phaser/types/spine.d.ts

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declare module spine {
class Animation {
name: string;
timelines: Array<Timeline>;
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timelineIds: Array<boolean>;
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duration: number;
constructor(name: string, timelines: Array<Timeline>, duration: number);
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hasTimeline(id: number): boolean;
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apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
static binarySearch(values: ArrayLike<number>, target: number, step?: number): number;
static linearSearch(values: ArrayLike<number>, target: number, step: number): number;
}
interface Timeline {
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
getPropertyId(): number;
}
enum MixBlend {
setup = 0,
first = 1,
replace = 2,
add = 3
}
enum MixDirection {
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mixIn = 0,
mixOut = 1
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}
enum TimelineType {
rotate = 0,
translate = 1,
scale = 2,
shear = 3,
attachment = 4,
color = 5,
deform = 6,
event = 7,
drawOrder = 8,
ikConstraint = 9,
transformConstraint = 10,
pathConstraintPosition = 11,
pathConstraintSpacing = 12,
pathConstraintMix = 13,
twoColor = 14
}
abstract class CurveTimeline implements Timeline {
static LINEAR: number;
static STEPPED: number;
static BEZIER: number;
static BEZIER_SIZE: number;
private curves;
abstract getPropertyId(): number;
constructor(frameCount: number);
getFrameCount(): number;
setLinear(frameIndex: number): void;
setStepped(frameIndex: number): void;
getCurveType(frameIndex: number): number;
setCurve(frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
getCurvePercent(frameIndex: number, percent: number): number;
abstract apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class RotateTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_ROTATION: number;
static ROTATION: number;
boneIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, degrees: number): void;
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class TranslateTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_X: number;
static PREV_Y: number;
static X: number;
static Y: number;
boneIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, x: number, y: number): void;
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class ScaleTimeline extends TranslateTimeline {
constructor(frameCount: number);
getPropertyId(): number;
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class ShearTimeline extends TranslateTimeline {
constructor(frameCount: number);
getPropertyId(): number;
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class ColorTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_R: number;
static PREV_G: number;
static PREV_B: number;
static PREV_A: number;
static R: number;
static G: number;
static B: number;
static A: number;
slotIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number): void;
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class TwoColorTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_R: number;
static PREV_G: number;
static PREV_B: number;
static PREV_A: number;
static PREV_R2: number;
static PREV_G2: number;
static PREV_B2: number;
static R: number;
static G: number;
static B: number;
static A: number;
static R2: number;
static G2: number;
static B2: number;
slotIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number, r2: number, g2: number, b2: number): void;
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class AttachmentTimeline implements Timeline {
slotIndex: number;
frames: ArrayLike<number>;
attachmentNames: Array<string>;
constructor(frameCount: number);
getPropertyId(): number;
getFrameCount(): number;
setFrame(frameIndex: number, time: number, attachmentName: string): void;
apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class DeformTimeline extends CurveTimeline {
slotIndex: number;
attachment: VertexAttachment;
frames: ArrayLike<number>;
frameVertices: Array<ArrayLike<number>>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, vertices: ArrayLike<number>): void;
apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class EventTimeline implements Timeline {
frames: ArrayLike<number>;
events: Array<Event>;
constructor(frameCount: number);
getPropertyId(): number;
getFrameCount(): number;
setFrame(frameIndex: number, event: Event): void;
apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class DrawOrderTimeline implements Timeline {
frames: ArrayLike<number>;
drawOrders: Array<Array<number>>;
constructor(frameCount: number);
getPropertyId(): number;
getFrameCount(): number;
setFrame(frameIndex: number, time: number, drawOrder: Array<number>): void;
apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class IkConstraintTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_MIX: number;
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static PREV_SOFTNESS: number;
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static PREV_BEND_DIRECTION: number;
static PREV_COMPRESS: number;
static PREV_STRETCH: number;
static MIX: number;
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static SOFTNESS: number;
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static BEND_DIRECTION: number;
static COMPRESS: number;
static STRETCH: number;
ikConstraintIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
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setFrame(frameIndex: number, time: number, mix: number, softness: number, bendDirection: number, compress: boolean, stretch: boolean): void;
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apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class TransformConstraintTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_ROTATE: number;
static PREV_TRANSLATE: number;
static PREV_SCALE: number;
static PREV_SHEAR: number;
static ROTATE: number;
static TRANSLATE: number;
static SCALE: number;
static SHEAR: number;
transformConstraintIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number, scaleMix: number, shearMix: number): void;
apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class PathConstraintPositionTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_VALUE: number;
static VALUE: number;
pathConstraintIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, value: number): void;
apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline {
constructor(frameCount: number);
getPropertyId(): number;
apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
class PathConstraintMixTimeline extends CurveTimeline {
static ENTRIES: number;
static PREV_TIME: number;
static PREV_ROTATE: number;
static PREV_TRANSLATE: number;
static ROTATE: number;
static TRANSLATE: number;
pathConstraintIndex: number;
frames: ArrayLike<number>;
constructor(frameCount: number);
getPropertyId(): number;
setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number): void;
apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
}
}
declare module spine {
class AnimationState {
static emptyAnimation: Animation;
static SUBSEQUENT: number;
static FIRST: number;
static HOLD: number;
static HOLD_MIX: number;
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static NOT_LAST: number;
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data: AnimationStateData;
tracks: TrackEntry[];
events: Event[];
listeners: AnimationStateListener2[];
queue: EventQueue;
propertyIDs: IntSet;
animationsChanged: boolean;
timeScale: number;
trackEntryPool: Pool<TrackEntry>;
constructor(data: AnimationStateData);
update(delta: number): void;
updateMixingFrom(to: TrackEntry, delta: number): boolean;
apply(skeleton: Skeleton): boolean;
applyMixingFrom(to: TrackEntry, skeleton: Skeleton, blend: MixBlend): number;
applyRotateTimeline(timeline: Timeline, skeleton: Skeleton, time: number, alpha: number, blend: MixBlend, timelinesRotation: Array<number>, i: number, firstFrame: boolean): void;
queueEvents(entry: TrackEntry, animationTime: number): void;
clearTracks(): void;
clearTrack(trackIndex: number): void;
setCurrent(index: number, current: TrackEntry, interrupt: boolean): void;
setAnimation(trackIndex: number, animationName: string, loop: boolean): TrackEntry;
setAnimationWith(trackIndex: number, animation: Animation, loop: boolean): TrackEntry;
addAnimation(trackIndex: number, animationName: string, loop: boolean, delay: number): TrackEntry;
addAnimationWith(trackIndex: number, animation: Animation, loop: boolean, delay: number): TrackEntry;
setEmptyAnimation(trackIndex: number, mixDuration: number): TrackEntry;
addEmptyAnimation(trackIndex: number, mixDuration: number, delay: number): TrackEntry;
setEmptyAnimations(mixDuration: number): void;
expandToIndex(index: number): TrackEntry;
trackEntry(trackIndex: number, animation: Animation, loop: boolean, last: TrackEntry): TrackEntry;
disposeNext(entry: TrackEntry): void;
_animationsChanged(): void;
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computeHold(entry: TrackEntry): void;
computeNotLast(entry: TrackEntry): void;
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getCurrent(trackIndex: number): TrackEntry;
addListener(listener: AnimationStateListener2): void;
removeListener(listener: AnimationStateListener2): void;
clearListeners(): void;
clearListenerNotifications(): void;
}
class TrackEntry {
animation: Animation;
next: TrackEntry;
mixingFrom: TrackEntry;
mixingTo: TrackEntry;
listener: AnimationStateListener2;
trackIndex: number;
loop: boolean;
holdPrevious: boolean;
eventThreshold: number;
attachmentThreshold: number;
drawOrderThreshold: number;
animationStart: number;
animationEnd: number;
animationLast: number;
nextAnimationLast: number;
delay: number;
trackTime: number;
trackLast: number;
nextTrackLast: number;
trackEnd: number;
timeScale: number;
alpha: number;
mixTime: number;
mixDuration: number;
interruptAlpha: number;
totalAlpha: number;
mixBlend: MixBlend;
timelineMode: number[];
timelineHoldMix: TrackEntry[];
timelinesRotation: number[];
reset(): void;
getAnimationTime(): number;
setAnimationLast(animationLast: number): void;
isComplete(): boolean;
resetRotationDirections(): void;
}
class EventQueue {
objects: Array<any>;
drainDisabled: boolean;
animState: AnimationState;
constructor(animState: AnimationState);
start(entry: TrackEntry): void;
interrupt(entry: TrackEntry): void;
end(entry: TrackEntry): void;
dispose(entry: TrackEntry): void;
complete(entry: TrackEntry): void;
event(entry: TrackEntry, event: Event): void;
drain(): void;
clear(): void;
}
enum EventType {
start = 0,
interrupt = 1,
end = 2,
dispose = 3,
complete = 4,
event = 5
}
interface AnimationStateListener2 {
start(entry: TrackEntry): void;
interrupt(entry: TrackEntry): void;
end(entry: TrackEntry): void;
dispose(entry: TrackEntry): void;
complete(entry: TrackEntry): void;
event(entry: TrackEntry, event: Event): void;
}
abstract class AnimationStateAdapter2 implements AnimationStateListener2 {
start(entry: TrackEntry): void;
interrupt(entry: TrackEntry): void;
end(entry: TrackEntry): void;
dispose(entry: TrackEntry): void;
complete(entry: TrackEntry): void;
event(entry: TrackEntry, event: Event): void;
}
}
declare module spine {
class AnimationStateData {
skeletonData: SkeletonData;
animationToMixTime: Map<number>;
defaultMix: number;
constructor(skeletonData: SkeletonData);
setMix(fromName: string, toName: string, duration: number): void;
setMixWith(from: Animation, to: Animation, duration: number): void;
getMix(from: Animation, to: Animation): number;
}
}
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
private static downloadText;
private static downloadBinary;
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loadBinary(path: string, success?: (path: string, binary: Uint8Array) => void, error?: (path: string, error: string) => void): void;
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loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureAtlas(path: string, success?: (path: string, atlas: TextureAtlas) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine {
