mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
3484 lines
96 KiB
TypeScript
3484 lines
96 KiB
TypeScript
// Type definitions for PIXI with Phaser Deviations.
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declare module PIXI {
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export var game: Phaser.Game;
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export var WEBGL_RENDERER: number;
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export var CANVAS_RENDERER: number;
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export var VERSION: string;
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export enum blendModes {
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NORMAL,
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ADD,
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MULTIPLY,
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SCREEN,
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OVERLAY,
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DARKEN,
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LIGHTEN,
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COLOR_DODGE,
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COLOR_BURN,
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HARD_LIGHT,
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SOFT_LIGHT,
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DIFFERENCE,
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EXCLUSION,
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HUE,
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SATURATION,
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COLOR,
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LUMINOSITY
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}
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export enum scaleModes {
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DEFAULT,
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LINEAR,
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NEAREST
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}
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export var defaultRenderOptions: PixiRendererOptions;
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export var INTERACTION_REQUENCY: number;
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export var AUTO_PREVENT_DEFAULT: boolean;
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export var PI_2: number;
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export var RAD_TO_DEG: number;
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export var DEG_TO_RAD: number;
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export var RETINA_PREFIX: string;
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export var identityMatrix: Matrix;
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export var glContexts: WebGLRenderingContext[];
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export var instances: any[];
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export var TextureSilentFail: boolean;
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export var BitmapText: { fonts: {} };
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export function isPowerOfTwo(width: number, height: number): boolean;
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export function rgb2hex(rgb: number[]): string;
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export function hex2rgb(hex: string): number[];
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export function autoDetectRenderer(width?: number, height?: number, options?: PixiRendererOptions): PixiRenderer;
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export function autoDetectRecommendedRenderer(width?: number, height?: number, options?: PixiRendererOptions): PixiRenderer;
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export function canUseNewCanvasBlendModes(): boolean;
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export function getNextPowerOfTwo(value: number): number;
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export function AjaxRequest(): XMLHttpRequest;
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export function CompileFragmentShader(gl: WebGLRenderingContext, shaderSrc: string[]): any;
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export function CompileProgram(gl: WebGLRenderingContext, vertexSrc: string[], fragmentSrc: string[]): any;
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export interface IEventCallback {
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(e?: IEvent): void;
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}
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export interface IEvent {
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type: string;
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content: any;
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}
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export interface HitArea {
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contains(x: number, y: number): boolean;
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}
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export interface IInteractionDataCallback {
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(interactionData: InteractionData): void;
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}
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export interface PixiRenderer {
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autoResize: boolean;
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clearBeforeRender: boolean;
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height: number;
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resolution: number;
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transparent: boolean;
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type: number;
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view: HTMLCanvasElement;
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width: number;
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destroy(): void;
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render(stage: DisplayObjectContainer): void;
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resize(width: number, height: number): void;
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}
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export interface PixiRendererOptions {
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autoResize?: boolean;
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antialias?: boolean;
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clearBeforeRender?: boolean;
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preserveDrawingBuffer?: boolean;
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resolution?: number;
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transparent?: boolean;
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view?: HTMLCanvasElement;
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}
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export interface BitmapTextStyle {
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font?: string;
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align?: string;
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tint?: string;
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}
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export interface TextStyle {
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align?: string;
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dropShadow?: boolean;
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dropShadowColor?: string;
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dropShadowAngle?: number;
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dropShadowDistance?: number;
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fill?: string;
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font?: string;
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lineJoin?: string;
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stroke?: string;
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strokeThickness?: number;
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wordWrap?: boolean;
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wordWrapWidth?: number;
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}
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export interface Loader {
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load(): void;
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}
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export interface MaskData {
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alpha: number;
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worldTransform: number[];
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}
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export interface RenderSession {
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context: CanvasRenderingContext2D;
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maskManager: CanvasMaskManager;
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scaleMode: scaleModes;
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smoothProperty: string;
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roundPixels: boolean;
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}
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export interface ShaderAttribute {
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// TODO: Find signature of shader attributes
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}
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export interface FilterBlock {
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visible: boolean;
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renderable: boolean;
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}
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/**
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* This is the base class for creating a PIXI filter. Currently only webGL supports filters.
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* If you want to make a custom filter this should be your base class.
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*/
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export class AbstractFilter {
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/**
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* This is the base class for creating a PIXI filter. Currently only webGL supports filters.
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* If you want to make a custom filter this should be your base class.
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*
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* @param fragmentSrc The fragment source in an array of strings.
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* @param uniforms An object containing the uniforms for this filter.
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*/
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constructor(fragmentSrc: string | string[], uniforms: any);
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dirty: boolean;
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padding: number;
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uniforms: any;
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fragmentSrc: string | string[];
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apply(frameBuffer: WebGLFramebuffer): void;
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/**
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* Syncs the uniforms between the class object and the shaders.
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*/
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syncUniforms(): void;
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}
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export class AlphaMaskFilter extends AbstractFilter {
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constructor(texture: Texture);
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map: Texture;
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onTextureLoaded(): void;
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}
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export class AsciiFilter extends AbstractFilter {
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size: number;
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}
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export class AssetLoader implements Mixin {
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assetURLs: string[];
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crossorigin: boolean;
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loadersByType: { [key: string]: Loader };
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constructor(assetURLs: string[], crossorigin: boolean);
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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load(): void;
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}
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export class AtlasLoader implements Mixin {
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url: string;
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baseUrl: string;
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crossorigin: boolean;
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loaded: boolean;
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constructor(url: string, crossorigin: boolean);
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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load(): void;
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}
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/**
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* A texture stores the information that represents an image. All textures have a base texture.
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*/
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export class BaseTexture implements Mixin {
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/**
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* Helper function that creates a base texture from the given canvas element.
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*
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* @param canvas The canvas element source of the texture
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* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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*/
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static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): BaseTexture;
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/**
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* A texture stores the information that represents an image. All textures have a base texture.
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*
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* @param source the source object (image or canvas)
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* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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*/
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constructor(source: HTMLImageElement, scaleMode: scaleModes);
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/**
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* A texture stores the information that represents an image. All textures have a base texture.
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*
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* @param source the source object (image or canvas)
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* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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*/
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constructor(source: HTMLCanvasElement, scaleMode: scaleModes);
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/**
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* [read-only] The height of the base texture set when the image has loaded
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*/
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height: number;
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/**
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* [read-only] Set to true once the base texture has loaded
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*/
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hasLoaded: boolean;
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/**
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* Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used
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* Also the texture must be a power of two size to work
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*/
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mipmap: boolean;
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/**
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* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
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* Default: true
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*/
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premultipliedAlpha: boolean;
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/**
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* The Resolution of the texture.
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*/
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resolution: number;
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/**
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* The scale mode to apply when scaling this texture
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* Default: PIXI.scaleModes.LINEAR
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*/
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scaleMode: scaleModes;
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/**
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* A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch.
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*
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* You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture)
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* that has children that you do want to render, without causing a batch flush in the process.
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*/
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skipRender: boolean;
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/**
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* The image source that is used to create the texture.
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*/
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source: HTMLImageElement;
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/**
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* [read-only] The width of the base texture set when the image has loaded
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*/
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width: number;
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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/**
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* Forces this BaseTexture to be set as loaded, with the given width and height.
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* Then calls BaseTexture.dirty.
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* Important for when you don't want to modify the source object by forcing in `complete` or dimension properties it may not have.
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*
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* @param width - The new width to force the BaseTexture to be.
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* @param height - The new height to force the BaseTexture to be.
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*/
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forceLoaded(width: number, height: number): void;
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/**
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* Destroys this base texture
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*/
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destroy(): void;
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/**
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* Sets all glTextures to be dirty.
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*/
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dirty(): void;
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/**
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* Removes the base texture from the GPU, useful for managing resources on the GPU.
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* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
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*/
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unloadFromGPU(): void;
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}
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export class BitmapFontLoader implements Mixin {
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constructor(url: string, crossorigin: boolean);
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baseUrl: string;
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crossorigin: boolean;
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texture: Texture;
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url: string;
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listeners(eventName: string): Function[];
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emit(eventName: string, data?: any): boolean;
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dispatchEvent(eventName: string, data?: any): boolean;
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on(eventName: string, fn: Function): Function;
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addEventListener(eventName: string, fn: Function): Function;
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once(eventName: string, fn: Function): Function;
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off(eventName: string, fn: Function): Function;
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removeAllEventListeners(eventName: string): void;
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load(): void;
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}
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export class BlurFilter extends AbstractFilter {
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blur: number;
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blurX: number;
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blurY: number;
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}
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export class BlurXFilter extends AbstractFilter {
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blur: number;
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}
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export class BlurYFilter extends AbstractFilter {
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blur: number;
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}
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/**
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* Creates a Canvas element of the given size.
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*/
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export class CanvasBuffer {
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/**
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* Creates a Canvas element of the given size.
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*
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* @param width the width for the newly created canvas
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* @param height the height for the newly created canvas
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*/
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constructor(width: number, height: number);
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/**
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* The Canvas object that belongs to this CanvasBuffer.
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*/
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canvas: HTMLCanvasElement;
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/**
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* A CanvasRenderingContext2D object representing a two-dimensional rendering context.
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*/
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context: CanvasRenderingContext2D;
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/**
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* The height of the Canvas in pixels.
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*/
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height: number;
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/**
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* The width of the Canvas in pixels.
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*/
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width: number;
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/**
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* Frees the canvas up for use again.
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*/
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destroy(): void;
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/**
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* Clears the canvas that was created by the CanvasBuffer class.
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*/
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clear(): void;
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/**
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* Resizes the canvas to the specified width and height.
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*
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* @param width the new width of the canvas
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* @param height the new height of the canvas
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*/
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resize(width: number, height: number): void;
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}
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/**
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* The CanvasPool is a global static object that allows Pixi and Phaser to pool canvas DOM elements.
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*/
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export class CanvasPool {
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/**
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* Creates a new Canvas DOM element, or pulls one from the pool if free.
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*
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* @param parent The parent of the canvas element.
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* @param width The width of the canvas element.
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* @param height The height of the canvas element.
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* @return The canvas element.
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*/
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static create(parent: HTMLElement, width?: number, height?: number): HTMLCanvasElement;
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/**
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* Gets the first free canvas index from the pool.
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*/
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static getFirst(): HTMLCanvasElement;
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/**
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* Removes the parent from a canvas element from the pool, freeing it up for re-use.
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*
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* @param parent The parent of the canvas element.
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*/
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static remove(parent: HTMLElement): void;
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/**
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* Removes the parent from a canvas element from the pool, freeing it up for re-use.
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*
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* @param canvas The canvas element to remove
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*/
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static removeByCanvas(canvas: HTMLCanvasElement): HTMLCanvasElement;
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/**
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* Gets the total number of used canvas elements in the pool.
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* @return The number of in-use (parented) canvas elements in the pool.
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*/
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static getTotal(): number;
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/**
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* Gets the total number of free canvas elements in the pool.
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* @return The number of free (un-parented) canvas elements in the pool.
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*/
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static getFree(): number;
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}
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/**
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* A set of functions used to handle masking.
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*/
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export class CanvasMaskManager {
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/**
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* This method adds it to the current stack of masks.
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*
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* @param maskData the maskData that will be pushed
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* @param renderSession The renderSession whose context will be used for this mask manager.
