mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Update ts definitions to r469.
This commit is contained in:
parent
6aedab232e
commit
24e8a86081
@ -3,13 +3,21 @@
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* @see {@link https://www.construct.net/make-games/manuals/construct-3/scripting/scripting-reference/behavior-interfaces/solid | ISolidBehaviorInstance documentation } */
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declare class ISolidBehaviorInstance<InstType> extends IBehaviorInstance<InstType>
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{
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isEnabled: boolean;
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readonly usesInstanceTags: boolean;
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/**
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* @deprecated Use setAllTags() or getAllTags() instead, which use more suitable data types than a space-separated string.
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* @deprecated Use instance tags instead
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*/
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tags: string;
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/**
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* @deprecated Use instance tags instead
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*/
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setAllTags(tags: Iterable<string>): void;
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getAllTags(): Set<string>;
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isEnabled: boolean;
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/**
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* @deprecated Use instance tags instead
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*/
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getAllTags(): Set<string>;
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}
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@ -13,5 +13,6 @@ declare namespace SDK {
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OnCreate(): void;
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OnPropertyChanged(id: string, value: EditorPropertyValueType): void;
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OnAddedInEditor(): void;
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}
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}
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@ -53,6 +53,7 @@ declare namespace SDK {
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SetSupportsColor(v: boolean): void;
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SetCanBeBundled(v: boolean): void;
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SetSupportsColor(v: boolean): void;
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SetSupportsChangingSampling(v: boolean): void;
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AddCommonPositionACEs(): void;
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AddCommonSizeACEs(): void;
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@ -44,7 +44,7 @@ declare namespace SDK.Gfx {
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PushLineCap(type: RendererLineCapMode): void;
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PopLineCap(): void;
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SetTexture(tex: SDK.Gfx.IWebGLTexture): void;
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SetTexture(tex: SDK.Gfx.IWebGLTexture, sampling?: SamplingModeOrAutoType): void;
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CreateDynamicTexture(width: number, height: number, opts?: TextureCreateOptions): SDK.Gfx.IWebGLTexture;
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UpdateTexture(data: TextureUpdateDataType, tex: SDK.Gfx.IWebGLTexture, opts?: TextureUpdateOptions): void;
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DeleteTexture(tex: SDK.Gfx.IWebGLTexture): void;
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@ -2,5 +2,7 @@ declare namespace SDK.Gfx {
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class IWebGLTexture {
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GetWidth(): number;
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GetHeight(): number;
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GetDefaultSampling(): SamplingModeType;
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}
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}
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@ -36,5 +36,10 @@ declare namespace SDK {
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GetLayout(): SDK.ILayout;
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ApplyBlendMode(iRenderer: SDK.Gfx.IWebGLRenderer): void;
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SetSampling(sampling: SamplingModeOrAutoType): void;
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GetSampling(): SamplingModeOrAutoType;
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GetActiveSampling(): SamplingModeType;
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}
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}
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45
spine-ts/spine-construct3/ts-defs/plugins/3D model/I3DModelInstance.d.ts
vendored
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45
spine-ts/spine-construct3/ts-defs/plugins/3D model/I3DModelInstance.d.ts
vendored
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@ -0,0 +1,45 @@
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type Model3DRenderModeType = "hierarchy" | "isolate";
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type Model3DTransformTypes = "offset" | "rotation" | "scale";
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/** Represents the 3D Model object.
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* @see {@link https://www.construct.net/make-games/manuals/construct-3/scripting/scripting-reference/plugin-interfaces/3d-model | I3DModelInstance documentation } */
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declare class I3DModelInstance extends IWorldInstance
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{
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loadModel(model: string, mesh?: string, animation?: string, playing?: boolean, progress?: number): Promise<null | undefined>;
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onLoad(): void;
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onError(): void;
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modelName: string;
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meshName: string;
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animationName: string;
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animationProgress: number;
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isPlaying: boolean;
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meshRenderMode: Model3DRenderModeType;
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offsetX: number;
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offsetY: number;
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offsetZ: number;
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rotationX: number;
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rotationY: number;
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rotationZ: number;
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scaleX: number;
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scaleY: number;
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scaleZ: number;
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setTransform(x: number, y: number, z: number, type: Model3DTransformTypes): void;
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addTransform(x: number, y: number, z: number, type: Model3DTransformTypes): void;
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subTransform(x: number, y: number, z: number, type: Model3DTransformTypes): void;
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mulTransform(x: number, y: number, z: number, type: Model3DTransformTypes): void;
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divTransform(x: number, y: number, z: number, type: Model3DTransformTypes): void;
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animationDuration(animation: string): number;
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getAllMeshes(): Array<string>;
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getAllAnimations(): Array<string>;
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play(animationName?: string, progress?: number): void;
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stop(): void;
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pause(): void;
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resume(): void;
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}
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@ -9,6 +9,8 @@ declare class IAdvancedRandomObjectType<InstType extends IInstance = IInstance>
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seed: string;
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octaves: number;
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random(): number;
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classic2d(x: number, y: number): number;
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classic3d(x: number, y: number, z: number): number;
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billow2d(x: number, y: number): number;
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@ -2,7 +2,7 @@
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/** Represents the Construct Game Services object.
