Yogurts-Quest/html/@types/pixi.comments.d.ts

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TypeScript
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// Type definitions for PIXI with Phaser Deviations.
declare module PIXI {
export var game: Phaser.Game;
export var WEBGL_RENDERER: number;
export var CANVAS_RENDERER: number;
export var VERSION: string;
export enum blendModes {
NORMAL,
ADD,
MULTIPLY,
SCREEN,
OVERLAY,
DARKEN,
LIGHTEN,
COLOR_DODGE,
COLOR_BURN,
HARD_LIGHT,
SOFT_LIGHT,
DIFFERENCE,
EXCLUSION,
HUE,
SATURATION,
COLOR,
LUMINOSITY
}
export enum scaleModes {
DEFAULT,
LINEAR,
NEAREST
}
export var glContexts: WebGLRenderingContext[];
export var instances: any[];
export var TextureSilentFail: boolean;
export function canUseNewCanvasBlendModes(): boolean;
export function CompileFragmentShader(gl: WebGLRenderingContext, shaderSrc: string[]): any;
export interface IEventCallback {
(e?: IEvent): void;
}
export interface IEvent {
type: string;
content: any;
}
export interface HitArea {
contains(x: number, y: number): boolean;
}
export interface IInteractionDataCallback {
(interactionData: InteractionData): void;
}
export interface PixiRenderer {
autoResize: boolean;
clearBeforeRender: boolean;
height: number;
resolution: number;
transparent: boolean;
type: number;
view: HTMLCanvasElement;
width: number;
destroy(): void;
render(stage: DisplayObjectContainer): void;
resize(width: number, height: number): void;
}
export interface PixiRendererOptions {
autoResize?: boolean;
antialias?: boolean;
clearBeforeRender?: boolean;
preserveDrawingBuffer?: boolean;
resolution?: number;
transparent?: boolean;
view?: HTMLCanvasElement;
}
export interface BitmapTextStyle {
font?: string;
align?: string;
tint?: string;
}
export interface TextStyle {
align?: string;
dropShadow?: boolean;
dropShadowColor?: string;
dropShadowAngle?: number;
dropShadowDistance?: number;
fill?: string;
font?: string;
lineJoin?: string;
stroke?: string;
strokeThickness?: number;
wordWrap?: boolean;
wordWrapWidth?: number;
}
export interface Loader {
load(): void;
}
export interface MaskData {
alpha: number;
worldTransform: number[];
}
export interface RenderSession {
context: CanvasRenderingContext2D;
maskManager: CanvasMaskManager;
scaleMode: scaleModes;
smoothProperty: string;
roundPixels: boolean;
}
export interface ShaderAttribute {
// TODO: Find signature of shader attributes
}
export interface FilterBlock {
visible: boolean;
renderable: boolean;
}
// Phaser.Filter is used instead
export class AbstractFilter {
constructor(fragmentSrc: string | string[], uniforms: any);
dirty: boolean;
padding: number;
uniforms: any;
fragmentSrc: string | string[];
apply(frameBuffer: WebGLFramebuffer): void;
syncUniforms(): void;
}
/**
* A texture stores the information that represents an image. All textures have a base texture.
*/
export class BaseTexture implements Mixin {
/**
* Helper function that creates a base texture from 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
* @param resolution the resolution of the texture (for HiDPI displays)
*/
static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): BaseTexture;
/**
* A texture stores the information that represents an image. All textures have a base texture.
*
* @param source the source object (image or canvas)
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param resolution the resolution of the texture (for HiDPI displays)
*/
constructor(source: HTMLImageElement, scaleMode: scaleModes);
/**
* A texture stores the information that represents an image. All textures have a base texture.
*
* @param source the source object (image or canvas)
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param resolution the resolution of the texture (for HiDPI displays)
*/
constructor(source: HTMLCanvasElement, scaleMode: scaleModes);
/**
* [read-only] The height of the base texture set when the image has loaded
*/
height: number;
/**
* [read-only] Set to true once the base texture has loaded
*/
hasLoaded: boolean;
/**
* 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
* Also the texture must be a power of two size to work
*/
mipmap: boolean;
/**
* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
* Default: true
*/
premultipliedAlpha: boolean;
/**
* The Resolution of the texture.
