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https://github.com/EsotericSoftware/spine-runtimes.git
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Fixed incorrect typing on SpinePlayerConfig
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parent
0e5d9a7162
commit
022f63eccf
@ -32,48 +32,48 @@ import { AssetManager, GLTexture, Input, LoadingScreen, ManagedWebGLRenderingCon
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export interface SpinePlayerConfig {
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export interface SpinePlayerConfig {
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/* The URL of the skeleton JSON file (.json). */
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/* The URL of the skeleton JSON file (.json). */
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jsonUrl: string
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jsonUrl?: string
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/* Optional: The name of a field in the JSON that holds the skeleton data. Default: none */
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/* Optional: The name of a field in the JSON that holds the skeleton data. Default: none */
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jsonField: string
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jsonField?: string
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/* The URL of the skeleton binary file (.skel). */
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/* The URL of the skeleton binary file (.skel). */
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binaryUrl: string
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binaryUrl?: string
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/* The URL of the skeleton atlas file (.atlas). Atlas page images are automatically resolved. */
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/* The URL of the skeleton atlas file (.atlas). Atlas page images are automatically resolved. */
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atlasUrl: string
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atlasUrl?: string
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/* Raw data URIs, mapping a path to base64 encoded raw data. When player's asset manager resolves the jsonUrl, binaryUrl,
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/* Raw data URIs, mapping a path to base64 encoded raw data. When player's asset manager resolves the jsonUrl, binaryUrl,
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atlasUrl, or the image paths referenced in the atlas, it will first look for that path in the raw data URIs. This
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atlasUrl, or the image paths referenced in the atlas, it will first look for that path in the raw data URIs. This
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allows embedding assets directly in HTML/JS. Default: none */
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allows embedding assets directly in HTML/JS. Default: none */
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rawDataURIs: StringMap<string>
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rawDataURIs?: StringMap<string>
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/* Optional: The name of the animation to be played. Default: empty animation */
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/* Optional: The name of the animation to be played. Default: empty animation */
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animation: string
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animation?: string
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/* Optional: List of animation names from which the user can choose. Default: all animations */
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/* Optional: List of animation names from which the user can choose. Default: all animations */
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animations: string[]
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animations?: string[]
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/* Optional: The default mix time used to switch between two animations. Default: 0.25 */
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/* Optional: The default mix time used to switch between two animations. Default: 0.25 */
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defaultMix: number
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defaultMix?: number
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/* Optional: The name of the skin to be set. Default: the default skin */
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/* Optional: The name of the skin to be set. Default: the default skin */
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skin: string
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skin?: string
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/* Optional: List of skin names from which the user can choose. Default: all skins */
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/* Optional: List of skin names from which the user can choose. Default: all skins */
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skins: string[]
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skins?: string[]
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/* Optional: Whether the skeleton's atlas images use premultiplied alpha. Default: true */
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/* Optional: Whether the skeleton's atlas images use premultiplied alpha. Default: true */
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premultipliedAlpha: boolean
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premultipliedAlpha?: boolean
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/* Optional: Whether to show the player controls. When false, no external CSS file is needed. Default: true */
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/* Optional: Whether to show the player controls. When false, no external CSS file is needed. Default: true */
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showControls: boolean
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showControls?: boolean
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/* Optional: Whether to show the loading animation. Default: true */
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/* Optional: Whether to show the loading animation. Default: true */
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showLoading: boolean
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showLoading?: boolean
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/* Optional: Which debugging visualizations are shown. Default: none */
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/* Optional: Which debugging visualizations are shown. Default: none */
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debug: {
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debug?: {
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bones: boolean
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bones: boolean
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regions: boolean
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regions: boolean
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meshes: boolean
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meshes: boolean
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@ -86,84 +86,84 @@ export interface SpinePlayerConfig {
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/* Optional: The position and size of the viewport in the skeleton's world coordinates. Default: the bounding box that fits
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/* Optional: The position and size of the viewport in the skeleton's world coordinates. Default: the bounding box that fits
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the current animation, 10% padding, 0.25 transition time */
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the current animation, 10% padding, 0.25 transition time */
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viewport: {
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viewport?: {
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/* Optional: The position and size of the viewport in the skeleton's world coordinates. Default: the bounding box that
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/* Optional: The position and size of the viewport in the skeleton's world coordinates. Default: the bounding box that
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fits the current animation */
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fits the current animation */
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x: number
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x?: number
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y: number
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y?: number
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width: number
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width?: number
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height: number
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height?: number
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/* Optional: Padding around the viewport size, given as a number or percentage (eg "25%"). Default: 10% */
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/* Optional: Padding around the viewport size, given as a number or percentage (eg "25%"). Default: 10% */
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padLeft: string | number
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padLeft?: string | number
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padRight: string | number
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padRight?: string | number
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padTop: string | number
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padTop?: string | number
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padBottom: string | number
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padBottom?: string | number
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/* Optional: Whether to draw lines showing the viewport bounds. Default: false */
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/* Optional: Whether to draw lines showing the viewport bounds. Default: false */
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debugRender: boolean,
