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@awayjs/stage

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import { ColorTransform, Matrix, Rectangle, Point } from '@awayjs/core'; import { BitmapImage2D } from './BitmapImage2D'; import { ImageCube } from './ImageCube'; /** * The BitmapImage2D export class lets you work with the data(pixels) of a Bitmap * object. You can use the methods of the BitmapImage2D export class to create * arbitrarily sized transparent or opaque bitmap images and manipulate them * in various ways at runtime. You can also access the BitmapImage2D for a bitmap * image that you load with the <code>flash.Assets</code> or * <code>flash.display.Loader</code> classes. * * <p>This export class lets you separate bitmap rendering operations from the * internal display updating routines of flash. By manipulating a * BitmapImage2D object directly, you can create complex images without incurring * the per-frame overhead of constantly redrawing the content from vector * data.</p> * * <p>The methods of the BitmapImage2D export class support effects that are not * available through the filters available to non-bitmap display objects.</p> * * <p>A BitmapImage2D object contains an array of pixel data. This data can * represent either a fully opaque bitmap or a transparent bitmap that * contains alpha channel data. Either type of BitmapImage2D object is stored as * a buffer of 32-bit integers. Each 32-bit integer determines the properties * of a single pixel in the bitmap.</p> * * <p>Each 32-bit integer is a combination of four 8-bit channel values(from * 0 to 255) that describe the alpha transparency and the red, green, and blue * (ARGB) values of the pixel.(For ARGB values, the most significant byte * represents the alpha channel value, followed by red, green, and blue.)</p> * * <p>The four channels(alpha, red, green, and blue) are represented as * numbers when you use them with the <code>BitmapImage2D.copyChannel()</code> * method or the <code>DisplacementMapFilter.componentX</code> and * <code>DisplacementMapFilter.componentY</code> properties, and these numbers * are represented by the following constants in the BitmapImage2DChannel * class:</p> * * <ul> * <li><code>BitmapImage2DChannel.ALPHA</code></li> * <li><code>BitmapImage2DChannel.RED</code></li> * <li><code>BitmapImage2DChannel.GREEN</code></li> * <li><code>BitmapImage2DChannel.BLUE</code></li> * </ul> * * <p>You can attach BitmapImage2D objects to a Bitmap object by using the * <code>bitmapData</code> property of the Bitmap object.</p> * * <p>You can use a BitmapImage2D object to fill a Graphics object by using the * <code>Graphics.beginBitmapFill()</code> method.</p> * * <p>You can also use a BitmapImage2D object to perform batch tile rendering * using the <code>flash.display.Tilesheet</code> class.</p> * * <p>In Flash Player 10, the maximum size for a BitmapImage2D object * is 8,191 pixels in width or height, and the total number of pixels cannot * exceed 16,777,215 pixels.(So, if a BitmapImage2D object is 8,191 pixels wide, * it can only be 2,048 pixels high.) In Flash Player 9 and earlier, the limitation * is 2,880 pixels in height and 2,880 in width.</p> */ export declare class BitmapImageCube extends ImageCube { static assetType: string; static posX: number; static negX: number; static posY: number; static negY: number; static posZ: number; static negZ: number; private _data; private _transparent; private _locked; /** * * @returns {string} */ get assetType(): string; /** * Defines whether the bitmap image supports per-pixel transparency. You can * set this value only when you construct a BitmapImage2D object by passing in * <code>true</code> for the <code>transparent</code> parameter of the * constructor. Then, after you create a BitmapImage2D object, you can check * whether it supports per-pixel transparency by determining if the value of * the <code>transparent</code> property is <code>true</code>. */ get transparent(): boolean; set transparent(value: boolean); /** * Creates a BitmapImage2D object with a specified width and height. If you * specify a value for the <code>fillColor</code> parameter, every pixel in * the bitmap is set to that color. * * <p>By default, the bitmap is created as transparent, unless you pass * the value <code>false</code> for the transparent parameter. After you * create an opaque bitmap, you cannot change it to a transparent bitmap. * Every pixel in an opaque bitmap uses only 24 bits of color channel * information. If you define the bitmap as transparent, every pixel uses 32 * bits of color channel information, including an alpha transparency * channel.