class AtlasAttachmentLoader implements AttachmentLoader {
atlas: TextureAtlas;
constructor(atlas: TextureAtlas);
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum BlendMode {
Normal = 0,
Additive = 1,
Multiply = 2,
Screen = 3
}
}
declare module spine {
class Bone implements Updatable {
data: BoneData;
skeleton: Skeleton;
parent: Bone;
children: Bone[];
x: number;
y: number;
rotation: number;
scaleX: number;
scaleY: number;
shearX: number;
shearY: number;
ax: number;
ay: number;
arotation: number;
ascaleX: number;
ascaleY: number;
ashearX: number;
ashearY: number;
appliedValid: boolean;
a: number;
b: number;
worldX: number;
c: number;
d: number;
worldY: number;
sorted: boolean;
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active: boolean;
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constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
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isActive(): boolean;
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update(): void;
updateWorldTransform(): void;
updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void;
setToSetupPose(): void;
getWorldRotationX(): number;
getWorldRotationY(): number;
getWorldScaleX(): number;
getWorldScaleY(): number;
updateAppliedTransform(): void;
worldToLocal(world: Vector2): Vector2;
localToWorld(local: Vector2): Vector2;
worldToLocalRotation(worldRotation: number): number;
localToWorldRotation(localRotation: number): number;
rotateWorld(degrees: number): void;
}
}
declare module spine {
class BoneData {
index: number;
name: string;
parent: BoneData;
length: number;
x: number;
y: number;
rotation: number;
scaleX: number;
scaleY: number;
shearX: number;
shearY: number;
transformMode: TransformMode;
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skinRequired: boolean;
color: Color;
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constructor(index: number, name: string, parent: BoneData);
}
enum TransformMode {
Normal = 0,
OnlyTranslation = 1,
NoRotationOrReflection = 2,
NoScale = 3,
NoScaleOrReflection = 4
}
}
declare module spine {
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abstract class ConstraintData {
name: string;
order: number;
skinRequired: boolean;
constructor(name: string, order: number, skinRequired: boolean);
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}
}
declare module spine {
class Event {
data: EventData;
intValue: number;
floatValue: number;
stringValue: string;
time: number;
volume: number;
balance: number;
constructor(time: number, data: EventData);
}
}
declare module spine {
class EventData {
name: string;
intValue: number;
floatValue: number;
stringValue: string;
audioPath: string;
volume: number;
balance: number;
constructor(name: string);
}
}
declare module spine {
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class IkConstraint implements Updatable {
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data: IkConstraintData;
bones: Array<Bone>;
target: Bone;
bendDirection: number;
compress: boolean;
stretch: boolean;
mix: number;
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softness: number;
active: boolean;
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constructor(data: IkConstraintData, skeleton: Skeleton);
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isActive(): boolean;
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apply(): void;
update(): void;
apply1(bone: Bone, targetX: number, targetY: number, compress: boolean, stretch: boolean, uniform: boolean, alpha: number): void;
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apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, stretch: boolean, softness: number, alpha: number): void;
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}
}
declare module spine {
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class IkConstraintData extends ConstraintData {
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bones: BoneData[];
target: BoneData;
bendDirection: number;
compress: boolean;
stretch: boolean;
uniform: boolean;
mix: number;
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softness: number;
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constructor(name: string);
}
}
declare module spine {
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class PathConstraint implements Updatable {
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static NONE: number;
static BEFORE: number;
static AFTER: number;
static epsilon: number;
data: PathConstraintData;
bones: Array<Bone>;
target: Slot;
position: number;
spacing: number;
rotateMix: number;
translateMix: number;
spaces: number[];
positions: number[];
world: number[];
curves: number[];
lengths: number[];
segments: number[];
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active: boolean;
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constructor(data: PathConstraintData, skeleton: Skeleton);
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isActive(): boolean;
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apply(): void;
update(): void;
computeWorldPositions(path: PathAttachment, spacesCount: number, tangents: boolean, percentPosition: boolean, percentSpacing: boolean): number[];
addBeforePosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
addAfterPosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
addCurvePosition(p: number, x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, out: Array<number>, o: number, tangents: boolean): void;
}
}
declare module spine {
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class PathConstraintData extends ConstraintData {
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bones: BoneData[];
target: SlotData;
positionMode: PositionMode;
spacingMode: SpacingMode;
rotateMode: RotateMode;
offsetRotation: number;
position: number;
spacing: number;
rotateMix: number;
translateMix: number;
constructor(name: string);
}
enum PositionMode {
Fixed = 0,
Percent = 1
}
enum SpacingMode {