*/
resolution: number;
/**
* The scale mode to apply when scaling this texture
* Default: PIXI.scaleModes.LINEAR
*/
scaleMode: scaleModes;
/**
* A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch.
*
* You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture)
* that has children that you do want to render, without causing a batch flush in the process.
*/
skipRender: boolean;
/**
* The image source that is used to create the texture.
*/
source: HTMLImageElement;
/**
* The multi texture batching index number.
*/
textureIndex: number;
/**
* [read-only] The width of the base texture set when the image has loaded
*/
width: number;
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;
/**
* Forces this BaseTexture to be set as loaded, with the given width and height.
* Then calls BaseTexture.dirty.
* Important for when you don't want to modify the source object by forcing in `complete` or dimension properties it may not have.
*
* @param width The new width to force the BaseTexture to be.
* @param height The new height to force the BaseTexture to be.
*/
forceLoaded(width: number, height: number): void;
/**
* Destroys this base texture
*/
destroy(): void;
/**
* Sets all glTextures to be dirty.
*/
dirty(): void;
/**
* Removes the base texture from the GPU, useful for managing resources on the GPU.
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
*/
unloadFromGPU(): void;
}
/**
* Creates a Canvas element of the given size.
*/
export class CanvasBuffer {
/**
* Creates a Canvas element of the given size.
*
* @param width the width for the newly created canvas
* @param height the height for the newly created canvas
*/
constructor(width: number, height: number);
/**
* The Canvas object that belongs to this CanvasBuffer.
*/
canvas: HTMLCanvasElement;
/**
* A CanvasRenderingContext2D object representing a two-dimensional rendering context.
*/
context: CanvasRenderingContext2D;
/**
* The height of the Canvas in pixels.
*/
height: number;
/**
* The width of the Canvas in pixels.
*/
width: number;
/**
* Frees the canvas up for use again.
*/
destroy(): void;
/**
* Clears the canvas that was created by the CanvasBuffer class.
*/
clear(): void;
/**
* Resizes the canvas to the specified width and height.
*
* @param width the new width of the canvas
* @param height the new height of the canvas
*/
resize(width: number, height: number): void;
}
/**
* A set of functions used to handle masking.
*/
export class CanvasMaskManager {
/**
* This method adds it to the current stack of masks.
*
* @param maskData the maskData that will be pushed
* @param renderSession The renderSession whose context will be used for this mask manager.
*/
pushMask(maskData: MaskData, renderSession: RenderSession): void;
/**
* Restores the current drawing context to the state it was before the mask was applied.
*
* @param renderSession The renderSession whose context will be used for this mask manager.
*/
popMask(renderSession: RenderSession): void;
}
/**
* 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.
* Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :)
*/
export class CanvasRenderer implements PixiRenderer {
/**
* 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.
* Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :)
*
* @param game A reference to the Phaser Game instance
*/
constructor(game: Phaser.Game);
/**
* A reference to the Phaser Game instance.
*/
game: Phaser.Game;
/**
* The renderer type.
*/
type: number;
/**
* The resolution of the canvas.
*/
resolution: number;
/**
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
* 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;
/**
* Whether the render view is transparent
*/
transparent: boolean;
/**
* Whether the render view should be resized automatically
*/
autoResize: boolean;
/**
* The width of the canvas view
* Default: 800
*/
width: number;
/**
* The height of the canvas view
* Default: 600
*/
height: number;
/**
* The canvas element that everything is drawn to.
*/
view: HTMLCanvasElement;
/**
* The canvas 2d context that everything is drawn with
*/
context: CanvasRenderingContext2D;
/**
* Boolean flag controlling canvas refresh.
*/
refresh: boolean;
/**
* Internal var.
*/
count: number;
/**
* Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer
*/
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;
setTexturePriority(textureNameCollection: string[]): string[];
/**
* 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;
static canUseMultiply: boolean;
static tintMethod: any;
}
/**
* The base class for all objects that are rendered. Contains properties for position, scaling,
* rotation, masks and cache handling.