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*/
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pushMask(maskData: MaskData, renderSession: RenderSession): void;
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/**
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* Restores the current drawing context to the state it was before the mask was applied.
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*
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* @param renderSession The renderSession whose context will be used for this mask manager.
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*/
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popMask(renderSession: RenderSession): void;
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}
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/**
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* The CanvasRenderer draws the Stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
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* Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :)
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*/
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export class CanvasRenderer implements PixiRenderer {
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/**
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* The CanvasRenderer draws the Stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
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* Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :)
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*
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* @param game A reference to the Phaser Game instance
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*/
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constructor(game: Phaser.Game);
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game: Phaser.Game;
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/**
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* The renderer type.
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*/
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type: number;
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/**
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* The resolution of the canvas.
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*/
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resolution: number;
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/**
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* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
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* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
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* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
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* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
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*/
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clearBeforeRender: boolean;
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/**
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* Whether the render view is transparent
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*/
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transparent: boolean;
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/**
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* Whether the render view should be resized automatically
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*/
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autoResize: boolean;
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/**
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* The width of the canvas view
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* Default: 800
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*/
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width: number;
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/**
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* The height of the canvas view
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* Default: 600
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*/
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height: number;
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/**
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* The canvas element that everything is drawn to.
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*/
|
|
view: HTMLCanvasElement;
|
|
|
|
/**
|
|
* The canvas 2d context that everything is drawn with
|
|
*/
|
|
context: CanvasRenderingContext2D;
|
|
|
|
/**
|
|
* Boolean flag controlling canvas refresh.
|
|
*/
|
|
refresh: boolean;
|
|
|
|
/**
|
|
* Internal var.
|
|
*/
|
|
count: number;
|
|
maskManager: CanvasMaskManager;
|
|
|
|
/**
|
|
* The render session is just a bunch of parameter used for rendering
|
|
*/
|
|
renderSession: RenderSession;
|
|
|
|
|
|
/**
|
|
* Renders the DisplayObjectContainer, usually the Phaser.Stage, to this canvas view.
|
|
*
|
|
* @param root The root element to be rendered.
|
|
*/
|
|
render(stage: DisplayObjectContainer): void;
|
|
|
|
/**
|
|
* Resizes the canvas view to the specified width and height
|
|
*
|
|
* @param width the new width of the canvas view
|
|
* @param height the new height of the canvas view
|
|
*/
|
|
resize(width: number, height: number): void;
|
|
|
|
/**
|
|
* Removes everything from the renderer and optionally removes the Canvas DOM element.
|
|
*
|
|
* @param removeView Removes the Canvas element from the DOM. - Default: true
|
|
*/
|
|
destroy(removeView?: boolean): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* Utility methods for Sprite/Texture tinting.
|
|
*/
|
|
export class CanvasTinter {
|
|
|
|
|
|
/**
|
|
* Basically this method just needs a sprite and a color and tints the sprite with the given color.
|
|
*
|
|
* @param sprite the sprite to tint
|
|
* @param color the color to use to tint the sprite with
|
|
* @return The tinted canvas
|
|
*/
|
|
static getTintedTexture(sprite: Sprite, color: number): HTMLCanvasElement;
|
|
|
|
/**
|
|
* Tint a texture using the "multiply" operation.
|
|
*
|
|
* @param texture the texture to tint
|
|
* @param color the color to use to tint the sprite with
|
|
* @param canvas the current canvas
|
|
*/
|
|
static tintWithMultiply(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
|
|
static tintWithOverlay(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
|
|
static tintWithPerPixel(texture: Texture, color: number, canvas: HTMLCanvasElement): void;
|
|
|
|
|
|
/**
|
|
* Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.
|
|
*/
|
|
static canUseMultiply: boolean;
|
|
static tintMethod: any;
|
|
|
|
}
|
|
|
|
export class Circle implements HitArea {
|
|
|
|
constructor(x: number, y: number, radius: number);
|
|
|
|
x: number;
|
|
y: number;
|
|
radius: number;
|
|
|
|
clone(): Circle;
|
|
contains(x: number, y: number): boolean;
|
|
getBounds(): Rectangle;
|
|
|
|
}
|
|
|
|
export class ColorMatrixFilter extends AbstractFilter {
|
|
|
|
constructor();
|
|
|
|
matrix: number[];
|
|
|
|
}
|
|
|
|
export class ColorStepFilter extends AbstractFilter {
|
|
|
|
step: number;
|
|
|
|
}
|
|
|
|
export class ConvolutionFilter extends AbstractFilter {
|
|
|
|
constructor(matrix: number[], width: number, height: number);
|
|
|
|
matrix: Matrix;
|
|
width: number;
|
|
height: number;
|
|
|
|
}
|
|
|
|
export class CrossHatchFilter extends AbstractFilter {
|
|
|
|
blur: number;
|
|
|
|
}
|
|
|
|
export class DisplacementFilter extends AbstractFilter {
|
|
|
|
constructor(texture: Texture);
|
|
|
|
map: Texture;
|
|
offset: Point;
|
|
scale: Point;
|
|
|
|
}
|
|
|
|
export class DotScreenFilter extends AbstractFilter {
|
|
|
|
angle: number;
|
|
scale: Point;
|
|
|
|
}
|
|
|
|
export class DisplayObject {
|
|
|
|
alpha: number;
|
|
buttonMode: boolean;
|
|
cacheAsBitmap: boolean;
|
|
defaultCursor: string;
|
|
filterArea: Rectangle;
|
|
filters: AbstractFilter[];
|
|
hitArea: HitArea;
|
|
interactive: boolean;
|
|
mask: Graphics;
|
|
parent: DisplayObjectContainer;
|
|
pivot: Point;
|
|
position: Point;
|
|
renderable: boolean;
|
|
rotation: number;
|
|
scale: Point;
|
|
stage: DisplayObjectContainer;
|
|
visible: boolean;
|
|
worldAlpha: number;
|
|
worldPosition: Point;
|
|
worldScale: Point;
|
|
worldTransform: Matrix;
|
|
worldRotation: number;
|
|
worldVisible: boolean;
|
|
x: number;
|
|
y: number;
|
|
|
|
click(e: InteractionData): void;
|
|
displayObjectUpdateTransform(parent?: DisplayObjectContainer): void;
|
|
generateTexture(resolution?: number, scaleMode?: number, renderer?: PixiRenderer | number): RenderTexture;
|
|
mousedown(e: InteractionData): void;
|
|
mouseout(e: InteractionData): void;
|
|
mouseover(e: InteractionData): void;
|
|
mouseup(e: InteractionData): void;
|
|
mousemove(e: InteractionData): void;
|
|
mouseupoutside(e: InteractionData): void;
|
|
rightclick(e: InteractionData): void;
|
|
rightdown(e: InteractionData): void;
|
|
rightup(e: InteractionData): void;
|
|
rightupoutside(e: InteractionData): void;
|
|
setStageReference(stage: DisplayObjectContainer): void;
|
|
tap(e: InteractionData): void;
|
|
toGlobal(position: Point): Point;
|
|
toLocal(position: Point, from: DisplayObject): Point;
|
|
touchend(e: InteractionData): void;
|
|
touchendoutside(e: InteractionData): void;
|
|
touchstart(e: InteractionData): void;
|
|
touchmove(e: InteractionData): void;
|
|
updateTransform(parent?: DisplayObjectContainer): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A DisplayObjectContainer represents a collection of display objects.
|
|
* It is the base class of all display objects that act as a container for other objects.
|
|
*/
|
|
export class DisplayObjectContainer extends DisplayObject {
|
|
|
|
|
|
/**
|
|
* A DisplayObjectContainer represents a collection of display objects.
|
|
* It is the base class of all display objects that act as a container for other objects.
|
|
*/
|
|
constructor();
|
|
|
|
|
|
/**
|
|
* [read-only] The array of children of this container.
|
|
*/
|
|
children: DisplayObject[];
|
|
|
|
/**
|
|
* The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* If `ignoreChildInput` is `false` it will allow this objects _children_ to be considered as valid for Input events.
|
|
*
|
|
* If this property is `true` then the children will _not_ be considered as valid for Input events.
|
|
*
|
|
* Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.
|
|
*/
|
|
ignoreChildInput: boolean;
|
|
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @param child The DisplayObject to add to the container
|
|
* @return The child that was added.
|
|
*/
|
|
addChild(child: DisplayObject): DisplayObject;
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
|
|
*
|
|
* @param child The child to add
|
|
* @param index The index to place the child in
|
|
* @return The child that was added.
|
|
*/
|
|
addChildAt(child: DisplayObject, index: number): DisplayObject;
|
|
|
|
/**
|
|
* Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.
|
|
*
|
|
* @param targetCoordinateSpace Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.
|
|
* @return The rectangular bounding area
|
|
*/
|
|
getBounds(targetCoordinateSpace?: DisplayObject | Matrix): Rectangle;
|
|
|
|
/**
|
|
* Returns the child at the specified index
|
|
*
|
|
* @param index The index to get the child from
|
|
* @return The child at the given index, if any.
|
|
*/
|
|
getChildAt(index: number): DisplayObject;
|
|
|
|
/**
|
|
* Returns the index position of a child DisplayObject instance
|
|
*
|
|
* @param child The DisplayObject instance to identify
|
|
* @return The index position of the child display object to identify
|
|
*/
|
|
getChildIndex(child: DisplayObject): number;
|
|
|
|
/**
|
|
* Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.
|
|
* @return The rectangular bounding area
|
|
*/
|
|
getLocalBounds(): Rectangle;
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @param child The DisplayObject to remove
|
|
* @return The child that was removed.
|
|
*/
|
|
removeChild(child: DisplayObject): DisplayObject;
|
|
|
|
/**
|
|
* Removes a child from the specified index position.
|
|
*
|
|
* @param index The index to get the child from
|
|
* @return The child that was removed.
|
|
*/
|
|
removeChildAt(index: number): DisplayObject;
|
|
|
|
/**
|
|
* Removes all children from this container that are within the begin and end indexes.
|
|
*
|
|
* @param beginIndex The beginning position. Default value is 0.
|
|
* @param endIndex The ending position. Default value is size of the container.
|
|
*/
|
|
removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[];
|
|
removeStageReference(): void;
|
|
|
|
/**
|
|
* Changes the position of an existing child in the display object container
|
|
*
|
|
* @param child The child DisplayObject instance for which you want to change the index number
|
|
* @param index The resulting index number for the child display object
|
|
*/
|
|
setChildIndex(child: DisplayObject, index: number): void;
|
|
|
|
/**
|
|
* Swaps the position of 2 Display Objects within this container.
|
|
*
|
|
* @param child -
|
|
* @param child2 -
|
|
*/
|
|
swapChildren(child: DisplayObject, child2: DisplayObject): void;
|
|
|
|
/**
|
|
* Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.
|
|
*
|
|
* @param child -
|
|
*/
|
|
contains(child: DisplayObject): boolean;
|
|
|
|
}
|
|
|
|
export class Ellipse implements HitArea {
|
|
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
|
|
x: number;
|
|
y: number;
|
|
width: number;
|
|
height: number;
|
|
|
|
clone(): Ellipse;
|
|
contains(x: number, y: number): boolean;
|
|
getBounds(): Rectangle;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* Creates an homogenous object for tracking events so users can know what to expect.