</p> * * @param width The width of the bitmap image in pixels. * @param height The height of the bitmap image in pixels. * @param transparent Specifies whether the bitmap image supports per-pixel * transparency. The default value is <code>true</code> * (transparent). To create a fully transparent bitmap, * set the value of the <code>transparent</code> * parameter to <code>true</code> and the value of the * <code>fillColor</code> parameter to 0x00000000(or to * 0). Setting the <code>transparent</code> property to * <code>false</code> can result in minor improvements * in rendering performance. * @param fillColor A 32-bit ARGB color value that you use to fill the * bitmap image area. The default value is * 0xFFFFFFFF(solid white). */ constructor(size: number, transparent?: boolean, fillColor?: number); /** * Returns a new BitmapImage2D object that is a clone of the original instance * with an exact copy of the contained bitmap. * * @return A new BitmapImage2D object that is identical to the original. */ clone(): BitmapImageCube; /** * Adjusts the color values in a specified area of a bitmap image by using a * <code>ColorTransform</code> object. If the rectangle matches the * boundaries of the bitmap image, this method transforms the color values of * the entire image. * * @param rect A Rectangle object that defines the area of the * image in which the ColorTransform object is applied. * @param colorTransform A ColorTransform object that describes the color * transformation values to apply. */ colorTransform(side: number, rect: Rectangle, colorTransform: ColorTransform): void; /** * Transfers data from one channel of another BitmapImage2D object or the * current BitmapImage2D object into a channel of the current BitmapImage2D object. * All of the data in the other channels in the destination BitmapImage2D object * are preserved. * * <p>The source channel value and destination channel value can be one of * following values: </p> * * <ul> * <li><code>BitmapImage2DChannel.RED</code></li> * <li><code>BitmapImage2DChannel.GREEN</code></li> * <li><code>BitmapImage2DChannel.BLUE</code></li> * <li><code>BitmapImage2DChannel.ALPHA</code></li> * </ul> * * @param sourceBitmapImage2D The input bitmap image to use. The source image * can be a different BitmapImage2D object or it can * refer to the current BitmapImage2D object. * @param sourceRect The source Rectangle object. To copy only channel * data from a smaller area within the bitmap, * specify a source rectangle that is smaller than * the overall size of the BitmapImage2D object. * @param destPoint The destination Point object that represents the * upper-left corner of the rectangular area where * the new channel data is placed. To copy only * channel data from one area to a different area in * the destination image, specify a point other than * (0,0). * @param sourceChannel The source channel. Use a value from the * BitmapImage2DChannel class * (<code>BitmapImage2DChannel.RED</code>, * <code>BitmapImage2DChannel.BLUE</code>, * <code>BitmapImage2DChannel.GREEN</code>, * <code>BitmapImage2DChannel.ALPHA</code>). * @param destChannel The destination channel. Use a value from the * BitmapImage2DChannel class * (<code>BitmapImage2DChannel.RED</code>, * <code>BitmapImage2DChannel.BLUE</code>, * <code>BitmapImage2DChannel.GREEN</code>, * <code>BitmapImage2DChannel.ALPHA</code>). * @throws TypeError The sourceBitmapImage2D, sourceRect or destPoint are null. */ copyChannel(side: number, sourceBitmap: BitmapImage2D, sourceRect: Rectangle, destPoint: Point, sourceChannel: number, destChannel: number): void; /** * Frees memory that is used to store the BitmapImage2D object. * * <p>When the <code>dispose()</code> method is called on an image, the width * and height of the image are set to 0. All subsequent calls to methods or * properties of this BitmapImage2D instance fail, and an exception is thrown. * </p> * * <p><code>BitmapImage2D.dispose()</code> releases the memory occupied by the * actual bitmap data, immediately(a bitmap can consume up to 64 MB of * memory). After using <code>BitmapImage2D.dispose()</code>, the BitmapImage2D * object is no longer usable and an exception may be thrown if * you call functions on the BitmapImage2D object. However, * <code>BitmapImage2D.dispose()</code> does not garbage collect the BitmapImage2D * object(approximately 128 bytes); the memory occupied by the actual * BitmapImage2D object is released at the time the BitmapImage2D object is * collected by the garbage collector.