*
* This is an abstract class and should not be used on its own, rather it should be extended.
*
* It is used internally by the likes of PIXI.Sprite.
*/
export class DisplayObject {
/**
* The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
* Please note that an object with an alpha value of 0 is skipped during the render pass.
*
* The value of this property does not reflect any alpha values set further up the display list.
* To obtain that value please see the `worldAlpha` property.
* Default: 1
*/
alpha: number;
buttonMode: boolean;
/**
* Sets if this DisplayObject should be cached as a bitmap.
*
* When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it
* in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a
* performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.
*
* Transparent areas adjoining the edges may be removed ({@link https://github.com/photonstorm/phaser-ce/issues/283 #283}).
*
* Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not
* re-generate the cached bitmap automatically. To do that you need to call `DisplayObject.updateCache`.
*
* To remove a cached bitmap, set this property to `null`. Cache this DisplayObject as a Bitmap. Set to `null` to remove an existing cached bitmap.
*/
cacheAsBitmap: boolean;
defaultCursor: string;
/**
* The rectangular area used by filters when rendering a shader for this DisplayObject.
*/
filterArea: Rectangle;
/**
* Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas
* Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter
* using `DisplayObject.filterArea`.
*
* To remove filters, set this property to `null`.
*
* Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a
* filter will reset this DisplayObjects blend mode to NORMAL. An Array of Phaser.Filter objects, or objects that extend them.
*/
filters: AbstractFilter[];
/**
* This is the defined area that will pick up mouse / touch events. It is null by default.
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
*/
hitArea: HitArea;
interactive: boolean;
/**
* Sets a mask for this DisplayObject. A mask is an instance of a Graphics object.
* When applied it limits the visible area of this DisplayObject to the shape of the mask.
* Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer.
* To remove a mask, set this property to `null`. The mask applied to this DisplayObject. Set to `null` to remove an existing mask.
*/
mask: Phaser.Graphics;
/**
* The parent DisplayObjectContainer that this DisplayObject is a child of.
* All DisplayObjects must belong to a parent in order to be rendered.
* The root parent is the Stage object. This property is set automatically when the
* DisplayObject is added to, or removed from, a DisplayObjectContainer.
*/
parent: DisplayObjectContainer;
/**
* The pivot point of this DisplayObject that it rotates around. The values are expressed
* in pixel values.
*/
pivot: Point;
/**
* The coordinates, in pixels, of this DisplayObject, relative to its parent container.
*
* The value of this property does not reflect any positioning happening further up the display list.
* To obtain that value please see the `worldPosition` property.
*/
position: Point;
/**
* Should this DisplayObject be rendered by the renderer? An object with a renderable value of
* `false` is skipped during the render pass.
*/
renderable: boolean;
/**
* The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on
* a right-handed orientation.
*
* The value of this property does not reflect any rotation happening further up the display list.
* To obtain that value please see the `worldRotation` property.
*/
rotation: number;
/**
* The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject
* at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.
*
* The value of this property does not reflect any scaling happening further up the display list.
* To obtain that value please see the `worldScale` property.
*/
scale: Point;
stage: DisplayObjectContainer;
/**
* The visibility of this DisplayObject. A value of `false` makes the object invisible.
* A value of `true` makes it visible.
*
* An object with a visible value of `false` is skipped during the render pass.
* Equally a DisplayObject with visible `false` will not render any of its children.
*
* The value of this property does not reflect any visible values set further up the display list.
* To obtain that value please see the {@link PIXI.DisplayObject#worldVisible worldVisible} property.
*
* Objects that are not {@link PIXI.DisplayObject#worldVisible worldVisible} do not update their {@link PIXI.DisplayObject#worldPosition worldPosition}.
* Default: true
*/
visible: boolean;
/**
* The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
* This value is the calculated total, based on the alpha values of all parents of this DisplayObjects
* in the display list.
*
* To obtain, and set, the local alpha value, see the `alpha` property.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*/
worldAlpha: number;
/**
* The coordinates, in pixels, of this DisplayObject within the world.
