632 lines
24 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { BlendMode, Bone, Event, NumberArrayLike, SkeletonData, Slot, TextureAtlas, TrackEntry } from "@esotericsoftware/spine-core";
import {
AnimationState,
AnimationStateData,
AtlasAttachmentLoader,
ClippingAttachment,
Color,
MathUtils,
MeshAttachment,
Physics,
RegionAttachment,
Skeleton,
SkeletonBinary,
SkeletonClipping,
SkeletonJson,
Utils,
Vector2,
} from "@esotericsoftware/spine-core";
import type { SpineTexture } from "./SpineTexture.js";
import { SlotMesh } from "./SlotMesh.js";
import { DarkSlotMesh } from "./DarkSlotMesh.js";
import type { ISpineDebugRenderer, SpineDebugRenderer } from "./SpineDebugRenderer.js";
import { Assets } from "@pixi/assets";
import type { IPointData } from "@pixi/core";
import { Ticker } from "@pixi/core";
import type { IDestroyOptions, DisplayObject } from "@pixi/display";
import { Container } from "@pixi/display";
import { Graphics } from "@pixi/graphics";
/**
* Options to configure a {@link Spine} game object.
*/
export interface ISpineOptions {
/** Set the {@link Spine.autoUpdate} value. If omitted, it is set to `true`. */
autoUpdate?: boolean;
/** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */
scale?: number;
/**
* A factory to override the default ones to render Spine meshes ({@link DarkSlotMesh} or {@link SlotMesh}).
* If omitted, a factory returning a ({@link DarkSlotMesh} or {@link SlotMesh}) will be used depending on the presence of
* a dark tint mesh in the skeleton.
* */
slotMeshFactory?: () => ISlotMesh;
}
/**
* AnimationStateListener {@link https://en.esotericsoftware.com/spine-api-reference#AnimationStateListener events} exposed for Pixi.
*/
export interface SpineEvents {
complete: [trackEntry: TrackEntry];
dispose: [trackEntry: TrackEntry];
end: [trackEntry: TrackEntry];
event: [trackEntry: TrackEntry, event: Event];
interrupt: [trackEntry: TrackEntry];
start: [trackEntry: TrackEntry];
}
/**
* The class to instantiate a {@link Spine} game object in Pixi.
* The static method {@link Spine.from} should be used to instantiate a Spine game object.
*/
export class Spine extends Container {
/** The skeleton for this Spine game object. */
public skeleton: Skeleton;
/** The animation state for this Spine game object. */
public state: AnimationState;
private _debug?: ISpineDebugRenderer | undefined = undefined;
public get debug (): ISpineDebugRenderer | undefined {
return this._debug;
}
/** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ...
* @example spineGO.debug = new SpineDebugRenderer();
*/
public set debug (value: ISpineDebugRenderer | undefined) {
if (this._debug) {
this._debug.unregisterSpine(this);
}
if (value) {
value.registerSpine(this);
}
this._debug = value;
}
protected slotMeshFactory: () => ISlotMesh = () => new SlotMesh();
beforeUpdateWorldTransforms: (object: Spine) => void = () => { };
afterUpdateWorldTransforms: (object: Spine) => void = () => { };
private autoUpdateWarned: boolean = false;
private _autoUpdate: boolean = true;
public get autoUpdate (): boolean {
return this._autoUpdate;
}
/** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link Ticker.shared} instance. */
public set autoUpdate (value: boolean) {
if (value) {
Ticker.shared.add(this.internalUpdate, this);
this.autoUpdateWarned = false;
} else {
Ticker.shared.remove(this.internalUpdate, this);
}
this._autoUpdate = value;
}
private meshesCache = new Map<Slot, ISlotMesh>();
private static vectorAux: Vector2 = new Vector2();
private static clipper: SkeletonClipping = new SkeletonClipping();
private static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
private static VERTEX_SIZE = 2 + 2 + 4;
private static DARK_VERTEX_SIZE = 2 + 2 + 4 + 4;
private lightColor = new Color();
private darkColor = new Color();
constructor (skeletonData: SkeletonData, options?: ISpineOptions) {
super();
this.skeleton = new Skeleton(skeletonData);
const animData = new AnimationStateData(skeletonData);
this.state = new AnimationState(animData);
this.autoUpdate = options?.autoUpdate ?? true;
this.initializeMeshFactory(options);
this.skeleton.setToSetupPose();
this.skeleton.updateWorldTransform(Physics.update);
}
private initializeMeshFactory (options?: ISpineOptions) {
if (options?.slotMeshFactory) {
this.slotMeshFactory = options?.slotMeshFactory;
} else {
for (let i = 0; i < this.skeleton.slots.length; i++) {
if (this.skeleton.slots[i].data.darkColor) {
this.slotMeshFactory = options?.slotMeshFactory ?? (() => new DarkSlotMesh());
break;
}
}
}
}
/** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */
public update (deltaSeconds: number): void {
if (this.autoUpdate && !this.autoUpdateWarned) {
console.warn("You are calling update on a Spine instance that has autoUpdate set to true. This is probably not what you want.");
this.autoUpdateWarned = true;
}
this.internalUpdate(0, deltaSeconds);
}
protected internalUpdate (_deltaFrame: number, deltaSeconds?: number): void {
// Because reasons, pixi uses deltaFrames at 60fps. We ignore the default deltaFrames and use the deltaSeconds from pixi ticker.