|
|
*/
|
|
export class Event {
|
|
|
|
|
|
/**
|
|
* Creates an homogenous object for tracking events so users can know what to expect.
|
|
*
|
|
* @param target The target object that the event is called on
|
|
* @param name The string name of the event that was triggered
|
|
* @param data Arbitrary event data to pass along
|
|
*/
|
|
constructor(target: any, name: string, data: any);
|
|
|
|
|
|
/**
|
|
* The original target the event triggered on.
|
|
*/
|
|
target: any;
|
|
|
|
/**
|
|
* The string name of the event that this represents.
|
|
*/
|
|
type: string;
|
|
|
|
/**
|
|
* The data that was passed in with this event.
|
|
*/
|
|
data: any;
|
|
|
|
/**
|
|
* The timestamp when the event occurred.
|
|
*/
|
|
timeStamp: number;
|
|
|
|
|
|
/**
|
|
* Stops the propagation of events up the scene graph (prevents bubbling).
|
|
*/
|
|
stopPropagation(): void;
|
|
preventDefault(): void;
|
|
|
|
/**
|
|
* Stops the propagation of events to sibling listeners (no longer calls any listeners).
|
|
*/
|
|
stopImmediatePropagation(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* Mixins event emitter functionality to a class
|
|
*/
|
|
export class EventTarget {
|
|
|
|
|
|
/**
|
|
* Mixes in the properties of the EventTarget prototype onto another object
|
|
*
|
|
* @param object The obj to mix into
|
|
*/
|
|
static mixin(obj: any): void;
|
|
|
|
}
|
|
|
|
export class FilterTexture {
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
* @param width the horizontal range of the filter
|
|
* @param height the vertical range of the filter
|
|
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
|
|
*/
|
|
constructor(gl: WebGLRenderingContext, width: number, height: number, scaleMode: scaleModes);
|
|
|
|
fragmentSrc: string[];
|
|
frameBuffer: WebGLFramebuffer;
|
|
gl: WebGLRenderingContext;
|
|
program: WebGLProgram;
|
|
scaleMode: number;
|
|
texture: WebGLTexture;
|
|
|
|
|
|
/**
|
|
* Clears the filter texture.
|
|
*/
|
|
clear(): void;
|
|
|
|
/**
|
|
* Resizes the texture to the specified width and height
|
|
*
|
|
* @param width the new width of the texture
|
|
* @param height the new height of the texture
|
|
*/
|
|
resize(width: number, height: number): void;
|
|
|
|
/**
|
|
* Destroys the filter texture.
|
|
*/
|
|
destroy(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A GraphicsData object.
|
|
*/
|
|
export class GraphicsData {
|
|
|
|
|
|
/**
|
|
* A GraphicsData object.
|
|
*/
|
|
constructor(lineWidth?: number, lineColor?: number, lineAlpha?: number, fillColor?: number, fillAlpha?: number, fill?: boolean, shape?: any);
|
|
|
|
lineWidth: number;
|
|
lineColor: number;
|
|
lineAlpha: number;
|
|
fillColor: number;
|
|
fillAlpha: number;
|
|
fill: boolean;
|
|
shape: any;
|
|
type: number;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them.
|
|
*/
|
|
export class Graphics extends DisplayObjectContainer {
|
|
|
|
static POLY: number;
|
|
static RECT: number;
|
|
static CIRC: number;
|
|
static ELIP: number;
|
|
static RREC: number;
|
|
|
|
|
|
/**
|
|
* The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
|
|
* Default: PIXI.blendModes.NORMAL;
|
|
*/
|
|
blendMode: number;
|
|
|
|
/**
|
|
* The bounds' padding used for bounds calculation.
|
|
*/
|
|
boundsPadding: number;
|
|
|
|
/**
|
|
* The alpha value used when filling the Graphics object.
|
|
*/
|
|
fillAlpha: number;
|
|
|
|
/**
|
|
* Whether this shape is being used as a mask.
|
|
*/
|
|
isMask: boolean;
|
|
|
|
/**
|
|
* The width (thickness) of any lines drawn.
|
|
*/
|
|
lineWidth: number;
|
|
|
|
/**
|
|
* The color of any lines drawn.
|
|
* Default: 0
|
|
*/
|
|
lineColor: number;
|
|
|
|
/**
|
|
* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
|
|
* Default: 0xFFFFFF
|
|
*/
|
|
tint: number;
|
|
worldAlpha: number;
|
|
|
|
|
|
/**
|
|
* The arc method creates an arc/curve (used to create circles, or parts of circles).
|
|
*
|
|
* @param cx The x-coordinate of the center of the circle
|
|
* @param cy The y-coordinate of the center of the circle
|
|
* @param radius The radius of the circle
|
|
* @param startAngle The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
|
|
* @param endAngle The ending angle, in radians
|
|
* @param anticlockwise Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
|
|
* @param segments Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.
|
|
*/
|
|
arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise: boolean): Graphics;
|
|
arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): Graphics;
|
|
|
|
/**
|
|
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
|
|
* (such as lineTo() or drawCircle()) use when drawing.
|
|
*
|
|
* @param color the color of the fill
|
|
* @param alpha the alpha of the fill
|
|
*/
|
|
beginFill(color?: number, alpha?: number): Graphics;
|
|
|
|
/**
|
|
* Calculate the points for a bezier curve and then draws it.
|
|
*
|
|
* @param cpX Control point x
|
|
* @param cpY Control point y
|
|
* @param cpX2 Second Control point x
|
|
* @param cpY2 Second Control point y
|
|
* @param toX Destination point x
|
|
* @param toY Destination point y
|
|
*/
|
|
bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): Graphics;
|
|
|
|
/**
|
|
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
|
|
*/
|
|
clear(): Graphics;
|
|
|
|
/**
|
|
* Destroys a previous cached sprite.
|
|
*/
|
|
destroyCachedSprite(): void;
|
|
|
|
/**
|
|
* Draws a circle.
|
|
*
|
|
* @param x The X coordinate of the center of the circle
|
|
* @param y The Y coordinate of the center of the circle
|
|
* @param diameter The diameter of the circle
|
|
*/
|
|
drawCircle(x: number, y: number, diameter: number): Graphics;
|
|
|
|
/**
|
|
* Draws an ellipse.
|
|
*
|
|
* @param x The X coordinate of the center of the ellipse
|
|
* @param y The Y coordinate of the center of the ellipse
|
|
* @param width The half width of the ellipse
|
|
* @param height The half height of the ellipse
|
|
*/
|
|
drawEllipse(x: number, y: number, width: number, height: number): Graphics;
|
|
|
|
/**
|
|
* Draws a polygon using the given path.
|
|
*
|
|
* @param path The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.
|
|
*/
|
|
drawPolygon(...path: any[]): Graphics;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param x The X coord of the top-left of the rectangle
|
|
* @param y The Y coord of the top-left of the rectangle
|
|
* @param width The width of the rectangle
|
|
* @param height The height of the rectangle
|
|
*/
|
|
drawRect(x: number, y: number, width: number, height: number): Graphics;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param x The X coord of the top-left of the rectangle
|
|
* @param y The Y coord of the top-left of the rectangle
|
|
* @param width The width of the rectangle
|
|
* @param height The height of the rectangle
|
|
* @param radius Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.
|
|
*/
|
|
drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): Graphics;
|
|
|
|
/**
|
|
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
|
|
*
|
|
* @param shape The Shape object to draw.
|
|
* @return The generated GraphicsData object.
|
|
*/
|
|
drawShape(shape: Circle): GraphicsData;
|
|
|
|
/**
|
|
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
|
|
*
|
|
* @param shape The Shape object to draw.
|
|
* @return The generated GraphicsData object.
|
|
*/
|
|
drawShape(shape: Rectangle): GraphicsData;
|
|
|
|
/**
|
|
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
|
|
*
|
|
* @param shape The Shape object to draw.
|
|
* @return The generated GraphicsData object.
|
|
*/
|
|
drawShape(shape: Ellipse): GraphicsData;
|
|
|
|
/**
|
|
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
|
|
*
|
|
* @param shape The Shape object to draw.
|
|
* @return The generated GraphicsData object.
|
|
*/
|
|
drawShape(shape: Polygon): GraphicsData;
|
|
|
|
/**
|
|
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
|
|
*/
|
|
endFill(): Graphics;
|
|
|
|
/**
|
|
* Useful function that returns a texture of the graphics object that can then be used to create sprites
|
|
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
|
|
*
|
|
* @param resolution The resolution of the texture being generated - Default: 1
|
|
* @param scaleMode Should be one of the PIXI.scaleMode consts
|
|
* @param padding Add optional extra padding to the generated texture (default 0)
|
|
* @return a texture of the graphics object
|
|
*/
|
|
generateTexture(resolution?: number, scaleMode?: number, padding?: number): RenderTexture;
|
|
|
|
/**
|
|
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
|
|
*
|
|
* @param lineWidth width of the line to draw, will update the objects stored style
|
|
* @param color color of the line to draw, will update the objects stored style
|
|
* @param alpha alpha of the line to draw, will update the objects stored style
|
|
*/
|
|
lineStyle(lineWidth?: number, color?: number, alpha?: number): Graphics;
|
|
|
|
/**
|
|
* Draws a line using the current line style from the current drawing position to (x, y);
|
|
* The current drawing position is then set to (x, y).
|
|
*
|
|
* @param x the X coordinate to draw to
|
|
* @param y the Y coordinate to draw to
|
|
*/
|
|
lineTo(x: number, y: number): Graphics;
|
|
|
|
/**
|
|
* Moves the current drawing position to x, y.
|
|
*
|
|
* @param x the X coordinate to move to
|
|
* @param y the Y coordinate to move to
|
|
*/
|
|
moveTo(x: number, y: number): Graphics;
|
|
|
|
/**
|
|
* Calculate the points for a quadratic bezier curve and then draws it.