Length = 0,
Fixed = 1,
Percent = 2
}
enum RotateMode {
Tangent = 0,
Chain = 1,
ChainScale = 2
}
}
declare module spine {
class SharedAssetManager implements Disposable {
private pathPrefix;
private clientAssets;
private queuedAssets;
private rawAssets;
private errors;
constructor(pathPrefix?: string);
private queueAsset;
loadText(clientId: string, path: string): void;
loadJson(clientId: string, path: string): void;
loadTexture(clientId: string, textureLoader: (image: HTMLImageElement) => any, path: string): void;
get(clientId: string, path: string): any;
private updateClientAssets;
isLoadingComplete(clientId: string): boolean;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine {
class Skeleton {
data: SkeletonData;
bones: Array<Bone>;
slots: Array<Slot>;
drawOrder: Array<Slot>;
ikConstraints: Array<IkConstraint>;
transformConstraints: Array<TransformConstraint>;
pathConstraints: Array<PathConstraint>;
_updateCache: Updatable[];
updateCacheReset: Updatable[];
skin: Skin;
color: Color;
time: number;
scaleX: number;
scaleY: number;
x: number;
y: number;
constructor(data: SkeletonData);
updateCache(): void;
sortIkConstraint(constraint: IkConstraint): void;
sortPathConstraint(constraint: PathConstraint): void;
sortTransformConstraint(constraint: TransformConstraint): void;
sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
sortBone(bone: Bone): void;
sortReset(bones: Array<Bone>): void;
updateWorldTransform(): void;
setToSetupPose(): void;
setBonesToSetupPose(): void;
setSlotsToSetupPose(): void;
getRootBone(): Bone;
findBone(boneName: string): Bone;
findBoneIndex(boneName: string): number;
findSlot(slotName: string): Slot;
findSlotIndex(slotName: string): number;
setSkinByName(skinName: string): void;
setSkin(newSkin: Skin): void;
getAttachmentByName(slotName: string, attachmentName: string): Attachment;
getAttachment(slotIndex: number, attachmentName: string): Attachment;
setAttachment(slotName: string, attachmentName: string): void;
findIkConstraint(constraintName: string): IkConstraint;
findTransformConstraint(constraintName: string): TransformConstraint;
findPathConstraint(constraintName: string): PathConstraint;
getBounds(offset: Vector2, size: Vector2, temp?: Array<number>): void;
update(delta: number): void;
}
}
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declare module spine {
class SkeletonBinary {
static AttachmentTypeValues: number[];
static TransformModeValues: TransformMode[];
static PositionModeValues: PositionMode[];
static SpacingModeValues: SpacingMode[];
static RotateModeValues: RotateMode[];
static BlendModeValues: BlendMode[];
static BONE_ROTATE: number;
static BONE_TRANSLATE: number;
static BONE_SCALE: number;
static BONE_SHEAR: number;
static SLOT_ATTACHMENT: number;
static SLOT_COLOR: number;
static SLOT_TWO_COLOR: number;
static PATH_POSITION: number;
static PATH_SPACING: number;
static PATH_MIX: number;
static CURVE_LINEAR: number;
static CURVE_STEPPED: number;
static CURVE_BEZIER: number;
attachmentLoader: AttachmentLoader;
scale: number;
private linkedMeshes;
constructor(attachmentLoader: AttachmentLoader);
readSkeletonData(binary: Uint8Array): SkeletonData;
private readSkin;
private readAttachment;
private readVertices;
private readFloatArray;
private readShortArray;
private readAnimation;
private readCurve;
setCurve(timeline: CurveTimeline, frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
}
}
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declare module spine {
class SkeletonBounds {
minX: number;
minY: number;
maxX: number;
maxY: number;
boundingBoxes: BoundingBoxAttachment[];
polygons: ArrayLike<number>[];
private polygonPool;
update(skeleton: Skeleton, updateAabb: boolean): void;
aabbCompute(): void;
aabbContainsPoint(x: number, y: number): boolean;
aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
containsPoint(x: number, y: number): BoundingBoxAttachment;
containsPointPolygon(polygon: ArrayLike<number>, x: number, y: number): boolean;
intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
intersectsSegmentPolygon(polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number): boolean;
getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike<number>;
getWidth(): number;
getHeight(): number;
}
}
declare module spine {
class SkeletonClipping {
private triangulator;
private clippingPolygon;
private clipOutput;
clippedVertices: number[];
clippedTriangles: number[];
private scratch;
private clipAttachment;
private clippingPolygons;
clipStart(slot: Slot, clip: ClippingAttachment): number;
clipEndWithSlot(slot: Slot): void;
clipEnd(): void;
isClipping(): boolean;
clipTriangles(vertices: ArrayLike<number>, verticesLength: number, triangles: ArrayLike<number>, trianglesLength: number, uvs: ArrayLike<number>, light: Color, dark: Color, twoColor: boolean): void;
clip(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, clippingArea: Array<number>, output: Array<number>): boolean;
static makeClockwise(polygon: ArrayLike<number>): void;
}
}
declare module spine {
class SkeletonData {
name: string;
bones: BoneData[];
slots: SlotData[];
skins: Skin[];
defaultSkin: Skin;
events: EventData[];
animations: Animation[];
ikConstraints: IkConstraintData[];
transformConstraints: TransformConstraintData[];
pathConstraints: PathConstraintData[];
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x: number;
y: number;
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width: number;
height: number;
version: string;
hash: string;
fps: number;
imagesPath: string;
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audioPath: string;
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findBone(boneName: string): BoneData;
findBoneIndex(boneName: string): number;
findSlot(slotName: string): SlotData;
findSlotIndex(slotName: string): number;
findSkin(skinName: string): Skin;
findEvent(eventDataName: string): EventData;
findAnimation(animationName: string): Animation;
findIkConstraint(constraintName: string): IkConstraintData;
findTransformConstraint(constraintName: string): TransformConstraintData;