const delta = deltaSeconds ?? Ticker.shared.deltaMS / 1000;
this.state.update(delta);
this.state.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);
this.skeleton.update(delta);
this.skeleton.updateWorldTransform(Physics.update);
this.afterUpdateWorldTransforms(this);
}
/** Render the meshes based on the current skeleton state, render debug information, then call {@link Container.updateTransform}. */
public override updateTransform (): void {
this.renderMeshes();
this.sortChildren();
this.debug?.renderDebug(this);
super.updateTransform();
}
/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
public override destroy (options?: boolean | IDestroyOptions | undefined): void {
if (this.autoUpdate) this.autoUpdate = false;
for (const [, mesh] of this.meshesCache) {
mesh?.destroy();
}
this.state.clearListeners();
this.debug = undefined;
this.meshesCache.clear();
this.slotsObject.clear();
for (let maskKey in this.clippingSlotToPixiMasks) {
const mask = this.clippingSlotToPixiMasks[maskKey];
mask.destroy();
delete this.clippingSlotToPixiMasks[maskKey];
}
super.destroy(options);
}
private resetMeshes (): void {
for (const [, mesh] of this.meshesCache) {
mesh.zIndex = -1;
mesh.visible = false;
}
}
/**
* If you want to manually handle which meshes go on which slot and how you cache, overwrite this method.
*/
protected getMeshForSlot (slot: Slot): ISlotMesh {
if (!this.meshesCache.has(slot)) {
let mesh = this.slotMeshFactory();
this.addChild(mesh);
this.meshesCache.set(slot, mesh);
return mesh;
} else {
let mesh = this.meshesCache.get(slot)!;
mesh.visible = true;
return mesh;
}
}
private slotsObject = new Map<Slot, Container>();
private getSlotFromRef (slotRef: number | string | Slot): Slot {
let slot: Slot | null;
if (typeof slotRef === 'number') slot = this.skeleton.slots[slotRef];
else if (typeof slotRef === 'string') slot = this.skeleton.findSlot(slotRef);
else slot = slotRef;
if (!slot) throw new Error(`No slot found with the given slot reference: ${slotRef}`);
return slot;
}
/**
* Add a pixi Container as a child of the Spine object.
* The Container will be rendered coherently with the draw order of the slot.
* If an attachment is active on the slot, the pixi Container will be rendered on top of it.
* If the Container is already attached to the given slot, nothing will happen.
* If the Container is already attached to another slot, it will be removed from that slot
* before adding it to the given one.
* If another Container is already attached to this slot, the old one will be removed from this
* slot before adding it to the current one.
* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be added to.
* @param pixiObject - The pixi Container to add.
*/
addSlotObject (slotRef: number | string | Slot, pixiObject: Container): void {
let slot = this.getSlotFromRef(slotRef);
let oldPixiObject = this.slotsObject.get(slot);
if (oldPixiObject === pixiObject) return;
// search if the pixiObject was already in another slotObject
for (const [otherSlot, oldPixiObjectAnotherSlot] of this.slotsObject) {
if (otherSlot !== slot && oldPixiObjectAnotherSlot === pixiObject) {
this.removeSlotObject(otherSlot, pixiObject);
break;
}
}
if (oldPixiObject) this.removeChild(oldPixiObject);
this.slotsObject.set(slot, pixiObject);
this.addChild(pixiObject);
}
/**
* Return the Container connected to the given slot, if any.