|
|
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
|
|
*
|
|
* @param cpX Control point x
|
|
* @param cpY Control point y
|
|
* @param toX Destination point x
|
|
* @param toY Destination point y
|
|
*/
|
|
quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): Graphics;
|
|
|
|
}
|
|
|
|
export class GrayFilter extends AbstractFilter {
|
|
|
|
gray: number;
|
|
|
|
}
|
|
|
|
export class ImageLoader implements Mixin {
|
|
|
|
constructor(url: string, crossorigin?: boolean);
|
|
|
|
texture: Texture;
|
|
|
|
listeners(eventName: string): Function[];
|
|
emit(eventName: string, data?: any): boolean;
|
|
dispatchEvent(eventName: string, data?: any): boolean;
|
|
on(eventName: string, fn: Function): Function;
|
|
addEventListener(eventName: string, fn: Function): Function;
|
|
once(eventName: string, fn: Function): Function;
|
|
off(eventName: string, fn: Function): Function;
|
|
removeAllEventListeners(eventName: string): void;
|
|
|
|
load(): void;
|
|
loadFramedSpriteSheet(frameWidth: number, frameHeight: number, textureName: string): void;
|
|
|
|
}
|
|
|
|
export class InteractionData {
|
|
|
|
global: Point;
|
|
target: Sprite;
|
|
originalEvent: Event;
|
|
|
|
getLocalPosition(displayObject: DisplayObject, point?: Point, globalPos?: Point): Point;
|
|
|
|
}
|
|
|
|
export class InteractionManager {
|
|
|
|
currentCursorStyle: string;
|
|
last: number;
|
|
mouse: InteractionData;
|
|
mouseOut: boolean;
|
|
mouseoverEnabled: boolean;
|
|
onMouseMove: Function;
|
|
onMouseDown: Function;
|
|
onMouseOut: Function;
|
|
onMouseUp: Function;
|
|
onTouchStart: Function;
|
|
onTouchEnd: Function;
|
|
onTouchMove: Function;
|
|
pool: InteractionData[];
|
|
resolution: number;
|
|
stage: DisplayObjectContainer;
|
|
touches: { [id: string]: InteractionData };
|
|
|
|
constructor(stage: DisplayObjectContainer);
|
|
}
|
|
|
|
export class InvertFilter extends AbstractFilter {
|
|
|
|
invert: number;
|
|
|
|
}
|
|
|
|
export class JsonLoader implements Mixin {
|
|
|
|
constructor(url: string, crossorigin?: boolean);
|
|
|
|
baseUrl: string;
|
|
crossorigin: boolean;
|
|
loaded: boolean;
|
|
url: string;
|
|
|
|
listeners(eventName: string): Function[];
|
|
emit(eventName: string, data?: any): boolean;
|
|
dispatchEvent(eventName: string, data?: any): boolean;
|
|
on(eventName: string, fn: Function): Function;
|
|
addEventListener(eventName: string, fn: Function): Function;
|
|
once(eventName: string, fn: Function): Function;
|
|
off(eventName: string, fn: Function): Function;
|
|
removeAllEventListeners(eventName: string): void;
|
|
|
|
load(): void;
|
|
|
|
}
|
|
|
|
export class Matrix {
|
|
|
|
a: number;
|
|
b: number;
|
|
c: number;
|
|
d: number;
|
|
tx: number;
|
|
ty: number;
|
|
|
|
append(matrix: Matrix): Matrix;
|
|
apply(pos: Point, newPos: Point): Point;
|
|
applyInverse(pos: Point, newPos: Point): Point;
|
|
determineMatrixArrayType(): number[];
|
|
identity(): Matrix;
|
|
rotate(angle: number): Matrix;
|
|
fromArray(array: number[]): void;
|
|
translate(x: number, y: number): Matrix;
|
|
toArray(transpose: boolean): number[];
|
|
scale(x: number, y: number): Matrix;
|
|
|
|
}
|
|
|
|
export interface Mixin {
|
|
|
|
listeners(eventName: string): Function[];
|
|
emit(eventName: string, data?: any): boolean;
|
|
dispatchEvent(eventName: string, data?: any): boolean;
|
|
on(eventName: string, fn: Function): Function;
|
|
addEventListener(eventName: string, fn: Function): Function;
|
|
once(eventName: string, fn: Function): Function;
|
|
off(eventName: string, fn: Function): Function;
|
|
removeAllEventListeners(eventName: string): void;
|
|
|
|
}
|
|
|
|
export class NoiseFilter extends AbstractFilter {
|
|
|
|
noise: number;
|
|
|
|
}
|
|
|
|
export class NormalMapFilter extends AbstractFilter {
|
|
|
|
map: Texture;
|
|
offset: Point;
|
|
scale: Point;
|
|
|
|
}
|
|
|
|
export class PixelateFilter extends AbstractFilter {
|
|
|
|
size: number;
|
|
|
|
}
|
|
|
|
export interface IPixiShader {
|
|
|
|
fragmentSrc: string[];
|
|
gl: WebGLRenderingContext;
|
|
program: WebGLProgram;
|
|
vertexSrc: string[];
|
|
|
|
destroy(): void;
|
|
init(): void;
|
|
|
|
}
|
|
|
|
export class PixiShader implements IPixiShader {
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
constructor(gl: WebGLRenderingContext);
|
|
|
|
|
|
/**
|
|
* Uniform attributes cache.
|
|
*/
|
|
attributes: ShaderAttribute[];
|
|
|
|
/**
|
|
* The Default Vertex shader source.
|
|
*/
|
|
defaultVertexSrc: string[];
|
|
|
|
/**
|
|
* A dirty flag
|
|
*/
|
|
dirty: boolean;
|
|
|
|
/**
|
|
* A local flag
|
|
*/
|
|
firstRun: boolean;
|
|
|
|
/**
|
|
* A local texture counter for multi-texture shaders.
|
|
*/
|
|
textureCount: number;
|
|
|
|
/**
|
|
* The fragment shader.
|
|
*/
|
|
fragmentSrc: string[];
|
|
gl: WebGLRenderingContext;
|
|
|
|
/**
|
|
* The WebGL program.
|
|
*/
|
|
program: WebGLProgram;
|
|
vertexSrc: string[];
|
|
|
|
|
|
/**
|
|
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
|
|
*/
|
|
initSampler2D(): void;
|
|
|
|
/**
|
|
* Initialises the shader uniform values.
|
|
*
|
|
* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/
|
|
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
|
|
*/
|
|
initUniforms(): void;
|
|
|
|
/**
|
|
* Updates the shader uniform values.
|
|
*/
|
|
syncUniforms(): void;
|
|
|
|
|
|
/**
|
|
* Destroys the shader.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Initialises the shader.
|
|
*/
|
|
init(): void;
|
|
|
|
}
|
|
|
|
export class PixiFastShader implements IPixiShader {
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
constructor(gl: WebGLRenderingContext);
|
|
|
|
|
|
/**
|
|
* A local texture counter for multi-texture shaders.
|
|
*/
|
|
textureCount: number;
|
|
|
|
/**
|
|
* The fragment shader.
|
|
*/
|
|
fragmentSrc: string[];
|
|
gl: WebGLRenderingContext;
|
|
|
|
/**
|
|
* The WebGL program.
|
|
*/
|
|
program: WebGLProgram;
|
|
|
|
/**
|
|
* The vertex shader.
|
|
*/
|
|
vertexSrc: string[];
|
|
|
|
|
|
/**
|
|
* Destroys the shader.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Initialises the shader.
|
|
*/
|
|
init(): void;
|
|
|
|
}
|
|
|
|
export class PrimitiveShader implements IPixiShader {
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
constructor(gl: WebGLRenderingContext);
|
|
|
|
/**
|
|
* The fragment shader.
|
|
*/
|
|
fragmentSrc: string[];
|
|
gl: WebGLRenderingContext;
|
|
|
|
/**
|
|
* The WebGL program.
|
|
*/
|
|
program: WebGLProgram;
|
|
|
|
/**
|
|
* The vertex shader.
|
|
*/
|
|
vertexSrc: string[];
|
|
|
|
|
|
/**
|
|
* Destroys the shader.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Initialises the shader.
|
|
*/
|
|
init(): void;
|
|
|
|
}
|
|
|
|
export class ComplexPrimitiveShader implements IPixiShader {
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
constructor(gl: WebGLRenderingContext);
|
|
|
|
/**
|
|
* The fragment shader.
|
|
*/
|
|
fragmentSrc: string[];
|
|
gl: WebGLRenderingContext;
|
|
|
|
/**
|
|
* The WebGL program.
|
|
*/
|
|
program: WebGLProgram;
|
|
|
|
/**
|
|
* The vertex shader.
|
|
*/
|
|
vertexSrc: string[];
|
|
|
|
|
|
/**
|
|
* Destroys the shader.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Initialises the shader.
|
|
*/
|
|
init(): void;
|
|
|
|
}
|
|
|
|
export class StripShader implements IPixiShader {
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
constructor(gl: WebGLRenderingContext);
|
|
|
|
/**
|
|
* The fragment shader.
|
|
*/
|
|
fragmentSrc: string[];
|
|
gl: WebGLRenderingContext;
|
|
|
|
/**
|
|
* The WebGL program.
|
|
*/
|
|
program: WebGLProgram;
|
|
|
|
/**
|
|
* The vertex shader.
|
|
*/
|
|
vertexSrc: string[];
|
|
|
|
|
|
/**
|
|
* Destroys the shader.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Initialises the shader.
|
|
*/
|
|
init(): void;
|
|
|
|
}
|
|
|
|
export class Point {
|
|
|
|
constructor(x?: number, y?: number);
|
|
|
|
x: number;
|
|
y: number;
|
|
|
|
clone(): Point;
|
|
set(x: number, y: number): void;
|
|
|
|
}
|
|
|
|
export class Polygon implements HitArea {
|
|
|
|
constructor(points: Point[]);
|
|
constructor(points: number[]);
|
|
constructor(...points: Point[]);
|
|
constructor(...points: number[]);
|
|
|
|
points: any[];
|
|
|
|
clone(): Polygon;
|
|
contains(x: number, y: number): boolean;
|
|
|
|
}
|
|
|
|
export class Rectangle implements HitArea {
|
|
|
|
constructor(x?: number, y?: number, width?: number, height?: number);
|
|
|
|
x: number;
|
|
y: number;
|
|
width: number;
|
|
height: number;
|
|
|
|
clone(): Rectangle;
|
|
contains(x: number, y: number): boolean;
|
|
|
|
}
|
|
|
|
export class RGBSplitFilter extends AbstractFilter {
|
|
|
|
red: Point;
|
|
green: Point;
|
|
blue: Point;
|
|
|
|
}
|
|
|
|
export class Rope extends Strip {
|
|
|
|
points: Point[];
|
|
vertices: number[];
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param texture - The texture to use on the rope.
|
|
* @param points - An array of {PIXI.Point}.
|
|
*/
|
|
constructor(texture: Texture, points: Point[]);
|
|
|
|
refresh(): void;
|
|
setTexture(texture: Texture): void;
|
|
|
|
}
|
|
|
|
export class RoundedRectangle implements HitArea {
|
|
|
|
constructor(x?: number, y?: number, width?: number, height?: number, radius?: number);
|
|
|
|
x: number;
|
|
y: number;
|
|
width: number;
|
|
height: number;
|
|
radius: number;
|
|
|
|
clone(): RoundedRectangle;
|
|
contains(x: number, y: number): boolean;
|
|
|
|
}
|
|
|
|
export class SepiaFilter extends AbstractFilter {
|
|
|
|
sepia: number;
|
|
|
|
}
|
|
|
|
export class SmartBlurFilter extends AbstractFilter {
|
|
|
|
blur: number;
|
|
|
|
}
|
|
|
|
export class SpineLoader implements Mixin {
|
|
|
|
url: string;
|
|
crossorigin: boolean;
|
|
loaded: boolean;
|
|
|
|
constructor(url: string, crossOrigin: boolean);
|
|
|
|
listeners(eventName: string): Function[];
|
|
emit(eventName: string, data?: any): boolean;
|
|
dispatchEvent(eventName: string, data?: any): boolean;
|
|
on(eventName: string, fn: Function): Function;
|
|
addEventListener(eventName: string, fn: Function): Function;
|
|
once(eventName: string, fn: Function): Function;
|
|
off(eventName: string, fn: Function): Function;
|
|
removeAllEventListeners(eventName: string): void;
|
|
|
|
load(): void;
|
|
|
|
}
|
|
|
|
export class SpineTextureLoader {
|
|
|
|
constructor(basePath: string, crossorigin: boolean);
|
|
|
|
load(page: AtlasPage, file: string): void;
|
|
unload(texture: BaseTexture): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The Sprite object is the base for all textured objects that are rendered to the screen
|
|
*/
|
|
export class Sprite extends DisplayObjectContainer {
|
|
|
|
|
|
/**
|
|
* The Sprite object is the base for all textured objects that are rendered to the screen
|
|
*
|
|
* @param texture The texture for this sprite
|
|
*/
|
|
constructor(texture: Texture);
|
|
|
|
|
|
/**
|
|
* The anchor sets the origin point of the texture.