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* @see {@link https://www.construct.net/make-games/manuals/construct-3/scripting/scripting-reference/plugin-interfaces/construct-game-services | ICGSObjectType documentation } */
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type CGSSignInProvider = "Apple" | "BattleNet" | "Discord" | "Facebook" | "Github" | "Google" | "ItchIO" | "Microsoft" | "Reddit" | "Steam" | "Twitch" | "X" | "Yandex";
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type CGSSignInProvider = "Apple" | "BattleNet" | "Discord" | "Facebook" | "Github" | "Google" | "ItchIO" | "Microsoft" | "Patreon" | "Reddit" | "Steam" | "X" | "Yandex";
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interface CGSSignInOptions {
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allowPersisting?: boolean;
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@ -35,7 +35,7 @@ declare class IInstance
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hasTag(tag: string): boolean;
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hasTags(...tagsArray: string[]): boolean;
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setAllTags(tagsSet: Iterable<string>): void;
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setAllTags(tags: Iterable<string>): void;
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getAllTags(): Set<string>;
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destroy(): void;
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@ -45,4 +45,6 @@ declare class IInstance
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signal(tag: string): void;
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waitForSignal(tag: string): Promise<void>;
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callCustomAction(name: string, ...params: CallFunctionParameter[]): Promise<void>;
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}
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@ -35,6 +35,8 @@ declare class ILayer extends ConstructEventTarget<LayerEventMap>
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blendMode: BlendModeParameter;
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backgroundColor: Vec3Arr;
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renderingMode: "2d" | "3d";
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sampling: SamplingModeOrAutoType;
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activeSampling: SamplingModeType;
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scrollX: number;
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scrollY: number;
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@ -34,6 +34,9 @@ declare class ILayout extends ConstructEventTarget<LayoutEventMap>
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getScrollPosition(): Vec2Arr;
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readonly isUnboundedScrolling: boolean;
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sampling: SamplingModeOrAutoType;
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activeSampling: SamplingModeType;
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getLayer(nameOrIndex: LayerParameter): IAnyProjectLayer | null;
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getAllLayers(): IAnyProjectLayer[];
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allLayers(): Generator<IAnyProjectLayer>;
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21
spine-ts/spine-construct3/ts-defs/runtime/IMeshData.d.ts
vendored
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21
spine-ts/spine-construct3/ts-defs/runtime/IMeshData.d.ts
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@ -0,0 +1,21 @@
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/** Represents mesh data created by the renderer. */
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declare class IMeshData
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{
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readonly vertexCount: number;
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readonly indexCount: number;
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positions: Float32Array;
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texCoords: Float32Array;
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colors: Float32Array;
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indices: Uint16Array | Uint32Array;
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readonly debugLabel: string;
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markDataChanged(bufferType: string, start: number, end: number): void;
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markAllVertexDataChanged(start?: number, end?: number): void;
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markIndexDataChanged(start?: number, end?: number): void;
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fillColor(r: number, g: number, b: number, a: number): void;
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release(): void;
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}
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@ -35,4 +35,7 @@ declare class IObjectClass<InstanceType extends IInstance, EventMapType = Object
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/** Get the first picked instance of this object type or family when called
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* from an event sheet, or null if none is picked. */
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getFirstPickedInstance<InstT extends InstanceType = InstanceType>(): InstT | null;
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/** Call one of this object class's custom actions in the event sheet. */
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callCustomAction<InstT extends InstanceType = InstanceType>(name: string, instances: Iterable<InstT>, ...params: CallFunctionParameter[]): Promise<void>;
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}
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@ -3,15 +3,14 @@
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* @see {@link https://www.construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/graphics-interfaces/irenderer-interface | IRenderer documentation } */
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type TextureWrapMode = "clamp-to-edge" | "repeat" | "mirror-repeat";
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type TextureSamplingMode = "nearest" | "bilinear" | "trilinear";