*
* This property contains the calculated total, based on the positions of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*/
worldPosition: Point;
/**
* The global scale of this DisplayObject.
*
* This property contains the calculated total, based on the scales of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*/
worldScale: Point;
/**
* The current transform of this DisplayObject.
*
* This property contains the calculated total, based on the transforms of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*/
worldTransform: Matrix;
/**
* The rotation, in radians, of this DisplayObject.
*
* This property contains the calculated total, based on the rotations of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*/
worldRotation: number;
/**
* Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values.
*/
worldVisible: boolean;
/**
* The horizontal position of the DisplayObject, in pixels, relative to its parent.
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
*/
x: number;
/**
* The vertical position of the DisplayObject, in pixels, relative to its parent.
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
*/
y: number;
click(e: InteractionData): void;
displayObjectUpdateTransform(parent?: DisplayObjectContainer): void;
/**
* Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites.
* This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times.
*
* Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures,
* and references to them, so they don't linger in memory.
*
* @param resolution The resolution of the texture being generated. - Default: 1
* @param scaleMode See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values. - Default: PIXI.scaleModes.DEFAULT
* @param renderer The renderer used to generate the texture.
* @return - A RenderTexture containing an image of this DisplayObject at the time it was invoked.
*/
generateTexture(resolution?: number, scaleMode?: number, renderer?: PixiRenderer | number): Phaser.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;
/**
* Calculates the global position of this DisplayObject, based on the position given.
*
* @param position The global position to calculate from.
* @return - A point object representing the position of this DisplayObject based on the global position given.
*/
toGlobal(position: Point): Point;
/**
* Calculates the local position of this DisplayObject, relative to another point.
*
* @param position The world origin to calculate from.
* @param from An optional DisplayObject to calculate the global position from.
* @return - A point object representing the position of this DisplayObject based on the global position given.
*/
toLocal(position: Point, from: DisplayObject): Point;
touchend(e: InteractionData): void;
touchendoutside(e: InteractionData): void;
touchstart(e: InteractionData): void;
touchmove(e: InteractionData): void;
/**
* Updates the transform matrix this DisplayObject uses for rendering.
*
* If the object has no parent, and no parent parameter is provided, it will default to
* Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place.
*
* The `parent` parameter has priority over the actual parent. Use it as a parent override.
* Setting it does **not** change the actual parent of this DisplayObject.
*
* Calling this method updates the `worldTransform`, `worldAlpha`, `worldPosition`, `worldScale`
* and `worldRotation` properties.
*
* If a `transformCallback` has been specified, it is called at the end of this method, and is passed
* the new, updated, worldTransform property, along with the parent transform used.
*
* @param parent Optional parent to calculate this DisplayObjects transform from.
* @return - A reference to this DisplayObject.
*/
updateTransform(parent?: DisplayObjectContainer): void;
/**
* If this DisplayObject has a cached Sprite, this method generates and updates it.
* @return - A reference to this DisplayObject.
*/
updateCache(): 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 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;
}
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;
}
// Phaser.Matrix is used instead
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 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;
}
// Overwritten by Phaser.Point
export class Point {
constructor(x?: number, y?: number);
x: number;
y: number;
clone(): Point;
set(x: number, y: number): void;
}
// Overwritten by Phaser.Rectangle
export class Rectangle implements HitArea {
constructor(x?: number, y?: number, width?: number, height?: number);
bottom: number;
bottomRight: Phaser.Point;
bottomLeft: Phaser.Point;
centerX: number;
centerY: number;
empty: boolean;
halfHeight: number;
halfWidth: number;
height: number;
left: number;
perimeter: number;
randomX: number;
randomY: number;
right: number;
top: number;
topLeft: Phaser.Point;
topRight: Phaser.Point;
type: number;
volume: number;
width: number;
x: number;
y: number;
clone(): Rectangle;
contains(x: number, y: number): boolean;
}
export class Rope extends Strip {
points: Point[];
vertices: number[];
constructor(texture: Texture, points: Point[]);
refresh(): void;
setTexture(texture: Texture): 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 (0, 0) is the top left.
* (0.5, 0.5) is the center.
