import type { ActiveSlot } from "../../enums/ActiveSlot"; declare global { interface HUD extends IsaacAPIClass { /** * Causes the charge bar of the active item in the specified slot to blink as if it had gained * charges. * * @param player * @param slot Default is `ActiveSlot.SLOT_PRIMARY`. */ FlashChargeBar: (player: EntityPlayer, slot?: ActiveSlot) => void; /** * Forces the specified active item slot to update. This might be useful for functions that * modify an active item slot without directly giving or removing items. * * @param player * @param slot Default is `ActiveSlot.SLOT_PRIMARY`. */ InvalidateActiveItem: (player: EntityPlayer, slot?: ActiveSlot) => void; /** * Forces the crafting output from Bag of Crafting to update. * * @param player */ InvalidateCraftingItem: (player: EntityPlayer) => void; IsVisible: () => boolean; PostUpdate: () => void; Render: () => void; SetVisible: (visible: boolean) => void; /** * Accepts an array of up to 32 strings, where each string is a line of text. * * Passing more than 7 lines will result in them not being displayed properly, since the fortune * paper does not dynamically stretch to accommodate the extra lines. * * @param text */ ShowFortuneText: (...text: readonly string[]) => void; /** * Shows the pickup text for the specified item as if it was picked up by the specified player. * The overloaded method supports showing custom pickup text. * * The `stackUpText` parameter was added in Repentance+. If it is missing or true, then it * clears the message stack (Repentance functionality). If it is false, then the text will stack * up (Repentance+ functionality). These values are counterintuitive, so it seems likely that * the developers made a mistake. */ ShowItemText: (( player: EntityPlayer, item: ItemConfigItem, stackUpText: boolean, ) => void) & (( mainString: string, secondaryString?: string, isCurseDisplay?: boolean, stackUpText?: boolean, ) => void); Update: () => void; } }