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interface TextureCreateOptions {
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wrapX?: TextureWrapMode,
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wrapY?: TextureWrapMode,
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sampling?: TextureSamplingMode,
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mipMap?: boolean
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wrapX?: TextureWrapMode;
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wrapY?: TextureWrapMode;
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defaultSampling?: SamplingModeType;
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mipMap?: boolean
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}
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interface TextureUpdateOptions {
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premultiplyAlpha?: boolean;
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premultiplyAlpha?: boolean;
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}
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type TextureStaticDataType = HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap;
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type TextureUpdateDataType = HTMLImageElement | HTMLVideoElement | HTMLCanvasElement | ImageBitmap | OffscreenCanvas | ImageData;
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@ -20,66 +19,72 @@ type RendererLineCapMode = "butt" | "square";
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type RendererCullFaceMode = "none" | "back" | "front";
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type RendererFrontFaceWinding = "cw" | "ccw";
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interface CreateMeshDataOptions {
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debugLabel?: string;
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}
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declare class IRenderer
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{
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setAlphaBlendMode(): void;
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setBlendMode(blendMode: BlendModeParameter): void;
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setBlendMode(blendMode: BlendModeParameter): void;
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setColorFillMode(): void;
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setTextureFillMode(): void;
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setSmoothLineFillMode(): void;
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setColorFillMode(): void;
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setTextureFillMode(): void;
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setSmoothLineFillMode(): void;
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setColor(color: Vec4Arr): void;
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setColorRgba(r: number, g: number, b: number, a: number): void;
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setOpacity(o: number): void;
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resetColor(): void;
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setColor(color: Vec4Arr): void;
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setColorRgba(r: number, g: number, b: number, a: number): void;
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setOpacity(o: number): void;
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resetColor(): void;
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setCurrentZ(z: number): void;
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getCurrentZ(): number;
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setCurrentZ(z: number): void;
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getCurrentZ(): number;
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setCullFaceMode(m: RendererCullFaceMode): void;
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getCullFaceMode(): RendererCullFaceMode;
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setFrontFaceWinding(m: RendererFrontFaceWinding): void;
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getFrontFaceWinding(): RendererFrontFaceWinding;
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setCullFaceMode(m: RendererCullFaceMode): void;
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getCullFaceMode(): RendererCullFaceMode;
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setFrontFaceWinding(m: RendererFrontFaceWinding): void;
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getFrontFaceWinding(): RendererFrontFaceWinding;
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rect(r: DOMRect): void;
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rect2(l: number, t: number, r: number, b: number): void;
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rect(r: DOMRect): void;
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rect2(l: number, t: number, r: number, b: number): void;
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quad(quad: DOMQuad): void;
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quad2(tlx: number, tly: number, trx: number, try_: number, brx: number, bry: number, blx: number, bly: number): void;
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quad3(quad: DOMQuad, rect: DOMRect): void;
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quad4(quad: DOMQuad, texQuad: DOMQuad): void;
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quad5(quad: DOMQuad, texQuad: DOMQuad, colorArr: Float32Array): void;
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quad3D(tlx: number, tly: number, tlz: number, trx: number, try_: number, trz: number, brx: number, bry: number, brz: number, blx: number, bly: number, blz: number, rect: DOMRect): void;
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quad3D2(tlx: number, tly: number, tlz: number, trx: number, try_: number, trz: number, brx: number, bry: number, brz: number, blx: number, bly: number, blz: number, texQuad: DOMQuad): void;
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quad3D3(tlx: number, tly: number, tlz: number, trx: number, try_: number, trz: number, brx: number, bry: number, brz: number, blx: number, bly: number, blz: number, texQuad: DOMQuad, colorArr: Float32Array): void;