|
|
* The default is 0,0 this means the texture's origin is the top left
|
|
* Setting than anchor to 0.5,0.5 means the textures origin is centered
|
|
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
|
|
*/
|
|
anchor: Point;
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
|
|
*
|
|
* Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.
|
|
* Default: PIXI.blendModes.NORMAL;
|
|
*/
|
|
blendMode: blendModes;
|
|
|
|
/**
|
|
* Controls if this Sprite is processed by the core Phaser game loops and Group loops.
|
|
* Default: true
|
|
*/
|
|
exists: boolean;
|
|
|
|
/**
|
|
* The shader that will be used to render this Sprite.
|
|
* Set to null to remove a current shader.
|
|
* Default: null
|
|
*/
|
|
shader: IPixiShader;
|
|
|
|
/**
|
|
* The texture that the sprite is using
|
|
*/
|
|
texture: Texture;
|
|
|
|
/**
|
|
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
|
|
* Default: 0xFFFFFF
|
|
*/
|
|
tint: number;
|
|
|
|
|
|
/**
|
|
* Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous
|
|
* texture this Sprite was using.
|
|
*
|
|
* @param texture The PIXI texture that is displayed by the sprite
|
|
* @param destroy Call Texture.destroy on the current texture before replacing it with the new one?
|
|
*/
|
|
setTexture(texture: Texture, destroyBase?: boolean): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
|
|
* built solely for speed, so use when you need a lot of sprites or particles.
|
|
* And it's extremely easy to use :
|
|
*
|
|
* var container = new PIXI.SpriteBatch();
|
|
*
|
|
* for(var i = 0; i < 100; i++)
|
|
* {
|
|
* var sprite = new PIXI.Sprite.fromImage("myImage.png");
|
|
* container.addChild(sprite);
|
|
* }
|
|
* And here you have a hundred sprites that will be renderer at the speed of light
|
|
*/
|
|
export class SpriteBatch extends DisplayObjectContainer {
|
|
|
|
|
|
/**
|
|
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
|
|
* built solely for speed, so use when you need a lot of sprites or particles.
|
|
* And it's extremely easy to use :
|
|
*
|
|
* var container = new PIXI.SpriteBatch();
|
|
*
|
|
* for(var i = 0; i < 100; i++)
|
|
* {
|
|
* var sprite = new PIXI.Sprite.fromImage("myImage.png");
|
|
* container.addChild(sprite);
|
|
* }
|
|
* And here you have a hundred sprites that will be renderer at the speed of light
|
|
*
|
|
* @param texture -
|
|
*/
|
|
constructor(texture?: Texture);
|
|
|
|
ready: boolean;
|
|
textureThing: Texture;
|
|
|
|
initWebGL(gl: WebGLRenderingContext): void;
|
|
|
|
}
|
|
|
|
export class SpriteSheetLoader implements Mixin {
|
|
|
|
constructor(url: string, crossorigin?: boolean);
|
|
|
|
baseUrl: string;
|
|
crossorigin: boolean;
|
|
frames: any;
|
|
texture: Texture;
|
|
url: string;
|
|
|
|
listeners(eventName: string): Function[];
|
|
emit(eventName: string, data?: any): boolean;
|
|
dispatchEvent(eventName: string, data?: any): boolean;
|
|
on(eventName: string, fn: Function): Function;
|
|
addEventListener(eventName: string, fn: Function): Function;
|
|
once(eventName: string, fn: Function): Function;
|
|
off(eventName: string, fn: Function): Function;
|
|
removeAllEventListeners(eventName: string): void;
|
|
|
|
load(): void;
|
|
|
|
}
|
|
|
|
export class Strip extends DisplayObjectContainer {
|
|
|
|
static DrawModes: {
|
|
|
|
TRIANGLE_STRIP: number;
|
|
TRIANGLES: number;
|
|
|
|
};
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param texture The texture to use
|
|
* @param width the width
|
|
* @param height the height
|
|
*/
|
|
constructor(texture: Texture);
|
|
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
|
|
* Default: PIXI.blendModes.NORMAL;
|
|
*/
|
|
blendMode: number;
|
|
colors: number[];
|
|
|
|
/**
|
|
* Whether the strip is dirty or not
|
|
*/
|
|
dirty: boolean;
|
|
indices: number[];
|
|
|
|
/**
|
|
* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
|
|
*/
|
|
canvasPadding: number;
|
|
|
|
/**
|
|
* The texture of the strip
|
|
*/
|
|
texture: Texture;
|
|
uvs: number[];
|
|
vertices: number[];
|
|
|
|
|
|
/**
|
|
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
|
|
*
|
|
* @param matrix the transformation matrix of the sprite
|
|
* @return the framing rectangle
|
|
*/
|
|
getBounds(matrix?: Matrix): Rectangle;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A texture stores the information that represents an image or part of an image. It cannot be added
|
|
* to the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used.
|
|
*/
|
|
export class Texture implements Mixin {
|
|
|
|
static emptyTexture: Texture;
|
|
|
|
|
|
/**
|
|
* Helper function that creates a new a Texture based on the given canvas element.
|
|
*
|
|
* @param canvas The canvas element source of the texture
|
|
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
|
|
*/
|
|
static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): Texture;
|
|
|
|
|
|
/**
|
|
* A texture stores the information that represents an image or part of an image. It cannot be added
|
|
* to the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used.
|
|
*
|
|
* @param baseTexture The base texture source to create the texture from
|
|
* @param frame The rectangle frame of the texture to show
|
|
* @param crop The area of original texture
|
|
* @param trim Trimmed texture rectangle
|
|
*/
|
|
constructor(baseTexture: BaseTexture, frame?: Rectangle, crop?: Rectangle, trim?: Rectangle);
|
|
|
|
|
|
/**
|
|
* The base texture that this texture uses.
|
|
*/
|
|
baseTexture: BaseTexture;
|
|
|
|
/**
|
|
* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
|
|
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
|
|
*/
|
|
crop: Rectangle;
|
|
|
|
/**
|
|
* The frame specifies the region of the base texture that this texture uses
|
|
*/
|
|
frame: Rectangle;
|
|
|
|
/**
|
|
* The height of the Texture in pixels.
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* Does this Texture have any frame data assigned to it?
|
|
*/
|
|
noFrame: boolean;
|
|
|
|
/**
|
|
* This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
|
|
*/
|
|
requiresUpdate: boolean;
|
|
|
|
/**
|
|
* The texture trim data.
|
|
*/
|
|
trim: Point;
|
|
|
|
/**
|
|
* The width of the Texture in pixels.
|
|
*/
|
|
width: number;
|
|
scope: any;
|
|
|
|
/**
|
|
* This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
|
|
*/
|
|
valid: boolean;
|
|
|
|
listeners(eventName: string): Function[];
|
|
emit(eventName: string, data?: any): boolean;
|
|
dispatchEvent(eventName: string, data?: any): boolean;
|
|
on(eventName: string, fn: Function): Function;
|
|
addEventListener(eventName: string, fn: Function): Function;
|
|
once(eventName: string, fn: Function): Function;
|
|
off(eventName: string, fn: Function): Function;
|
|
removeAllEventListeners(eventName: string): void;
|
|
|
|
|
|
/**
|
|
* Destroys this texture
|
|
*
|
|
* @param destroyBase Whether to destroy the base texture as well
|
|
*/
|
|
destroy(destroyBase: boolean): void;
|
|
|
|
/**
|
|
* Specifies the region of the baseTexture that this texture will use.
|
|
*
|
|
* @param frame The frame of the texture to set it to
|
|
*/
|
|
setFrame(frame: Rectangle): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A tiling sprite is a fast way of rendering a tiling image
|
|
*/
|
|
export class TilingSprite extends Sprite {
|
|
|
|
|
|
/**
|
|
* A tiling sprite is a fast way of rendering a tiling image
|
|
*
|
|
* @param texture the texture of the tiling sprite
|
|
* @param width the width of the tiling sprite
|
|
* @param height the height of the tiling sprite
|
|
*/
|
|
constructor(texture: Texture, width: number, height: number);
|
|
|
|
|
|
/**
|
|
* The CanvasBuffer object that the tiled texture is drawn to.
|
|
*/
|
|
canvasBuffer: PIXI.CanvasBuffer;
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite
|
|
* Default: PIXI.blendModes.NORMAL;
|
|
*/
|
|
blendMode: number;
|
|
|
|
/**
|
|
* If true the TilingSprite will run generateTexture on its **next** render pass.
|
|
* This is set by the likes of Phaser.LoadTexture.setFrame.
|
|
* Default: true
|
|
*/
|
|
refreshTexture: boolean;
|
|
|
|
/**
|
|
* The texture that the sprite is using
|
|
*/
|
|
texture: Texture;
|
|
|
|
/**
|
|
* If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually
|
|
* debug the texture being used.
|
|
*/
|
|
textureDebug: boolean;
|
|
|
|
/**
|
|
* The tint applied to the sprite. This is a hex value
|
|
* Default: 0xFFFFFF
|
|
*/
|
|
tint: number;
|
|
|
|
/**
|
|
* The offset position of the image that is being tiled
|
|
*/
|
|
tilePosition: Point;
|
|
|
|
/**
|
|
* The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).
|
|
*/
|
|
tilePattern: PIXI.Texture;
|
|
|
|
/**
|
|
* The scaling of the image that is being tiled
|
|
*/
|
|
tileScale: Point;
|
|
|
|
/**
|
|
* A point that represents the scale of the texture object
|
|
*/
|
|
tileScaleOffset: Point;
|
|
|
|
destroy(): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param forcePowerOfTwo Whether we want to force the texture to be a power of two
|
|
* @param renderSession -
|
|
*/
|
|
generateTilingTexture(forcePowerOfTwo?: boolean): void;
|
|
|
|
/**
|
|
* Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous
|
|
* texture this Sprite was using.
|
|
*
|
|
* @param texture The PIXI texture that is displayed by the sprite
|
|
* @param destroy Call Texture.destroy on the current texture before replacing it with the new one?
|
|
*/
|
|
setTexture(texture: Texture): void;
|
|
|
|
}
|
|
|
|
export class TiltShiftFilter extends AbstractFilter {
|
|
|
|
blur: number;
|
|
gradientBlur: number;
|
|
start: number;
|
|
end: number;
|
|
|
|
}
|
|
|
|
export class TiltShiftXFilter extends AbstractFilter {
|
|
|
|
blur: number;
|
|
gradientBlur: number;
|
|
start: number;
|
|
end: number;
|
|
|
|
updateDelta(): void;
|
|
|
|
}
|
|
|
|
export class TiltShiftYFilter extends AbstractFilter {
|
|
|
|
blur: number;
|
|
gradientBlur: number;
|
|
start: number;
|
|
end: number;
|
|
|
|
updateDelta(): void;
|
|
|
|
}
|
|
|
|
export class TwistFilter extends AbstractFilter {
|
|
|
|
angle: number;
|
|
offset: Point;
|
|
radius: number;
|
|
|
|
}
|
|
|
|
export class VideoTexture extends BaseTexture {
|
|
|
|
static baseTextureFromVideo(video: HTMLVideoElement, scaleMode: number): BaseTexture;
|
|
static textureFromVideo(video: HTMLVideoElement, scaleMode: number): Texture;
|
|
static fromUrl(videoSrc: string, scaleMode?: number, autoPlay?: boolean, type?: string, loop?: boolean): Texture;
|
|
|
|
controls: boolean;
|
|
autoUpdate: boolean;
|
|
type: string;
|
|
|
|
changeSource(src: string, type: string, loop: boolean): void;
|
|
play(): void;
|
|
stop(): void;
|
|
|
|
destroy(): void;
|
|
updateBound(): void;
|
|
onPlayStart: () => void;
|
|
onPlayStop: () => void;
|
|
onCanPlay: (event: any) => void;
|
|
|
|
}
|
|
|
|
export class WebGLBlendModeManager {
|
|
|
|
currentBlendMode: number;
|
|
|
|
|
|
/**
|
|
* Destroys this object.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Sets-up the given blendMode from WebGL's point of view.
|
|
*
|
|
* @param blendMode the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD
|
|
*/
|
|
setBlendMode(blendMode: number): boolean;
|
|
|
|
/**
|
|
* Sets the WebGL Context.