findPathConstraint(constraintName: string): PathConstraintData;
findPathConstraintIndex(pathConstraintName: string): number;
}
}
declare module spine {
class SkeletonJson {
attachmentLoader: AttachmentLoader;
scale: number;
private linkedMeshes;
constructor(attachmentLoader: AttachmentLoader);
readSkeletonData(json: string | any): SkeletonData;
readAttachment(map: any, skin: Skin, slotIndex: number, name: string, skeletonData: SkeletonData): Attachment;
readVertices(map: any, attachment: VertexAttachment, verticesLength: number): void;
readAnimation(map: any, name: string, skeletonData: SkeletonData): void;
readCurve(map: any, timeline: CurveTimeline, frameIndex: number): void;
getValue(map: any, prop: string, defaultValue: any): any;
static blendModeFromString(str: string): BlendMode;
static positionModeFromString(str: string): PositionMode;
static spacingModeFromString(str: string): SpacingMode;
static rotateModeFromString(str: string): RotateMode;
static transformModeFromString(str: string): TransformMode;
}
}
declare module spine {
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class SkinEntry {
slotIndex: number;
name: string;
attachment: Attachment;
constructor(slotIndex: number, name: string, attachment: Attachment);
}
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class Skin {
name: string;
attachments: Map<Attachment>[];
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bones: BoneData[];
constraints: ConstraintData[];
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constructor(name: string);
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setAttachment(slotIndex: number, name: string, attachment: Attachment): void;
addSkin(skin: Skin): void;
copySkin(skin: Skin): void;
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getAttachment(slotIndex: number, name: string): Attachment;
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removeAttachment(slotIndex: number, name: string): void;
getAttachments(): Array<SkinEntry>;
getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void;
clear(): void;
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attachAll(skeleton: Skeleton, oldSkin: Skin): void;
}
}
declare module spine {
class Slot {
data: SlotData;
bone: Bone;
color: Color;
darkColor: Color;
private attachment;
private attachmentTime;
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deform: number[];
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constructor(data: SlotData, bone: Bone);
getAttachment(): Attachment;
setAttachment(attachment: Attachment): void;
setAttachmentTime(time: number): void;
getAttachmentTime(): number;
setToSetupPose(): void;
}
}
declare module spine {
class SlotData {
index: number;
name: string;
boneData: BoneData;
color: Color;
darkColor: Color;
attachmentName: string;
blendMode: BlendMode;
constructor(index: number, name: string, boneData: BoneData);
}
}
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
class FakeTexture extends Texture {
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine {
class TextureAtlas implements Disposable {
pages: TextureAtlasPage[];
regions: TextureAtlasRegion[];
constructor(atlasText: string, textureLoader: (path: string) => any);
private load;
findRegion(name: string): TextureAtlasRegion;
dispose(): void;
}
class TextureAtlasPage {
name: string;
minFilter: TextureFilter;
magFilter: TextureFilter;
uWrap: TextureWrap;
vWrap: TextureWrap;
texture: Texture;
width: number;
height: number;
}
class TextureAtlasRegion extends TextureRegion {
page: TextureAtlasPage;
name: string;
x: number;
y: number;
index: number;
rotate: boolean;
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degrees: number;
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texture: Texture;
}
}
declare module spine {
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class TransformConstraint implements Updatable {
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data: TransformConstraintData;
bones: Array<Bone>;
target: Bone;
rotateMix: number;
translateMix: number;
scaleMix: number;
shearMix: number;
temp: Vector2;
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active: boolean;
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constructor(data: TransformConstraintData, skeleton: Skeleton);
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isActive(): boolean;
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apply(): void;
update(): void;
applyAbsoluteWorld(): void;
applyRelativeWorld(): void;
applyAbsoluteLocal(): void;
applyRelativeLocal(): void;
}
}
declare module spine {
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class TransformConstraintData extends ConstraintData {
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bones: BoneData[];
target: BoneData;
rotateMix: number;
translateMix: number;
scaleMix: number;
shearMix: number;
offsetRotation: number;
offsetX: number;
offsetY: number;
offsetScaleX: number;
offsetScaleY: number;
offsetShearY: number;
relative: boolean;
local: boolean;
constructor(name: string);
}
}
declare module spine {
class Triangulator {
private convexPolygons;
private convexPolygonsIndices;
private indicesArray;
private isConcaveArray;
private triangles;
private polygonPool;
private polygonIndicesPool;
triangulate(verticesArray: ArrayLike<number>): Array<number>;
decompose(verticesArray: Array<number>, triangles: Array<number>): Array<Array<number>>;
private static isConcave;
private static positiveArea;
private static winding;
}
}
declare module spine {
interface Updatable {
update(): void;
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isActive(): boolean;
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}
}
declare module spine {
interface Map<T> {
[key: string]: T;
}
class IntSet {
array: number[];
add(value: number): boolean;
contains(value: number): boolean;
remove(value: number): void;
clear(): void;
}
interface Disposable {
dispose(): void;
}
interface Restorable {
restore(): void;
}
class Color {
r: number;
g: number;
b: number;
a: number;
static WHITE: Color;