* Otherwise return undefined
* @param pixiObject - The slot index, or the slot name, or the Slot to get the Container from.
* @returns a Container if any, undefined otherwise.
*/
getSlotObject (slotRef: number | string | Slot): Container | undefined {
return this.slotsObject.get(this.getSlotFromRef(slotRef));
}
/**
* Remove a slot object from the given slot.
* If `pixiObject` is passed and attached to the given slot, remove it from the slot.
* If `pixiObject` is not passed and the given slot has an attached Container, remove it from the slot.
* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be remove from.
* @param pixiObject - Optional, The pixi Container to remove.
*/
removeSlotObject (slotRef: number | string | Slot, pixiObject?: Container): void {
let slot = this.getSlotFromRef(slotRef);
let slotObject = this.slotsObject.get(slot);
if (!slotObject) return;
// if pixiObject is passed, remove only if it is equal to the given one
if (pixiObject && pixiObject !== slotObject) return;
this.removeChild(slotObject);
this.slotsObject.delete(slot);
}
private verticesCache: NumberArrayLike = Utils.newFloatArray(1024);
private clippingSlotToPixiMasks: Record<string, Graphics> = {};
private pixiMaskCleanup (slot: Slot) {
let mask = this.clippingSlotToPixiMasks[slot.data.name];
if (mask) {
delete this.clippingSlotToPixiMasks[slot.data.name];
mask.destroy();
}
}
private updatePixiObject (pixiObject: Container, slot: Slot, zIndex: number) {
pixiObject.setTransform(slot.bone.worldX, slot.bone.worldY, slot.bone.getWorldScaleX(), slot.bone.getWorldScaleX(), slot.bone.getWorldRotationX() * MathUtils.degRad);
pixiObject.zIndex = zIndex + 1;
pixiObject.alpha = this.skeleton.color.a * slot.color.a;
}
private updateAndSetPixiMask (pixiMaskSource: PixiMaskSource | null, pixiObject: Container) {
if (Spine.clipper.isClipping() && pixiMaskSource) {
let mask = this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name] as Graphics;
if (!mask) {
mask = new Graphics();
this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name] = mask;
this.addChild(mask);
}
if (!pixiMaskSource.computed) {
pixiMaskSource.computed = true;
const clippingAttachment = pixiMaskSource.slot.attachment as ClippingAttachment;
const world = Array.from(clippingAttachment.vertices);
clippingAttachment.computeWorldVertices(pixiMaskSource.slot, 0, clippingAttachment.worldVerticesLength, world, 0, 2);
mask.clear().lineStyle(0).beginFill(0x000000).drawPolygon(world);
}
pixiObject.mask = mask;
} else if (pixiObject.mask) {
pixiObject.mask = null;
}
}
/*
* Colors in pixi are premultiplied.
* Pixi blending modes are modified to work with premultiplied colors. We cannot create custom blending modes.
* Textures are loaded as premultiplied (see assers/atlasLoader.ts: alphaMode: `page.pma ? ALPHA_MODES.PMA : ALPHA_MODES.UNPACK`):
* - textures non premultiplied are premultiplied on GPU on upload
* - textures premultiplied are uploaded on GPU as is since they are already premultiplied
*
* We need to take this into consideration and calculates final colors for both light and dark color as if textures were always premultiplied.
* This implies for example that alpha for dark tint is always 1. This is way in DarkTintRenderer we have only the alpha of the light color.
* If we ever want to load texture as non premultiplied on GPU, we must add a new dark alpha parameter to the TintMaterial and set the alpha.