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
setContext(gl: WebGLRenderingContext): void;
|
|
|
|
}
|
|
|
|
export class WebGLFastSpriteBatch {
|
|
|
|
constructor(gl: CanvasRenderingContext2D);
|
|
|
|
currentBatchSize: number;
|
|
currentBaseTexture: BaseTexture;
|
|
currentBlendMode: number;
|
|
renderSession: RenderSession;
|
|
drawing: boolean;
|
|
indexBuffer: any;
|
|
|
|
/**
|
|
* Index data
|
|
*/
|
|
indices: number[];
|
|
lastIndexCount: number;
|
|
matrix: Matrix;
|
|
maxSize: number;
|
|
shader: IPixiShader;
|
|
size: number;
|
|
vertexBuffer: any;
|
|
|
|
/**
|
|
* Vertex data
|
|
*/
|
|
vertices: number[];
|
|
vertSize: number;
|
|
|
|
end(): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param spriteBatch -
|
|
* @param renderSession -
|
|
*/
|
|
begin(spriteBatch: SpriteBatch, renderSession: RenderSession): void;
|
|
destroy(removeView?: boolean): void;
|
|
flush(): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param spriteBatch -
|
|
*/
|
|
render(spriteBatch: SpriteBatch): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param sprite -
|
|
*/
|
|
renderSprite(sprite: Sprite): void;
|
|
|
|
/**
|
|
* Sets the WebGL Context.
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
setContext(gl: WebGLRenderingContext): void;
|
|
start(): void;
|
|
stop(): void;
|
|
|
|
}
|
|
|
|
export class WebGLFilterManager {
|
|
|
|
filterStack: AbstractFilter[];
|
|
transparent: boolean;
|
|
offsetX: number;
|
|
offsetY: number;
|
|
|
|
|
|
/**
|
|
* Applies the filter to the specified area.
|
|
*
|
|
* @param filter the filter that needs to be applied
|
|
* @param filterArea TODO - might need an update
|
|
* @param width the horizontal range of the filter
|
|
* @param height the vertical range of the filter
|
|
*/
|
|
applyFilterPass(filter: AbstractFilter, filterArea: Texture, width: number, height: number): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param renderSession -
|
|
* @param buffer -
|
|
*/
|
|
begin(renderSession: RenderSession, buffer: ArrayBuffer): void;
|
|
|
|
/**
|
|
* Destroys the filter and removes it from the filter stack.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Initialises the shader buffers.
|
|
*/
|
|
initShaderBuffers(): void;
|
|
|
|
/**
|
|
* Removes the last filter from the filter stack and doesn't return it.
|
|
*/
|
|
popFilter(): void;
|
|
|
|
/**
|
|
* Applies the filter and adds it to the current filter stack.
|
|
*
|
|
* @param filterBlock the filter that will be pushed to the current filter stack
|
|
*/
|
|
pushFilter(filterBlock: FilterBlock): void;
|
|
|
|
/**
|
|
* Initialises the context and the properties.
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
setContext(gl: WebGLRenderingContext): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A set of functions used by the webGL renderer to draw the primitive graphics data
|
|
*/
|
|
export class WebGLGraphics {
|
|
|
|
static graphicsDataPool: any[];
|
|
|
|
|
|
/**
|
|
* Renders the graphics object
|
|
*
|
|
* @param graphics -
|
|
* @param renderSession -
|
|
*/
|
|
static renderGraphics(graphics: Graphics, renderRession: RenderSession): void;
|
|
|
|
/**
|
|
* Updates the graphics object
|
|
*
|
|
* @param graphicsData The graphics object to update
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
static updateGraphics(graphics: Graphics, gl: WebGLRenderingContext): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param webGL -
|
|
* @param type -
|
|
*/
|
|
static switchMode(webGL: WebGLRenderingContext, type: number): any;
|
|
|
|
/**
|
|
* Builds a rectangle to draw
|
|
*
|
|
* @param graphicsData The graphics object containing all the necessary properties
|
|
* @param webGLData -
|
|
*/
|
|
static buildRectangle(graphicsData: GraphicsData, webGLData: any): void;
|
|
|
|
/**
|
|
* Builds a rounded rectangle to draw
|
|
*
|
|
* @param graphicsData The graphics object containing all the necessary properties
|
|
* @param webGLData -
|
|
*/
|
|
static buildRoundedRectangle(graphicsData: GraphicsData, webGLData: any): void;
|
|
|
|
/**
|
|
* Calculate the points for a quadratic bezier curve. (helper function..)
|
|
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
|
|
*
|
|
* @param fromX Origin point x
|
|
* @param fromY Origin point x
|
|
* @param cpX Control point x
|
|
* @param cpY Control point y
|
|
* @param toX Destination point x
|
|
* @param toY Destination point y
|
|
*/
|
|
static quadraticBezierCurve(fromX: number, fromY: number, cpX: number, cpY: number, toX: number, toY: number): number[];
|
|
|
|
/**
|
|
* Builds a circle to draw
|
|
*
|
|
* @param graphicsData The graphics object to draw
|
|
* @param webGLData -
|
|
*/
|
|
static buildCircle(graphicsData: GraphicsData, webGLData: any): void;
|
|
|
|
/**
|
|
* Builds a line to draw
|
|
*
|
|
* @param graphicsData The graphics object containing all the necessary properties
|
|
* @param webGLData -
|
|
*/
|
|
static buildLine(graphicsData: GraphicsData, webGLData: any): void;
|
|
|
|
/**
|
|
* Builds a complex polygon to draw
|
|
*
|
|
* @param graphicsData The graphics object containing all the necessary properties
|
|
* @param webGLData -
|
|
*/
|
|
static buildComplexPoly(graphicsData: GraphicsData, webGLData: any): void;
|
|
|
|
/**
|
|
* Builds a polygon to draw
|
|
*
|
|
* @param graphicsData The graphics object containing all the necessary properties
|
|
* @param webGLData -
|
|
*/
|
|
static buildPoly(graphicsData: GraphicsData, webGLData: any): boolean;
|
|
|
|
reset(): void;
|
|
upload(): void;
|
|
|
|
}
|
|
|
|
export class WebGLGraphicsData {
|
|
|
|
constructor(gl: WebGLRenderingContext);
|
|
|
|
gl: WebGLRenderingContext;
|
|
glPoints: any[];
|
|
color: number[];
|
|
points: any[];
|
|
indices: any[];
|
|
buffer: WebGLBuffer;
|
|
indexBuffer: WebGLBuffer;
|
|
mode: number;
|
|
alpha: number;
|
|
dirty: boolean;
|
|
|
|
reset(): void;
|
|
upload(): void;
|
|
|
|
}
|
|
|
|
export class WebGLMaskManager {
|
|
|
|
|
|
/**
|
|
* Destroys the mask stack.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Removes the last filter from the filter stack and doesn't return it.
|
|
*
|
|
* @param maskData -
|
|
* @param renderSession an object containing all the useful parameters
|
|
*/
|
|
popMask(renderSession: RenderSession): void;
|
|
|
|
/**
|
|
* Applies the Mask and adds it to the current filter stack.
|
|
*
|
|
* @param maskData -
|
|
* @param renderSession -
|
|
*/
|
|
pushMask(maskData: any[], renderSession: RenderSession): void;
|
|
|
|
/**
|
|
* Sets the drawing context to the one given in parameter.
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
setContext(gl: WebGLRenderingContext): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
|
|
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
|
|
* So no need for Sprite Batches or Sprite Clouds.
|
|
* Don't forget to add the view to your DOM or you will not see anything :)
|
|
*/
|
|
export class WebGLRenderer implements PixiRenderer {
|
|
|
|
static createWebGLTexture(texture: Texture, gl: WebGLRenderingContext): void;
|
|
|
|
|
|
/**
|
|
* The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
|
|
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.
|
|
* So no need for Sprite Batches or Sprite Clouds.
|
|
* Don't forget to add the view to your DOM or you will not see anything :)
|
|
*
|
|
* @param game A reference to the Phaser Game instance
|
|
*/
|
|
constructor(game: Phaser.Game);
|
|
|
|
game: Phaser.Game;
|
|
type: number;
|
|
|
|
/**
|
|
* The resolution of the renderer
|
|
* Default: 1
|
|
*/
|
|
resolution: number;
|
|
|
|
/**
|
|
* Whether the render view is transparent
|
|
*/
|
|
transparent: boolean;
|
|
|
|
/**
|
|
* Whether the render view should be resized automatically
|
|
*/
|
|
autoResize: boolean;
|
|
|
|
/**
|
|
* The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
|
|
*/
|
|
preserveDrawingBuffer: boolean;
|
|
|
|
/**
|
|
* This sets if the WebGLRenderer will clear the context texture or not before the new render pass. If true:
|
|
* If the Stage is NOT transparent, Pixi will clear to alpha (0, 0, 0, 0).
|
|
* If the Stage is transparent, Pixi will clear to the target Stage's background color.
|
|
* Disable this by setting this to false. For example: if your game has a canvas filling background image, you often don't need this set.
|
|
*/
|
|
clearBeforeRender: boolean;
|
|
|
|
/**
|
|
* The width of the canvas view
|
|
*/
|
|
width: number;
|
|
|
|
/**
|
|
* The height of the canvas view
|
|
*/
|
|
height: number;
|
|
|
|
/**
|
|
* The canvas element that everything is drawn to
|
|
*/
|
|
view: HTMLCanvasElement;
|
|
projection: Point;
|
|
offset: Point;
|
|
|
|
/**
|
|
* Deals with managing the shader programs and their attribs
|
|
*/
|
|
shaderManager: WebGLShaderManager;
|
|
|
|
/**
|
|
* Manages the rendering of sprites
|
|
*/
|
|
spriteBatch: WebGLSpriteBatch;
|
|
|
|
/**
|
|
* Manages the masks using the stencil buffer
|
|
*/
|
|
maskManager: WebGLMaskManager;
|
|
|
|
/**
|
|
* Manages the filters
|
|
*/
|
|
filterManager: WebGLFilterManager;
|
|
|
|
/**
|
|
* Manages the stencil buffer
|
|
*/
|
|
stencilManager: WebGLStencilManager;
|
|
|
|
/**
|
|
* Manages the blendModes
|
|
*/
|
|
blendModeManager: WebGLBlendModeManager;
|
|
renderSession: RenderSession;
|
|
|
|
initContext(): void;
|
|
|
|
/**
|
|
* Renders the stage to its webGL view
|
|
*
|
|
* @param stage the Stage element to be rendered
|
|
*/
|
|
render(stage: DisplayObjectContainer): void;
|
|
|
|
/**
|
|
* Renders a Display Object.
|
|
*
|
|
* @param displayObject The DisplayObject to render
|
|
* @param projection The projection
|
|
* @param buffer a standard WebGL buffer
|
|
*/
|
|
renderDisplayObject(displayObject: DisplayObject, projection: Point, buffer: WebGLBuffer): void;
|
|
|
|
/**
|
|
* Resizes the webGL view to the specified width and height.
|
|
*
|
|
* @param width the new width of the webGL view
|
|
* @param height the new height of the webGL view
|
|
*/
|
|
resize(width: number, height: number): void;
|
|
|
|
/**
|
|
* Updates and Creates a WebGL texture for the renderers context.
|
|
*
|
|
* @param texture the texture to update
|
|
* @return True if the texture was successfully bound, otherwise false.
|
|
*/
|
|
updateTexture(texture: Texture): void;
|
|
|
|
/**
|
|
* Removes everything from the renderer (event listeners, spritebatch, etc...)