static RED: Color;
static GREEN: Color;
static BLUE: Color;
static MAGENTA: Color;
constructor(r?: number, g?: number, b?: number, a?: number);
set(r: number, g: number, b: number, a: number): this;
setFromColor(c: Color): this;
setFromString(hex: string): this;
add(r: number, g: number, b: number, a: number): this;
clamp(): this;
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static rgba8888ToColor(color: Color, value: number): void;
static rgb888ToColor(color: Color, value: number): void;
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}
class MathUtils {
static PI: number;
static PI2: number;
static radiansToDegrees: number;
static radDeg: number;
static degreesToRadians: number;
static degRad: number;
static clamp(value: number, min: number, max: number): number;
static cosDeg(degrees: number): number;
static sinDeg(degrees: number): number;
static signum(value: number): number;
static toInt(x: number): number;
static cbrt(x: number): number;
static randomTriangular(min: number, max: number): number;
static randomTriangularWith(min: number, max: number, mode: number): number;
}
abstract class Interpolation {
protected abstract applyInternal(a: number): number;
apply(start: number, end: number, a: number): number;
}
class Pow extends Interpolation {
protected power: number;
constructor(power: number);
applyInternal(a: number): number;
}
class PowOut extends Pow {
constructor(power: number);
applyInternal(a: number): number;
}
class Utils {
static SUPPORTS_TYPED_ARRAYS: boolean;
static arrayCopy<T>(source: ArrayLike<T>, sourceStart: number, dest: ArrayLike<T>, destStart: number, numElements: number): void;
static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
static ensureArrayCapacity<T>(array: Array<T>, size: number, value?: any): Array<T>;
static newArray<T>(size: number, defaultValue: T): Array<T>;
static newFloatArray(size: number): ArrayLike<number>;
static newShortArray(size: number): ArrayLike<number>;
static toFloatArray(array: Array<number>): number[] | Float32Array;
static toSinglePrecision(value: number): number;
static webkit602BugfixHelper(alpha: number, blend: MixBlend): void;
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static contains<T>(array: Array<T>, element: T, identity?: boolean): boolean;
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}
class DebugUtils {
static logBones(skeleton: Skeleton): void;
}
class Pool<T> {
private items;
private instantiator;
constructor(instantiator: () => T);
obtain(): T;
free(item: T): void;
freeAll(items: ArrayLike<T>): void;
clear(): void;
}
class Vector2 {
x: number;
y: number;
constructor(x?: number, y?: number);
set(x: number, y: number): Vector2;
length(): number;
normalize(): this;
}
class TimeKeeper {
maxDelta: number;
framesPerSecond: number;
delta: number;
totalTime: number;
private lastTime;
private frameCount;
private frameTime;
update(): void;
}
interface ArrayLike<T> {
length: number;
[n: number]: T;
}
class WindowedMean {
values: Array<number>;
addedValues: number;
lastValue: number;
mean: number;
dirty: boolean;
constructor(windowSize?: number);
hasEnoughData(): boolean;
addValue(value: number): void;
getMean(): number;
}
}
declare module spine {
interface VertexEffect {
begin(skeleton: Skeleton): void;
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end(): void;
}
}
interface Math {
fround(n: number): number;
}
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
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abstract copy(): Attachment;
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}
abstract class VertexAttachment extends Attachment {
private static nextID;
id: number;
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
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deformAttachment: VertexAttachment;
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constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
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copyTo(attachment: VertexAttachment): void;
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}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
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Point = 5,
Clipping = 6
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}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
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copy(): Attachment;
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}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
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copy(): Attachment;
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}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
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width: number;
height: number;
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hullLength: number;
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edges: Array<number>;
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private parentMesh;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
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copy(): Attachment;
newLinkedMesh(): MeshAttachment;
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}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
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copy(): Attachment;
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}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
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copy(): Attachment;
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}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
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copy(): Attachment;
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}
}
declare module spine {
class JitterEffect implements VertexEffect {
jitterX: number;
jitterY: number;
constructor(jitterX: number, jitterY: number);
begin(skeleton: Skeleton): void;
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end(): void;
}
}
declare module spine {
class SwirlEffect implements VertexEffect {