*/
private renderMeshes (): void {
this.resetMeshes();
let triangles: Array<number> | null = null;
let uvs: NumberArrayLike | null = null;
let pixiMaskSource: PixiMaskSource | null = null;
const drawOrder = this.skeleton.drawOrder;
for (let i = 0, n = drawOrder.length, slotObjectsCounter = 0; i < n; i++) {
const slot = drawOrder[i];
// render pixi object on the current slot on top of the slot attachment
let pixiObject = this.slotsObject.get(slot);
let zIndex = i + slotObjectsCounter;
if (pixiObject) {
this.updatePixiObject(pixiObject, slot, zIndex + 1);
slotObjectsCounter++;
this.updateAndSetPixiMask(pixiMaskSource, pixiObject);
}
const useDarkColor = slot.darkColor != null;
const vertexSize = Spine.clipper.isClipping() ? 2 : useDarkColor ? Spine.DARK_VERTEX_SIZE : Spine.VERTEX_SIZE;
if (!slot.bone.active) {
Spine.clipper.clipEndWithSlot(slot);
this.pixiMaskCleanup(slot);
continue;
}
const attachment = slot.getAttachment();
let attachmentColor: Color | null;
let texture: SpineTexture | null;
let numFloats = 0;
if (attachment instanceof RegionAttachment) {
const region = attachment;
attachmentColor = region.color;
numFloats = vertexSize * 4;
region.computeWorldVertices(slot, this.verticesCache, 0, vertexSize);
triangles = Spine.QUAD_TRIANGLES;
uvs = region.uvs;
texture = <SpineTexture>region.region?.texture;
} else if (attachment instanceof MeshAttachment) {
const mesh = attachment;
attachmentColor = mesh.color;
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
if (numFloats > this.verticesCache.length) {
this.verticesCache = Utils.newFloatArray(numFloats);
}
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, this.verticesCache, 0, vertexSize);
triangles = mesh.triangles;
uvs = mesh.uvs;
texture = <SpineTexture>mesh.region?.texture;
} else if (attachment instanceof ClippingAttachment) {
Spine.clipper.clipStart(slot, attachment);
pixiMaskSource = { slot, computed: false };
continue;
} else {
Spine.clipper.clipEndWithSlot(slot);
this.pixiMaskCleanup(slot);
continue;
}
if (texture != null) {
const skeleton = slot.bone.skeleton;
const skeletonColor = skeleton.color;
const slotColor = slot.color;
const alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
// cannot premultiply the colors because the default mesh renderer already does that
this.lightColor.set(
skeletonColor.r * slotColor.r * attachmentColor.r,
skeletonColor.g * slotColor.g * attachmentColor.g,
skeletonColor.b * slotColor.b * attachmentColor.b,
alpha
);
if (slot.darkColor != null) {
this.darkColor.set(
slot.darkColor.r,
slot.darkColor.g,
slot.darkColor.b,
1,
);
} else {
this.darkColor.set(0, 0, 0, 1);
}
let finalVertices: NumberArrayLike;
let finalVerticesLength: number;
let finalIndices: NumberArrayLike;
let finalIndicesLength: number;
if (Spine.clipper.isClipping()) {
Spine.clipper.clipTriangles(this.verticesCache, triangles, triangles.length, uvs, this.lightColor, this.darkColor, useDarkColor);
finalVertices = Spine.clipper.clippedVertices;
finalVerticesLength = finalVertices.length;
finalIndices = Spine.clipper.clippedTriangles;
finalIndicesLength = finalIndices.length;
} else {
const verts = this.verticesCache;
for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
let tempV = v;
verts[tempV++] = this.lightColor.r;
verts[tempV++] = this.lightColor.g;
verts[tempV++] = this.lightColor.b;
verts[tempV++] = this.lightColor.a;
verts[tempV++] = uvs[u];
verts[tempV++] = uvs[u + 1];
if (useDarkColor) {
verts[tempV++] = this.darkColor.r;
verts[tempV++] = this.darkColor.g;
verts[tempV++] = this.darkColor.b;
verts[tempV++] = this.darkColor.a;
}
}
finalVertices = this.verticesCache;
finalVerticesLength = numFloats;
finalIndices = triangles;
finalIndicesLength = triangles.length;
}
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
Spine.clipper.clipEndWithSlot(slot);
continue;
}
const mesh = this.getMeshForSlot(slot);
mesh.zIndex = zIndex;
mesh.updateFromSpineData(texture, slot.data.blendMode, slot.data.name, finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, useDarkColor);
}
Spine.clipper.clipEndWithSlot(slot);
this.pixiMaskCleanup(slot);
}
Spine.clipper.clipEnd();
}
/**
* Set the position of the bone given in input through a {@link IPointData}.
