;
lastWriteTime: Date;
lastAccessTime: Date;
}
/**
* Asynchronously gets info about a directory.
*
* The returned object has the following properties:
*
* * `exists` – a boolean value stating whether the directory exists or not.
* * `lastWriteTime` – A `Date` stating when directory was last changed
* * `lastAccessTime` – A `Date` stating when directory was accessed
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.createDirectorySync("some-dir");
* FileSystem.getDirectoryInfo("some-dir")
* .then(function(dirInfo) {
* console.log("Directory was modified on " + dirInfo.lastWriteTime);
* })
* .catch(function(error) {
* console.log("Failed to get directory info " + error);
* });
* ```
*/
function getDirectoryInfo(path: string): Promise<DirectoryInfo>;
/**
* Synchronously gets info about a directory.
*
* The returned object has the following properties:
*
* * `exists` - A boolean value stating whether the directory exists
* * `lastWriteTime` - A `Date` stating when directory was last changed
* * `lastAccessTime` - A `Date` stating when directory was accessed
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.createDirectorySync("some-dir");
* var dirInfo = FileSystem.getDirectoryInfoSync("some-dir");
* console.log("file was modified on " + dirInfo.lastWriteTime);
* ```
*/
function getDirectoryInfoSync(path: string): DirectoryInfo;
interface FileInfo {
size: number;
exists: boolean;
lastWriteTime: Date;
lastAccessTime: Date;
}
/**
* Asynchronously gets info about a file.
*
* The returned object has the following properties:
*
* * `size` – size of file
* * `exists` – a boolean value stating whether file exists
* * `lastWriteTime` – A `Date` stating when file was last changed
* * `lastAccessTime` – A `Date` stating when file was accessed
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.writeTextToFileSync("some-file.txt", "hello there");
* FileSystem.getFileInfo("some-file.txt")
* .then(function(fileInfo) {
* console.log("file was modified on " + fileInfo.lastWriteTime);
* })
* .catch(function(error) {
* "failed stat " + error
* });
* ```
*/
function getFileInfo(path: string): Promise<FileInfo>;
/**
* Synchronously gets info about a file.
*
* The returned object has the following properties:
*
* * `exists` – a boolean value stating whether file exists
* * `lastWriteTime` – A `Date` stating when file was last changed
* * `lastAccessTime` – A `Date` stating when file was accessed
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.writeTextToFileSync("some-file.txt", "hello there");
* var fileInfo = FileSystem.getFileInfoSync("some-file.txt");
* console.log("file was modified on " + fileInfo.lastWriteTime);
* ```
*/
function getFileInfoSync(path: string): FileInfo;
/**
* Asynchronously list subdirectories in a directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.listDirectories(FileSystem.dataDirectory)
* .then(function(directories) {
* console.log("There are " + directories.length + " subdirectories in directory")
* }, function(error) {
* console.log("Unable to list subdirectories of directory: " + error);
* });
* ```
*/
function listDirectories(path: string): Promise<string[]>;
/**
* Synchronously list subdirectories in a directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* var directories = FileSystem.listDirectoriesSync(FileSystem.dataDirectory);
* console.log("There are " + directories.length + " subdirectories in directory");
* ```
*/
function listDirectoriesSync(path: string): string[];
/**
* Asynchronously lists both files and subdirectories in a directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.listEntries(FileSystem.dataDirectory)
* .then(function(entries) {
* console.log("There are " + entries.length + " entries in directory")
* }, function(error) {
* console.log("Unable to list entries in directory due to error " + error);
* });
* ```
*/
function listEntries(path: string): Promise<string[]>;
/**
* Synchronously lists both files and subdirectories in a directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* var entries = FileSystem.listEntriesSync(FileSystem.dataDirectory);
* console.log("There are " + entries.length + " entries in directory");
* ```
*/
function listEntriesSync(path: string): string[];
/**
* Asynchronously list files in directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.listFiles(FileSystem.dataDirectory)
* .then(function(files) {
* console.log("There are " + files.length + " files in directory")
* }, function(error) {
* console.log("Unable to list files in directory due to error " + error);
* });
* ```
*/
function listFiles(path: string): Promise<string[]>;
/**
* Synchronously list files in directory.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* var files = FileSystem.listFilesSync(FileSystem.dataDirectory);
* console.log("There are " + files.length + " files in directory");
* ```
*/
function listFilesSync(path: string): string[];
/**
* Asynchronously moves a file or directory from source to destination path
*
* ## Example
* ```js
* FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.writeTextToFile("to-be-moved.txt", "hello world")
* .then(function() {
* return FileSystem.move("to-be-moved.txt", "destination-reached.txt");
* })
* .catch(function(err) {
* console.log("Unable to move file");
* });
* ```
*/
function move(source: string, destination: string): Promise<void>;
/**
* Synchronously moves a file or directory from source to destination path
*
* ## Example
* ```js
* FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.writeTextToFileSync("to-be-moved.txt", "hello world");
* FileSystem.moveSync("to-be-moved.txt", "destination-reached.txt");
* ```
*/
function moveSync(source: string, destination: string): Promise<void>;
/**
* Asynchronously reads a file and returns a Promise of an ArrayBuffer with its contents.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.readBufferFromFile("myfile.txt")
* .then(function(contents) {
* console.log(contents);
* }, function(error) {
* console.log(error);
* });
* ```
*/
function readBufferFromFile(filename: string): Promise<ArrayBuffer>;
/**
* Synchronously reads a file and returns an ArrayBuffer with its contents.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* var data = FileSystem.readBufferFromFileSync("myfile.txt");
* ```
*/
function readBufferFromFileSync(filename: string): ArrayBuffer;
/**
* Asynchronously reads a file and returns a Promise of its contents.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.readTextFromFile("myfile.txt")
* .then(function(contents) {
* console.log(contents);
* }, function(error) {
* console.log(error);
* });
* ```
*/
function readTextFromFile(filename: string): Promise<string>;
/**
* Synchronously reads a file and returns its contents as a string.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* var content = FileSystem.readTextFromFileSync(FileSystem.dataDirectory + "/" + "myfile.txt");
* console.log("The file contains " + content));
* ```
*/
function readTextFromFileSync(filename: string): string;
/**
* Asynchronously delete a file.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.remove("myfile.txt")
* .then(function() {
* console.log("Delete succeeded");
* }, function(error) {
* console.log("Unable to delete file");
* });
* ```
*/
function remove(path: string): Promise<void>;
/**
* Synchronously delete a file.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*
* FileSystem.removeSync("myfile.txt");
* ```
*/
function removeSync(path: string): void;
/**
* Asynchronously writes an `ArrayBuffer` to a file.
*
* ## Example
* ```js
* var FileSystem = require("FuseJS/FileSystem");
*