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Maps Pixi blend modes to WebGL blend modes.
|
|
*/
|
|
mapBlendModes(): void;
|
|
|
|
}
|
|
|
|
export class WebGLShaderManager {
|
|
|
|
maxAttibs: number;
|
|
attribState: any[];
|
|
stack: any[];
|
|
tempAttribState: any[];
|
|
|
|
|
|
/**
|
|
* Destroys this object.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
* Takes the attributes given in parameters.
|
|
*
|
|
* @param attribs attribs
|
|
*/
|
|
setAttribs(attribs: ShaderAttribute[]): void;
|
|
|
|
/**
|
|
* Initialises the context and the properties.
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
setContext(gl: WebGLRenderingContext): void;
|
|
|
|
/**
|
|
* Sets the current shader.
|
|
*
|
|
* @param shader -
|
|
*/
|
|
setShader(shader: IPixiShader): boolean;
|
|
|
|
}
|
|
|
|
export class WebGLStencilManager {
|
|
|
|
stencilStack: any[];
|
|
reverse: boolean;
|
|
count: number;
|
|
|
|
|
|
/**
|
|
* TODO this does not belong here!
|
|
*
|
|
* @param graphics -
|
|
* @param webGLData -
|
|
* @param renderSession -
|
|
*/
|
|
bindGraphics(graphics: Graphics, webGLData: any[], renderSession: RenderSession): void;
|
|
|
|
/**
|
|
* Destroys the mask stack.
|
|
*/
|
|
destroy(): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param graphics -
|
|
* @param webGLData -
|
|
* @param renderSession -
|
|
*/
|
|
popStencil(graphics: Graphics, webGLData: any[], renderSession: RenderSession): void;
|
|
pushStencil(graphics: Graphics, webGLData: any[], renderSession: RenderSession): void;
|
|
|
|
/**
|
|
* Sets the drawing context to the one given in parameter.
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
setContext(gl: WebGLRenderingContext): void;
|
|
|
|
}
|
|
|
|
export class WebGLSpriteBatch {
|
|
|
|
blendModes: number[];
|
|
|
|
/**
|
|
* View on the vertices as a Uint32Array
|
|
*/
|
|
colors: number[];
|
|
currentBatchSize: number;
|
|
currentBaseTexture: Texture;
|
|
defaultShader: AbstractFilter;
|
|
dirty: boolean;
|
|
drawing: boolean;
|
|
|
|
/**
|
|
* Holds the indices
|
|
*/
|
|
indices: number[];
|
|
lastIndexCount: number;
|
|
|
|
/**
|
|
* View on the vertices as a Float32Array
|
|
*/
|
|
positions: number[];
|
|
textures: Texture[];
|
|
shaders: IPixiShader[];
|
|
|
|
/**
|
|
* The number of images in the SpriteBatch before it flushes
|
|
*/
|
|
size: number;
|
|
sprites: any[];
|
|
|
|
/**
|
|
* Holds the vertices
|
|
*/
|
|
vertices: number[];
|
|
vertSize: number;
|
|
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param renderSession The RenderSession object
|
|
*/
|
|
begin(renderSession: RenderSession): void;
|
|
|
|
/**
|
|
* Destroys the SpriteBatch.
|
|
*/
|
|
destroy(): void;
|
|
end(): void;
|
|
|
|
/**
|
|
* Renders the content and empties the current batch.
|
|
*/
|
|
flush(shader?: IPixiShader): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param sprite the sprite to render when using this spritebatch
|
|
* @param matrix - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
|
|
*/
|
|
render(sprite: Sprite): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param texture -
|
|
* @param size -
|
|
* @param startIndex -
|
|
*/
|
|
renderBatch(texture: Texture, size: number, startIndex: number): void;
|
|
|
|
/**
|
|
* Renders a TilingSprite using the spriteBatch.
|
|
*
|
|
* @param sprite the sprite to render
|
|
*/
|
|
renderTilingSprite(sprite: TilingSprite): void;
|
|
setBlendMode(blendMode: blendModes): void;
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @param gl the current WebGL drawing context
|
|
*/
|
|
setContext(gl: WebGLRenderingContext): void;
|
|
start(): void;
|
|
stop(): void;
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* A RenderTexture is a special texture that allows any Pixi display object to be rendered to it.
|
|
*
|
|
* __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.
|
|
*
|
|
* A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example:
|
|
*
|
|
* var renderTexture = new PIXI.RenderTexture(800, 600);
|
|
* var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
|
|
* sprite.position.x = 800/2;
|
|
* sprite.position.y = 600/2;
|
|
* sprite.anchor.x = 0.5;
|
|
* sprite.anchor.y = 0.5;
|
|
* renderTexture.render(sprite);
|
|
*
|
|
* The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used:
|
|
*
|
|
* var doc = new PIXI.DisplayObjectContainer();
|
|
* doc.addChild(sprite);
|
|
* renderTexture.render(doc); // Renders to center of renderTexture
|
|
*/
|
|
export class RenderTexture extends Texture {
|
|
|
|
|
|
/**
|
|
* A RenderTexture is a special texture that allows any Pixi display object to be rendered to it.
|
|
*
|
|
* __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.
|
|
*
|
|
* A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example:
|
|
*
|
|
* var renderTexture = new PIXI.RenderTexture(800, 600);
|
|
* var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
|
|
* sprite.position.x = 800/2;
|
|
* sprite.position.y = 600/2;
|
|
* sprite.anchor.x = 0.5;
|
|
* sprite.anchor.y = 0.5;
|
|
* renderTexture.render(sprite);
|
|
*
|
|
* The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used:
|
|
*
|
|
* var doc = new PIXI.DisplayObjectContainer();
|
|
* doc.addChild(sprite);
|
|
* renderTexture.render(doc); // Renders to center of renderTexture
|
|
*
|
|
* @param width The width of the render texture
|
|
* @param height The height of the render texture
|
|
* @param renderer The renderer used for this RenderTexture
|
|
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
|
|
* @param resolution The resolution of the texture being generated
|
|
*/
|
|
constructor(width?: number, height?: number, renderer?: PixiRenderer, scaleMode?: scaleModes, resolution?: number);
|
|
|
|
|
|
/**
|
|
* The framing rectangle of the render texture
|
|
*/
|
|
frame: Rectangle;
|
|
|
|
/**
|
|
* The base texture object that this texture uses
|
|
*/
|
|
baseTexture: BaseTexture;
|
|
|
|
/**
|
|
* The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
|
|
*/
|
|
renderer: PixiRenderer;
|
|
|
|
/**
|
|
* The Resolution of the texture.
|
|
*/
|
|
resolution: number;
|
|
valid: boolean;
|
|
|
|
|
|
/**
|
|
* Clears the RenderTexture.
|
|
*/
|
|
clear(): void;
|
|
|
|
/**
|
|
* Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
|
|
* @return A base64 encoded string of the texture.
|
|
*/
|
|
getBase64(): string;
|
|
|
|
/**
|
|
* Creates a Canvas element, renders this RenderTexture to it and then returns it.
|
|
* @return A Canvas element with the texture rendered on.
|
|
*/
|
|
getCanvas(): HTMLCanvasElement;
|
|
|
|
/**
|
|
* Will return a HTML Image of the texture
|
|
*/
|
|
getImage(): HTMLImageElement;
|
|
|
|
/**
|
|
* Resizes the RenderTexture.
|
|
*
|
|
* @param width The width to resize to.
|
|
* @param height The height to resize to.
|
|
* @param updateBase Should the baseTexture.width and height values be resized as well?