static interpolation: PowOut;
centerX: number;
centerY: number;
radius: number;
angle: number;
private worldX;
private worldY;
constructor(radius: number);
begin(skeleton: Skeleton): void;
transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
end(): void;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages;
private drawTriangles;
private drawTriangle;
private computeRegionVertices;
private computeMeshVertices;
}
}
declare module spine.webgl {
class AssetManager extends spine.AssetManager {
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string);
}
}
declare module spine.webgl {
class OrthoCamera {
position: Vector3;
direction: Vector3;
up: Vector3;
near: number;
far: number;
zoom: number;
viewportWidth: number;
viewportHeight: number;
projectionView: Matrix4;
inverseProjectionView: Matrix4;
projection: Matrix4;
view: Matrix4;
private tmp;
constructor(viewportWidth: number, viewportHeight: number);
update(): void;
screenToWorld(screenCoords: Vector3, screenWidth: number, screenHeight: number): Vector3;
setViewport(viewportWidth: number, viewportHeight: number): void;
}
}
declare module spine.webgl {
class GLTexture extends Texture implements Disposable, Restorable {
private context;
private texture;
private boundUnit;
private useMipMaps;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, image: HTMLImageElement, useMipMaps?: boolean);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
update(useMipMaps: boolean): void;
restore(): void;
bind(unit?: number): void;
unbind(): void;
dispose(): void;
}
}
declare module spine.webgl {
const M00 = 0;
const M01 = 4;
const M02 = 8;
const M03 = 12;
const M10 = 1;
const M11 = 5;
const M12 = 9;
const M13 = 13;
const M20 = 2;
const M21 = 6;
const M22 = 10;
const M23 = 14;
const M30 = 3;
const M31 = 7;
const M32 = 11;
const M33 = 15;
class Matrix4 {
temp: Float32Array;
values: Float32Array;
private static xAxis;
private static yAxis;
private static zAxis;
private static tmpMatrix;
constructor();
set(values: ArrayLike<number>): Matrix4;
transpose(): Matrix4;
identity(): Matrix4;
invert(): Matrix4;
determinant(): number;
translate(x: number, y: number, z: number): Matrix4;
copy(): Matrix4;
projection(near: number, far: number, fovy: number, aspectRatio: number): Matrix4;
ortho2d(x: number, y: number, width: number, height: number): Matrix4;
ortho(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix4;
multiply(matrix: Matrix4): Matrix4;
multiplyLeft(matrix: Matrix4): Matrix4;
lookAt(position: Vector3, direction: Vector3, up: Vector3): this;
static initTemps(): void;
}
}
declare module spine.webgl {
class Mesh implements Disposable, Restorable {
private attributes;
private context;
private vertices;
private verticesBuffer;
private verticesLength;
private dirtyVertices;
private indices;
private indicesBuffer;
private indicesLength;
private dirtyIndices;
private elementsPerVertex;
getAttributes(): VertexAttribute[];
maxVertices(): number;
numVertices(): number;
setVerticesLength(length: number): void;
getVertices(): Float32Array;
maxIndices(): number;
numIndices(): number;
setIndicesLength(length: number): void;
getIndices(): Uint16Array;
getVertexSizeInFloats(): number;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number);
setVertices(vertices: Array<number>): void;
setIndices(indices: Array<number>): void;
draw(shader: Shader, primitiveType: number): void;
drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void;
bind(shader: Shader): void;
unbind(shader: Shader): void;
private update;
restore(): void;
dispose(): void;
}
class VertexAttribute {
name: string;
type: VertexAttributeType;
numElements: number;
constructor(name: string, type: VertexAttributeType, numElements: number);
}
class Position2Attribute extends VertexAttribute {
constructor();
}
class Position3Attribute extends VertexAttribute {
constructor();
}
class TexCoordAttribute extends VertexAttribute {
constructor(unit?: number);
}
class ColorAttribute extends VertexAttribute {
constructor();
}
class Color2Attribute extends VertexAttribute {
constructor();
}
enum VertexAttributeType {
Float = 0
}
}
declare module spine.webgl {
class PolygonBatcher implements Disposable {
private context;
private drawCalls;
private isDrawing;
private mesh;
private shader;
private lastTexture;
private verticesLength;
private indicesLength;
private srcBlend;
private dstBlend;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean, maxVertices?: number);
begin(shader: Shader): void;
setBlendMode(srcBlend: number, dstBlend: number): void;
draw(texture: GLTexture, vertices: ArrayLike<number>, indices: Array<number>): void;
private flush;
end(): void;
getDrawCalls(): number;
dispose(): void;
}
}
declare module spine.webgl {
class SceneRenderer implements Disposable {
context: ManagedWebGLRenderingContext;
canvas: HTMLCanvasElement;
camera: OrthoCamera;
batcher: PolygonBatcher;
private twoColorTint;
private batcherShader;
private shapes;
private shapesShader;
private activeRenderer;
skeletonRenderer: SkeletonRenderer;
skeletonDebugRenderer: SkeletonDebugRenderer;
private QUAD;
private QUAD_TRIANGLES;
private WHITE;
constructor(canvas: HTMLCanvasElement, context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean);
begin(): void;
drawSkeleton(skeleton: Skeleton, premultipliedAlpha?: boolean, slotRangeStart?: number, slotRangeEnd?: number): void;
drawSkeletonDebug(skeleton: Skeleton, premultipliedAlpha?: boolean, ignoredBones?: Array<string>): void;
drawTexture(texture: GLTexture, x: number, y: number, width: number, height: number, color?: Color): void;
drawTextureUV(texture: GLTexture, x: number, y: number, width: number, height: number, u: number, v: number, u2: number, v2: number, color?: Color): void;
drawTextureRotated(texture: GLTexture, x: number, y: number, width: number, height: number, pivotX: number, pivotY: number, angle: number, color?: Color, premultipliedAlpha?: boolean): void;
drawRegion(region: TextureAtlasRegion, x: number, y: number, width: number, height: number, color?: Color, premultipliedAlpha?: boolean): void;