* (1, 1) is the bottom right.
*
* You can modify the default values in PIXI.Sprite.defaultAnchor.
*/
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 (except {@link Phaser.Group#update}).
* 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 (Phaser.Color.WHITE) will remove any tint effect.
* Default: 0xFFFFFF
*/
tint: number;
/**
* A Point-like object.
* Default: {"x":0,"y":0}
*/
/**
* The horizontal position of the DisplayObject, in pixels, relative to its parent.
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
*/
/**
* The vertical position of the DisplayObject, in pixels, relative to its parent.
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
*/
static defaultAnchor: {x: number; y: 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;
}
export class SpriteBatch extends DisplayObjectContainer {
constructor(texture?: Texture);
ready: boolean;
textureThing: Texture;
initWebGL(gl: WebGLRenderingContext): void;
}
export class Strip extends DisplayObjectContainer {
static DrawModes: {
TRIANGLE_STRIP: number;
TRIANGLES: number;
};
constructor(texture: Texture);
blendMode: number;
colors: number[];
dirty: boolean;
indices: number[];
canvasPadding: number;
texture: Texture;
uvs: number[];
vertices: number[];
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;
/**
* A flag that controls if this frame is rotated or not.
* Rotation allows you to use rotated frames in texture atlas packing, it has nothing to do with
* Sprite rotation.
*/
rotated: 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;
}
export class TilingSprite extends Sprite {
constructor(texture: Texture, width: number, height: number);
canvasBuffer: PIXI.CanvasBuffer;
blendMode: number;
refreshTexture: boolean;
texture: Texture;
textureDebug: boolean;
tint: number;
tilePosition: Point;
tilePattern: PIXI.Texture;
tileScale: Point;
tileScaleOffset: Point;
destroy(): void;
generateTilingTexture(forcePowerOfTwo?: boolean): void;
setTexture(texture: Texture): void;
}
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: Phaser.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: Phaser.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: Phaser.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: Phaser.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: Phaser.GraphicsData, webGLData: any): void;
/**
* Builds a line to draw
*
* @param graphicsData The graphics object containing all the necessary properties
* @param webGLData
*/
static buildLine(graphicsData: Phaser.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: Phaser.GraphicsData, webGLData: any): void;
/**
* Builds a polygon to draw
*
* @param graphicsData The graphics object containing all the necessary properties
* @param webGLData
*/
static buildPoly(graphicsData: Phaser.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);
/**
* A reference to the Phaser Game instance.
*/
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;
currentBatchedTextures: string[];
/**
* 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;
/**
* If Multi Texture support has been enabled, then calling this method will enable batching on the given
* textures. The texture collection is an array of keys, that map to Phaser.Cache image entries.
*
* The number of textures that can be batched is dependent on hardware. If you provide more textures
* than can be batched by the GPU, then only those at the start of the array will be used. Generally
* you shouldn't provide more than 16 textures to this method. You can check the hardware limit via the
* `maxTextures` property.
*
* You can also check the property `currentBatchedTextures` at any time, to see which textures are currently
* being batched.
*
* To stop all textures from being batched, call this method again with an empty array.
*
* To change the textures being batched, call this method with a new array of image keys. The old ones
* will all be purged out and no-longer batched, and the new ones enabled.
*
* Note: Throws a warning if you haven't enabled Multiple Texture batching support in the Phaser Game config.
*
* @param textureNameCollection An Array of Texture Cache keys to use for multi-texture batching.
* @return An array containing the texture keys that were enabled for batching.
*/
setTexturePriority(textureNameCollection: string[]): string[];
}
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: Phaser.Graphics, webGLData: any[], renderSession: RenderSession): void;
/**
* Destroys the mask stack.
*/
destroy(): void;
/**
*
*
* @param graphics
* @param webGLData
* @param renderSession
*/
popStencil(graphics: Phaser.Graphics, webGLData: any[], renderSession: RenderSession): void;
pushStencil(graphics: Phaser.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;
}
}
declare function requestAnimFrame(callback: Function): void;
declare module PIXI.PolyK {
export function Triangulate(p: number[]): number[];
}