|
|
*/
|
|
resize(width: number, height: number, updateBase: boolean): void;
|
|
render(displayObject: DisplayObject, matrix?: Matrix, clear?: boolean): void;
|
|
|
|
}
|
|
|
|
// SPINE
|
|
|
|
export class BoneData {
|
|
|
|
constructor(name: string, parent?: any);
|
|
|
|
name: string;
|
|
parent: any;
|
|
length: number;
|
|
x: number;
|
|
y: number;
|
|
rotation: number;
|
|
scaleX: number;
|
|
scaleY: number;
|
|
|
|
}
|
|
|
|
export class SlotData {
|
|
|
|
constructor(name: string, boneData: BoneData);
|
|
|
|
name: string;
|
|
boneData: BoneData;
|
|
r: number;
|
|
g: number;
|
|
b: number;
|
|
a: number;
|
|
attachmentName: string;
|
|
|
|
}
|
|
|
|
export class Bone {
|
|
|
|
constructor(boneData: BoneData, parent?: any);
|
|
|
|
data: BoneData;
|
|
parent: any;
|
|
yDown: boolean;
|
|
x: number;
|
|
y: number;
|
|
rotation: number;
|
|
scaleX: number;
|
|
scaleY: number;
|
|
worldRotation: number;
|
|
worldScaleX: number;
|
|
worldScaleY: number;
|
|
|
|
updateWorldTransform(flipX: boolean, flip: boolean): void;
|
|
setToSetupPose(): void;
|
|
|
|
}
|
|
|
|
export class Slot {
|
|
|
|
constructor(slotData: SlotData, skeleton: Skeleton, bone: Bone);
|
|
|
|
data: SlotData;
|
|
skeleton: Skeleton;
|
|
bone: Bone;
|
|
r: number;
|
|
g: number;
|
|
b: number;
|
|
a: number;
|
|
attachment: RegionAttachment;
|
|
setAttachment(attachment: RegionAttachment): void;
|
|
setAttachmentTime(time: number): void;
|
|
getAttachmentTime(): number;
|
|
setToSetupPose(): void;
|
|
|
|
}
|
|
|
|
export class Skin {
|
|
|
|
constructor(name: string);
|
|
|
|
name: string;
|
|
attachments: any;
|
|
|
|
addAttachment(slotIndex: number, name: string, attachment: RegionAttachment): void;
|
|
getAttachment(slotIndex: number, name: string): void;
|
|
|
|
}
|
|
|
|
export class Animation {
|
|
|
|
constructor(name: string, timelines: ISpineTimeline[], duration: number);
|
|
|
|
name: string;
|
|
timelines: ISpineTimeline[];
|
|
duration: number;
|
|
apply(skeleton: Skeleton, time: number, loop: boolean): void;
|
|
min(skeleton: Skeleton, time: number, loop: boolean, alpha: number): void;
|
|
|
|
}
|
|
|
|
export class Curves {
|
|
|
|
constructor(frameCount: number);
|
|
|
|
curves: number[];
|
|
|
|
setLinear(frameIndex: number): void;
|
|
setStepped(frameIndex: number): void;
|
|
setCurve(frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
|
|
getCurvePercent(frameIndex: number, percent: number): number;
|
|
|
|
}
|
|
|
|
export interface ISpineTimeline {
|
|
|
|
curves: Curves;
|
|
frames: number[];
|
|
|
|
getFrameCount(): number;
|
|
apply(skeleton: Skeleton, time: number, alpha: number): void;
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|
|
|
}
|
|
|
|
export class RotateTimeline implements ISpineTimeline {
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|
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constructor(frameCount: number);
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|
|
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curves: Curves;
|
|
frames: number[];
|
|
boneIndex: number;
|
|
|
|
getFrameCount(): number;
|
|
setFrame(frameIndex: number, time: number, angle: number): void;
|
|
apply(skeleton: Skeleton, time: number, alpha: number): void;
|
|
|
|
}
|
|
|
|
export class TranslateTimeline implements ISpineTimeline {
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|
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constructor(frameCount: number);
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|
|
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curves: Curves;
|
|
frames: number[];
|
|
boneIndex: number;
|
|
|
|
getFrameCount(): number;
|
|
setFrame(frameIndex: number, time: number, x: number, y: number): void;
|
|
apply(skeleton: Skeleton, time: number, alpha: number): void;
|
|
|
|
}
|
|
|
|
export class ScaleTimeline implements ISpineTimeline {
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|
|
constructor(frameCount: number);
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|
|
|
curves: Curves;
|
|
frames: number[];
|
|
boneIndex: number;
|
|
|
|
getFrameCount(): number;
|
|
setFrame(frameIndex: number, time: number, x: number, y: number): void;
|
|
apply(skeleton: Skeleton, time: number, alpha: number): void;
|
|
|
|
}
|
|
|
|
export class ColorTimeline implements ISpineTimeline {
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|
|
constructor(frameCount: number);
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|
|
|
curves: Curves;
|
|
frames: number[];
|
|
boneIndex: number;
|
|
|
|
getFrameCount(): number;
|
|
setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number): void;
|
|
apply(skeleton: Skeleton, time: number, alpha: number): void;
|
|
|
|
}
|
|
|
|
export class AttachmentTimeline implements ISpineTimeline {
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|
|
|
constructor(frameCount: number);
|
|
|
|
curves: Curves;
|
|
frames: number[];
|
|
attachmentNames: string[];
|
|
slotIndex: number;
|
|
|
|
getFrameCount(): number;
|
|
setFrame(frameIndex: number, time: number, attachmentName: string): void;
|
|
apply(skeleton: Skeleton, time: number, alpha: number): void;
|
|
|
|
}
|
|
|
|
export class SkeletonData {
|
|
|
|
bones: Bone[];
|
|
slots: Slot[];
|
|
skins: Skin[];
|
|
animations: Animation[];
|
|
defaultSkin: Skin;
|
|
|
|
findBone(boneName: string): Bone;
|
|
findBoneIndex(boneName: string): number;
|
|
findSlot(slotName: string): Slot;
|
|
findSlotIndex(slotName: string): number;
|
|
findSkin(skinName: string): Skin;
|
|
findAnimation(animationName: string): Animation;
|
|
|
|
}
|
|
|
|
export class Skeleton {
|
|
|
|
constructor(skeletonData: SkeletonData);
|
|
|
|
data: SkeletonData;
|
|
bones: Bone[];
|
|
slots: Slot[];
|
|
drawOrder: any[];
|
|
x: number;
|
|
y: number;
|
|
skin: Skin;
|
|
r: number;
|
|
g: number;
|
|
b: number;
|
|
a: number;
|
|
time: number;
|
|
flipX: boolean;
|
|
flipY: boolean;
|
|
|
|
updateWorldTransform(): void;
|
|
setToSetupPose(): void;
|
|
setBonesToSetupPose(): void;
|
|
setSlotsToSetupPose(): void;
|
|
getRootBone(): Bone;
|
|
findBone(boneName: string): Bone;
|
|
fineBoneIndex(boneName: string): number;
|
|
findSlot(slotName: string): Slot;
|
|
findSlotIndex(slotName: string): number;
|
|
setSkinByName(skinName: string): void;
|
|
setSkin(newSkin: Skin): void;
|
|
getAttachmentBySlotName(slotName: string, attachmentName: string): RegionAttachment;
|
|
getAttachmentBySlotIndex(slotIndex: number, attachmentName: string): RegionAttachment;
|
|
setAttachment(slotName: string, attachmentName: string): void;
|
|
update(data: number): void;
|
|
|
|
}
|
|
|
|
export class RegionAttachment {
|
|
|
|
offset: number[];
|
|
uvs: number[];
|
|
x: number;
|
|
y: number;
|
|
rotation: number;
|
|
scaleX: number;
|
|
scaleY: number;
|
|
width: number;
|
|
height: number;
|
|
rendererObject: any;
|
|
regionOffsetX: number;
|
|
regionOffsetY: number;
|
|
regionWidth: number;
|
|
regionHeight: number;
|
|
regionOriginalWidth: number;
|
|
regionOriginalHeight: number;
|
|
|
|
setUVs(u: number, v: number, u2: number, v2: number, rotate: number): void;
|
|
updateOffset(): void;
|
|
computeVertices(x: number, y: number, bone: Bone, vertices: number[]): void;
|
|
|
|
}
|
|
|
|
export class AnimationStateData {
|
|
|
|
constructor(skeletonData: SkeletonData);
|
|
|
|
skeletonData: SkeletonData;
|
|
animationToMixTime: any;
|
|
defaultMix: number;
|
|
|
|
setMixByName(fromName: string, toName: string, duration: number): void;
|
|
setMix(from: string, to: string): number;
|
|
|
|
}
|
|
|
|
export class AnimationState {
|
|
|
|
constructor(stateData: any);
|
|
|
|
animationSpeed: number;
|
|
current: any;
|
|
previous: any;
|
|
currentTime: number;
|
|
previousTime: number;
|
|
currentLoop: boolean;
|
|
previousLoop: boolean;
|
|
mixTime: number;
|
|
mixDuration: number;
|
|
queue: Animation[];
|
|
|
|
update(delta: number): void;
|
|
apply(skeleton: any): void;
|
|
clearAnimation(): void;
|
|
setAnimation(animation: any, loop: boolean): void;
|
|
setAnimationByName(animationName: string, loop: boolean): void;
|
|
addAnimationByName(animationName: string, loop: boolean, delay: number): void;
|
|
addAnimation(animation: any, loop: boolean, delay: number): void;
|
|
isComplete(): number;
|
|
|
|
}
|
|
|
|
export class SkeletonJson {
|
|
|
|
constructor(attachmentLoader: AtlasAttachmentLoader);
|
|
|
|
attachmentLoader: AtlasAttachmentLoader;
|
|
scale: number;
|
|
|
|
readSkeletonData(root: any): SkeletonData;
|
|
readAttachment(skin: Skin, name: string, map: any): RegionAttachment;
|
|
readAnimation(name: string, map: any, skeletonData: SkeletonData): void;
|
|
readCurve(timeline: ISpineTimeline, frameIndex: number, valueMap: any): void;
|
|
toColor(hexString: string, colorIndex: number): number;
|
|
|
|
}
|
|
|
|
export class Atlas {
|
|
|
|
static FORMAT: {
|
|
|
|
alpha: number;
|
|
intensity: number;
|
|
luminanceAlpha: number;
|
|
rgb565: number;
|
|
rgba4444: number;
|
|
rgb888: number;
|
|
rgba8888: number;
|
|
|
|
};
|
|
|
|
static TextureFilter: {
|
|
|
|
nearest: number;
|
|
linear: number;
|
|
mipMap: number;
|
|
mipMapNearestNearest: number;
|
|
mipMapLinearNearest: number;
|
|
mipMapNearestLinear: number;
|
|
mipMapLinearLinear: number;
|
|
|
|
};
|
|
|
|
static textureWrap: {
|
|
|
|
mirroredRepeat: number;
|
|
clampToEdge: number;
|
|
repeat: number;
|
|
|
|
};
|
|
|
|
constructor(atlasText: string, textureLoader: AtlasLoader);
|
|
|
|
textureLoader: AtlasLoader;
|
|
pages: AtlasPage[];
|
|
regions: AtlasRegion[];
|
|
|
|
findRegion(name: string): AtlasRegion;
|
|
dispose(): void;
|
|
updateUVs(page: AtlasPage): void;
|
|
|
|
}
|
|
|
|
export class AtlasPage {
|
|
|
|
name: string;
|
|
format: number;
|
|
minFilter: number;
|
|
magFilter: number;
|
|
uWrap: number;
|
|
vWrap: number;
|
|
rendererObject: any;
|
|
width: number;
|
|
height: number;
|
|
|
|
}
|
|
|
|
export class AtlasRegion {
|
|
|
|
page: AtlasPage;
|
|
name: string;
|
|
x: number;
|
|
y: number;
|
|
width: number;
|
|
height: number;
|
|
u: number;
|
|
v: number;
|
|
u2: number;
|
|
v2: number;
|
|
offsetX: number;
|
|
offsetY: number;
|
|
originalWidth: number;
|
|
originalHeight: number;
|
|
index: number;
|
|
rotate: boolean;
|
|
splits: any[];
|
|
pads: any[];
|
|
|
|
}
|
|
|
|
export class AtlasReader {
|
|
|
|
constructor(text: string);
|
|
|
|
lines: string[];
|
|
index: number;
|
|
|
|
trim(value: string): string;
|
|
readLine(): string;
|
|
readValue(): string;
|
|
readTuple(tuple: number): number;
|
|
|
|
}
|
|
|
|
export class AtlasAttachmentLoader {
|
|
|
|
constructor(atlas: Atlas);
|
|
|
|
atlas: Atlas;
|
|
|
|
newAttachment(skin: Skin, type: number, name: string): RegionAttachment;
|
|
|
|
}
|
|
|
|
export class Spine extends DisplayObjectContainer {
|
|
|
|
constructor(url: string);
|
|
|
|
autoUpdate: boolean;
|
|
spineData: any;
|
|
skeleton: Skeleton;
|
|
stateData: AnimationStateData;
|
|
state: AnimationState;
|
|
slotContainers: DisplayObjectContainer[];
|
|
|
|
createSprite(slot: Slot, descriptor: { name: string }): Sprite[];
|
|
update(dt: number): void;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
declare function requestAnimFrame(callback: Function): void;
|
|
|
|
declare module PIXI.PolyK {
|
|
export function Triangulate(p: number[]): number[];
|
|
}
|