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debugRender?: boolean,
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/* Optional: When the current viewport changes, the time to animate to the new viewport. Default: 0.25 */
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/* Optional: When the current viewport changes, the time to animate to the new viewport. Default: 0.25 */
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transitionTime: number
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transitionTime?: number
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/* Optional: Viewports for specific animations. Default: none */
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/* Optional: Viewports for specific animations. Default: none */
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animations: StringMap<Viewport>
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animations?: StringMap<Viewport>
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}
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}
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/* Optional: Whether the canvas is transparent, allowing the web page behind the canvas to show through when
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/* Optional: Whether the canvas is transparent, allowing the web page behind the canvas to show through when
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backgroundColor alpha is < ff. Default: false */
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backgroundColor alpha is < ff. Default: false */
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alpha: boolean
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alpha?: boolean
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/* Optional: Whether to preserve the drawing buffer. This is needed if you want to take a screenshot via canvas.getDataURL(), Default: false */
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/* Optional: Whether to preserve the drawing buffer. This is needed if you want to take a screenshot via canvas.getDataURL(), Default: false */
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preserveDrawingBuffer: boolean
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preserveDrawingBuffer?: boolean
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/* Optional: The canvas background color, given in the format #rrggbb or #rrggbbaa. Default: #000000ff (black) or when
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/* Optional: The canvas background color, given in the format #rrggbb or #rrggbbaa. Default: #000000ff (black) or when
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alpha is true #00000000 (transparent) */
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alpha is true #00000000 (transparent) */
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backgroundColor: string
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backgroundColor?: string
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/* Optional: The background color used in fullscreen mode, given in the format #rrggbb or #rrggbbaa. Default: backgroundColor */
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/* Optional: The background color used in fullscreen mode, given in the format #rrggbb or #rrggbbaa. Default: backgroundColor */
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fullScreenBackgroundColor: string
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fullScreenBackgroundColor?: string
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/* Optional: An image to draw behind the skeleton. Default: none */
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/* Optional: An image to draw behind the skeleton. Default: none */
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backgroundImage: {
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backgroundImage?: {
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url: string
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url: string
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/* Optional: The position and size of the background image in the skeleton's world coordinates. Default: fills the viewport */
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/* Optional: The position and size of the background image in the skeleton's world coordinates. Default: fills the viewport */
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x: number
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x?: number
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y: number
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y?: number
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width: number
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width?: number
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height: number
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height?: number
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}
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}
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/* Optional: Whether mipmapping and anisotropic filtering are used for highest quality scaling when available, otherwise the
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/* Optional: Whether mipmapping and anisotropic filtering are used for highest quality scaling when available, otherwise the
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filter settings from the texture atlas are used. Default: true */
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filter settings from the texture atlas are used. Default: true */
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mipmaps: true
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mipmaps?: true
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/* Optional: List of bone names that the user can drag to position. Default: none */
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/* Optional: List of bone names that the user can drag to position. Default: none */
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controlBones: string[]
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controlBones?: string[]
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/* Optional: Callback when the skeleton and its assets have been successfully loaded. If an animation is set on track 0,
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/* Optional: Callback when the skeleton and its assets have been successfully loaded. If an animation is set on track 0,
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the player won't set its own animation. Default: none */
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the player won't set its own animation. Default: none */
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success: (player: SpinePlayer) => void
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success?: (player: SpinePlayer) => void
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/* Optional: Callback when the skeleton could not be loaded or rendered. Default: none */
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/* Optional: Callback when the skeleton could not be loaded or rendered. Default: none */
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error: (player: SpinePlayer, msg: string) => void
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error?: (player: SpinePlayer, msg: string) => void
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/* Optional: Callback at the start of each frame, before the skeleton is posed or drawn. Default: none */
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/* Optional: Callback at the start of each frame, before the skeleton is posed or drawn. Default: none */
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frame: (player: SpinePlayer, delta: number) => void
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frame?: (player: SpinePlayer, delta: number) => void
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/* Optional: Callback after the skeleton is posed each frame, before it is drawn. Default: none */
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/* Optional: Callback after the skeleton is posed each frame, before it is drawn. Default: none */
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update: (player: SpinePlayer, delta: number) => void
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update?: (player: SpinePlayer, delta: number) => void
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/* Optional: Callback after the skeleton is drawn each frame. Default: none */
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/* Optional: Callback after the skeleton is drawn each frame. Default: none */
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draw: (player: SpinePlayer, delta: number) => void
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draw?: (player: SpinePlayer, delta: number) => void
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/* Optional: Callback each frame before the skeleton is loaded. Default: none */
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/* Optional: Callback each frame before the skeleton is loaded. Default: none */
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loading: (player: SpinePlayer, delta: number) => void
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loading?: (player: SpinePlayer, delta: number) => void
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/* Optional: The downloader used by the player's asset manager. Passing the same downloader to multiple players using the
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/* Optional: The downloader used by the player's asset manager. Passing the same downloader to multiple players using the
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same assets ensures the assets are only downloaded once. Default: new instance */
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same assets ensures the assets are only downloaded once. Default: new instance */
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downloader: Downloader
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downloader?: Downloader
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}
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}
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export interface Viewport {
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export interface Viewport {
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