* @param bone: the bone name or the bone instance to set the position
* @param outPos: the new position of the bone.
* @throws {Error}: if the given bone is not found in the skeleton, an error is thrown
*/
public setBonePosition (bone: string | Bone, position: IPointData): void {
const boneAux = bone;
if (typeof bone === "string") {
bone = this.skeleton.findBone(bone)!;
}
if (!bone) throw Error(`Cannot set bone position, bone ${String(boneAux)} not found`);
Spine.vectorAux.set(position.x, position.y);
if (bone.parent) {
const aux = bone.parent.worldToLocal(Spine.vectorAux);
bone.x = aux.x;
bone.y = aux.y;
}
else {
bone.x = Spine.vectorAux.x;
bone.y = Spine.vectorAux.y;
}
}
/**
* Return the position of the bone given in input into an {@link IPointData}.
* @param bone: the bone name or the bone instance to get the position from
* @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object.
* @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton
*/
public getBonePosition (bone: string | Bone, outPos?: IPointData): IPointData | undefined {
const boneAux = bone;
if (typeof bone === "string") {
bone = this.skeleton.findBone(bone)!;
}
if (!bone) {
console.error(`Cannot get bone position! Bone ${String(boneAux)} not found`);
return outPos;
}
if (!outPos) {
outPos = { x: 0, y: 0 };
}
outPos.x = bone.worldX;
outPos.y = bone.worldY;
return outPos;
}
/** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */
skeletonToPixiWorldCoordinates (point: { x: number; y: number }) {
this.worldTransform.apply(point, point);
}
/** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */
pixiWorldCoordinatesToSkeleton (point: { x: number; y: number }) {
this.worldTransform.applyInverse(point, point);
}
/** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */
pixiWorldCoordinatesToBone (point: { x: number; y: number }, bone: Bone) {
this.pixiWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.worldToLocal(point as Vector2);
} else {
bone.worldToLocal(point as Vector2);
}
}
/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
public static readonly skeletonCache: Record<string, SkeletonData> = Object.create(null);
/**
* Use this method to instantiate a Spine game object.
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
* ```
* PIXI.Assets.add("sackData", "./assets/sack-pro.skel");
* PIXI.Assets.add("sackAtlas", "./assets/sack-pma.atlas");
* await PIXI.Assets.load(["sackData", "sackAtlas"]);
* ```
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
*
* @param skeletonAssetName - the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets
* @param atlasAssetName - the asset name for the atlas file previously loaded into the Assets
* @param options - Options to configure the Spine game object
* @returns {Spine} The Spine game object instantiated
*/
public static from (skeletonAssetName: string, atlasAssetName: string, options?: ISpineOptions): Spine {
const cacheKey = `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`;
let skeletonData = Spine.skeletonCache[cacheKey];
if (skeletonData) {
return new Spine(skeletonData, options);
}
const skeletonAsset = Assets.get<any | Uint8Array>(skeletonAssetName);
const atlasAsset = Assets.get<TextureAtlas>(atlasAssetName);
const attachmentLoader = new AtlasAttachmentLoader(atlasAsset);
let parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader);
parser.scale = options?.scale ?? 1;
skeletonData = parser.readSkeletonData(skeletonAsset);
Spine.skeletonCache[cacheKey] = skeletonData;
return new this(skeletonData, options);
}
public get tint (): number {
return this.skeleton.color.toRgb888();
}
public set tint (value: number) {
Color.rgb888ToColor(this.skeleton.color, value);
}
}
type PixiMaskSource = {
slot: Slot,
computed: boolean, // prevent to reculaculate vertices for a mask clipping multiple pixi objects
}
Skeleton.yDown = true;
/**
* Represents the mesh type used in a Spine objects. Available implementations are {@link DarkSlotMesh} and {@link SlotMesh}.
*/
export interface ISlotMesh extends DisplayObject {
name: string;
updateFromSpineData (
slotTexture: SpineTexture,
slotBlendMode: BlendMode,
slotName: string,
finalVertices: NumberArrayLike,
finalVerticesLength: number,
finalIndices: NumberArrayLike,
finalIndicesLength: number,
darkTint: boolean
): void;
}