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quad(quad: DOMQuad): void;
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quad2(tlx: number, tly: number, trx: number, try_: number, brx: number, bry: number, blx: number, bly: number): void;
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quad3(quad: DOMQuad, rect: DOMRect): void;
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quad4(quad: DOMQuad, texQuad: DOMQuad): void;
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quad5(quad: DOMQuad, texQuad: DOMQuad, colorArr: Float32Array): void;
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quad3D(tlx: number, tly: number, tlz: number, trx: number, try_: number, trz: number, brx: number, bry: number, brz: number, blx: number, bly: number, blz: number, rect: DOMRect): void;
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quad3D2(tlx: number, tly: number, tlz: number, trx: number, try_: number, trz: number, brx: number, bry: number, brz: number, blx: number, bly: number, blz: number, texQuad: DOMQuad): void;
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quad3D3(tlx: number, tly: number, tlz: number, trx: number, try_: number, trz: number, brx: number, bry: number, brz: number, blx: number, bly: number, blz: number, texQuad: DOMQuad, colorArr: Float32Array): void;
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drawMesh(posArr: Float32Array, uvArr: Float32Array, indexArr: Uint16Array, colorArr?: Float32Array): void;
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createMeshData(vertexCount: number, indexCount: number, opts?: CreateMeshDataOptions): IMeshData;
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drawMeshData(meshData: IMeshData, indexOffset?: number, indexCount?: number): void;
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drawMesh(posArr: Float32Array, uvArr: Float32Array, indexArr: Uint16Array, colorArr?: Float32Array): void;
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convexPoly(pointsArray: number[]): void;
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line(x1: number, y1: number, x2: number, y2: number): void;
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texturedLine(x1: number, y1: number, x2: number, y2: number, u: number, v: number): void;
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lineRect(l: number, t: number, r: number, b: number): void;
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lineRect2(rect: DOMRect): void;
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lineQuad(quad: DOMQuad): void;
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convexPoly(pointsArray: number[]): void;
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line(x1: number, y1: number, x2: number, y2: number): void;
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texturedLine(x1: number, y1: number, x2: number, y2: number, u: number, v: number): void;
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lineRect(l: number, t: number, r: number, b: number): void;
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lineRect2(rect: DOMRect): void;
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lineQuad(quad: DOMQuad): void;
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pushLineWidth(w: number): void;
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popLineWidth(): void;
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pushLineWidth(w: number): void;
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popLineWidth(): void;
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pushLineCap(lineCap: RendererLineCapMode): void;
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popLineCap(): void;
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pushLineCap(lineCap: RendererLineCapMode): void;
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popLineCap(): void;
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setTexture(texture: ITexture): void;
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createStaticTexture(data: TextureStaticDataType, opts?: TextureCreateOptions): Promise<ITexture>;
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createDynamicTexture(width: number, height: number, opts?: TextureCreateOptions): ITexture;
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updateTexture(data: TextureUpdateDataType, texture: ITexture, opts?: TextureUpdateOptions): void;
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deleteTexture(texture: ITexture): void;
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loadTextureForImageInfo(imageInfo: IImageInfo, opts?: TextureCreateOptions): Promise<ITexture>;
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releaseTextureForImageInfo(imageInfo: IImageInfo): void;
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getTextureForImageInfo(imageInfo: IImageInfo): ITexture | null;
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setTexture(texture: ITexture, sampling?: SamplingModeOrAutoType): void;
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createStaticTexture(data: TextureStaticDataType, opts?: TextureCreateOptions): Promise<ITexture>;
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createDynamicTexture(width: number, height: number, opts?: TextureCreateOptions): ITexture;
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updateTexture(data: TextureUpdateDataType, texture: ITexture, opts?: TextureUpdateOptions): void;
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deleteTexture(texture: ITexture): void;
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loadTextureForImageInfo(imageInfo: IImageInfo, opts?: TextureCreateOptions): Promise<ITexture>;
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releaseTextureForImageInfo(imageInfo: IImageInfo): void;
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getTextureForImageInfo(imageInfo: IImageInfo): ITexture | null;
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createRendererText(): IRendererText;
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createRendererText(): IRendererText;
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setDeviceTransform(): void;
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setLayerTransform(layer: ILayer): void;
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setDeviceTransform(): void;
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setLayerTransform(layer: ILayer): void;
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}