line(x: number, y: number, x2: number, y2: number, color?: Color, color2?: Color): void;
triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void;
quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void;
rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void;
rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void;
polygon(polygonVertices: ArrayLike<number>, offset: number, count: number, color?: Color): void;
circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void;
curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void;
end(): void;
resize(resizeMode: ResizeMode): void;
private enableRenderer;
dispose(): void;
}
enum ResizeMode {
Stretch = 0,
Expand = 1,
Fit = 2
}
}
declare module spine.webgl {
class Shader implements Disposable, Restorable {
private vertexShader;
private fragmentShader;
static MVP_MATRIX: string;
static POSITION: string;
static COLOR: string;
static COLOR2: string;
static TEXCOORDS: string;
static SAMPLER: string;
private context;
private vs;
private vsSource;
private fs;
private fsSource;
private program;
private tmp2x2;
private tmp3x3;
private tmp4x4;
getProgram(): WebGLProgram;
getVertexShader(): string;
getFragmentShader(): string;
getVertexShaderSource(): string;
getFragmentSource(): string;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
private compile;
private compileShader;
private compileProgram;
restore(): void;
bind(): void;
unbind(): void;
setUniformi(uniform: string, value: number): void;
setUniformf(uniform: string, value: number): void;
setUniform2f(uniform: string, value: number, value2: number): void;
setUniform3f(uniform: string, value: number, value2: number, value3: number): void;
setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void;
setUniform2x2f(uniform: string, value: ArrayLike<number>): void;
setUniform3x3f(uniform: string, value: ArrayLike<number>): void;
setUniform4x4f(uniform: string, value: ArrayLike<number>): void;
getUniformLocation(uniform: string): WebGLUniformLocation;
getAttributeLocation(attribute: string): number;
dispose(): void;
static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
}
}
declare module spine.webgl {
class ShapeRenderer implements Disposable {
private context;
private isDrawing;
private mesh;
private shapeType;
private color;
private shader;
private vertexIndex;
private tmp;
private srcBlend;
private dstBlend;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, maxVertices?: number);
begin(shader: Shader): void;
setBlendMode(srcBlend: number, dstBlend: number): void;
setColor(color: Color): void;
setColorWith(r: number, g: number, b: number, a: number): void;
point(x: number, y: number, color?: Color): void;
line(x: number, y: number, x2: number, y2: number, color?: Color): void;
triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void;
quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void;
rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void;
rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void;
x(x: number, y: number, size: number): void;
polygon(polygonVertices: ArrayLike<number>, offset: number, count: number, color?: Color): void;
circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void;
curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void;
private vertex;
end(): void;
private flush;
private check;
dispose(): void;
}
enum ShapeType {
Point = 0,
Line = 1,
Filled = 4
}
}
declare module spine.webgl {
class SkeletonDebugRenderer implements Disposable {
boneLineColor: Color;
boneOriginColor: Color;
attachmentLineColor: Color;
triangleLineColor: Color;
pathColor: Color;
clipColor: Color;
aabbColor: Color;
drawBones: boolean;
drawRegionAttachments: boolean;
drawBoundingBoxes: boolean;
drawMeshHull: boolean;
drawMeshTriangles: boolean;
drawPaths: boolean;
drawSkeletonXY: boolean;
drawClipping: boolean;
premultipliedAlpha: boolean;
scale: number;
boneWidth: number;
private context;
private bounds;
private temp;
private vertices;
private static LIGHT_GRAY;
private static GREEN;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext);
draw(shapes: ShapeRenderer, skeleton: Skeleton, ignoredBones?: Array<string>): void;
dispose(): void;
}
}
declare module spine.webgl {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
premultipliedAlpha: boolean;
vertexEffect: VertexEffect;
private tempColor;
private tempColor2;
private vertices;
private vertexSize;
private twoColorTint;
private renderable;
private clipper;
private temp;
private temp2;
private temp3;
private temp4;
constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean);
draw(batcher: PolygonBatcher, skeleton: Skeleton, slotRangeStart?: number, slotRangeEnd?: number): void;
}
}
declare module spine.webgl {
class Vector3 {
x: number;
y: number;
z: number;
constructor(x?: number, y?: number, z?: number);
setFrom(v: Vector3): Vector3;
set(x: number, y: number, z: number): Vector3;
add(v: Vector3): Vector3;
sub(v: Vector3): Vector3;
scale(s: number): Vector3;
normalize(): Vector3;
cross(v: Vector3): Vector3;
multiply(matrix: Matrix4): Vector3;
project(matrix: Matrix4): Vector3;
dot(v: Vector3): number;
length(): number;
distance(v: Vector3): number;
}
}
declare module spine.webgl {
class ManagedWebGLRenderingContext {
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canvas: HTMLCanvasElement | OffscreenCanvas;
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gl: WebGLRenderingContext;
private restorables;
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext, contextConfig?: any);
addRestorable(restorable: Restorable): void;
removeRestorable(restorable: Restorable): void;
}
class WebGLBlendModeConverter {
static ZERO: number;
static ONE: number;
static SRC_COLOR: number;
static ONE_MINUS_SRC_COLOR: number;
static SRC_ALPHA: number;
static ONE_MINUS_SRC_ALPHA: number;
static DST_ALPHA: number;
static ONE_MINUS_DST_ALPHA: number;
static DST_COLOR: number;
static getDestGLBlendMode(blendMode: BlendMode): number;
static getSourceGLBlendMode(blendMode: BlendMode, premultipliedAlpha?: boolean): number;
}
}