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@ -5,29 +5,29 @@ declare class IRendererText
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{
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release(): void;
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fontFace: string;
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sizePt: number;
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lineHeight: number;
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isBold: boolean;
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isItalic: boolean;
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fontFace: string;
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sizePt: number;
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lineHeight: number;
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isBold: boolean;
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isItalic: boolean;
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setColor(color: Vec3Arr): void;
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setColorRgb(r: number, g: number, b: number): void;
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setCssColor(cssColor: string): void;
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setColor(color: Vec3Arr): void;
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setColorRgb(r: number, g: number, b: number): void;
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setCssColor(cssColor: string): void;
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horizontalAlign: TextAlignHorizontalMode;
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verticalAlign: TextAlignVerticalMode;
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wordWrapMode: TextWordWrapMode;
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textDirection: TextDirectionMode;
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horizontalAlign: TextAlignHorizontalMode;
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verticalAlign: TextAlignVerticalMode;
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wordWrapMode: TextWordWrapMode;
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textDirection: TextDirectionMode;
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text: string;
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setSize(cssWidth: number, cssHeight: number, zoomScale: number): void;
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text: string;
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setSize(cssWidth: number, cssHeight: number, zoomScale: number): void;
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getTexture(): ITexture | null;
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getTexRect(): DOMRect;
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setTextureUpdateCallback(cb: () => void): void;
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releaseTexture(): void;
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getTexture(): ITexture | null;
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getTexRect(): DOMRect;
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setTextureUpdateCallback(cb: () => void): void;
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releaseTexture(): void;
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readonly textWidth: number;
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readonly textHeight: number;
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readonly textWidth: number;
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readonly textHeight: number;
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}
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@ -16,8 +16,10 @@ type LayerParameter = string | number;
|
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type ImagePointParameter = string | number;
|
||||
type BlendModeParameter = "normal" | "additive" | "copy" | "destination-over" | "source-in" | "destination-in" | "source-out" | "destination-out" | "source-atop" | "destination-atop" | "lighten" | "darken" | "multiply" | "screen";
|
||||
|
||||
type FramerateModeType = "vsync" | "unlimited-tick" | "unlimited-frame";
|
||||
type FramerateModeType = "vsync" | "fixed" | "unlimited-tick" | "unlimited-frame";
|
||||
type SamplingModeType = "nearest" | "bilinear" | "trilinear";
|
||||
type SamplingModeOrAutoType = "auto" | "nearest" | "bilinear" | "trilinear";
|
||||
type AnisotropicFilteringModeType = "auto" | "off" | "2x" | "3x" | "4x" | "8x" | "16x";
|
||||
|
||||
type TextAlignHorizontalMode = "left" | "center" | "right";
|
||||
type TextAlignVerticalMode = "top" | "center" | "bottom";
|
||||
@ -149,8 +151,9 @@ declare class IRuntime extends ConstructEventTarget<RuntimeEventMap>
|
||||
readonly viewportHeight: number;
|
||||
getViewportSize(): Vec2Arr;
|
||||
|
||||
readonly sampling: SamplingModeType;
|
||||
sampling: SamplingModeType;
|
||||
isPixelRoundingEnabled: boolean;
|
||||
anisotropicFiltering: AnisotropicFilteringModeType;
|
||||
|
||||
get dt(): number;
|
||||
get dtRaw(): number;
|
||||
@ -170,6 +173,7 @@ declare class IRuntime extends ConstructEventTarget<RuntimeEventMap>
|
||||
get cpuUtilisation(): number;
|
||||
get gpuUtilisation(): number;
|
||||
framerateMode: FramerateModeType;
|
||||
fixedFramerate: number;
|
||||
minDt: number;
|
||||
maxDt: number;
|
||||
|
||||
@ -178,6 +182,7 @@ declare class IRuntime extends ConstructEventTarget<RuntimeEventMap>
|
||||
|
||||
getInstanceByUid(uid: number): IInstance | null;
|
||||
sortZOrder(iterable: Iterable<IWorldInstance>, callback: (a: IWorldInstance, b: IWorldInstance) => number): void;
|
||||
destroyMultiple(instances: Iterable<IInstance>): void;
|
||||
|
||||
/** Call a function in an event sheet, by a case-insensitive string of its name.
|
||||
* Each parameter provided for 'params' is passed to the function.
|
||||
|
||||
@ -4,5 +4,7 @@
|
||||
declare class ITexture
|
||||
{
|
||||
readonly width: number;
|
||||
readonly height: number;
|
||||
readonly height: number;
|
||||
|
||||
readonly defaultSampling: SamplingModeType;
|
||||
}
|
||||
|
||||
@ -78,6 +78,8 @@ declare class IWorldInstance extends IInstance
|
||||
opacity: number;
|
||||
colorRgb: Vec3Arr;
|
||||
blendMode: BlendModeParameter;
|
||||
sampling: SamplingModeOrAutoType;
|
||||
activeSampling: SamplingModeType;
|
||||
effects: IEffectInstance[];
|
||||
|
||||
moveToTop(): void;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user