</p> * */ dispose(): void; /** * Draws the <code>source</code> display object onto the bitmap image, using * the NME software renderer. You can specify <code>matrix</code>, * <code>colorTransform</code>, <code>blendMode</code>, and a destination * <code>clipRect</code> parameter to control how the rendering performs. * Optionally, you can specify whether the bitmap should be smoothed when * scaled(this works only if the source object is a BitmapImage2D object). * * <p>The source display object does not use any of its applied * transformations for this call. It is treated as it exists in the library * or file, with no matrix transform, no color transform, and no blend mode. * To draw a display object(such as a movie clip) by using its own transform * properties, you can copy its <code>transform</code> property object to the * <code>transform</code> property of the Bitmap object that uses the * BitmapImage2D object.</p> * * @param source The display object or BitmapImage2D object to draw to * the BitmapImage2D object.(The DisplayObject and * BitmapImage2D classes implement the IBitmapDrawable * interface.) * @param matrix A Matrix object used to scale, rotate, or translate * the coordinates of the bitmap. If you do not want to * apply a matrix transformation to the image, set this * parameter to an identity matrix, created with the * default <code>new Matrix()</code> constructor, or * pass a <code>null</code> value. * @param colorTransform A ColorTransform object that you use to adjust the * color values of the bitmap. If no object is * supplied, the bitmap image's colors are not * transformed. If you must pass this parameter but you * do not want to transform the image, set this * parameter to a ColorTransform object created with * the default <code>new ColorTransform()</code> * constructor. * @param blendMode A string value, from the flash.display.BlendMode * class, specifying the blend mode to be applied to * the resulting bitmap. * @param clipRect A Rectangle object that defines the area of the * source object to draw. If you do not supply this * value, no clipping occurs and the entire source * object is drawn. * @param smoothing A Boolean value that determines whether a BitmapImage2D * object is smoothed when scaled or rotated, due to a * scaling or rotation in the <code>matrix</code> * parameter. The <code>smoothing</code> parameter only * applies if the <code>source</code> parameter is a * BitmapImage2D object. With <code>smoothing</code> set * to <code>false</code>, the rotated or scaled * BitmapImage2D image can appear pixelated or jagged. For * example, the following two images use the same * BitmapImage2D object for the <code>source</code> * parameter, but the <code>smoothing</code> parameter * is set to <code>true</code> on the left and * <code>false</code> on the right: * * <p>Drawing a bitmap with <code>smoothing</code> set * to <code>true</code> takes longer than doing so with * <code>smoothing</code> set to * <code>false</code>.</p> * @throws ArgumentError The <code>source</code> parameter is not a * BitmapImage2D or DisplayObject object. * @throws ArgumentError The source is null or not a valid IBitmapDrawable * object. * @throws SecurityError The <code>source</code> object and(in the case of a * Sprite or MovieClip object) all of its child objects * do not come from the same domain as the caller, or * are not in a content that is accessible to the * caller by having called the * <code>Security.allowDomain()</code> method. This * restriction does not apply to AIR content in the * application security sandbox. */ drawBitmap(side: number, source: Uint8ClampedArray, offsetX: number, offsetY: number, width: number, height: number, matrix?: Matrix): void; /** * Fills a rectangular area of pixels with a specified ARGB color. * * @param rect The rectangular area to fill. * @param color The ARGB color value that fills the area. ARGB colors are * often specified in hexadecimal format; for example, * 0xFF336699. * @throws TypeError The rect is null. */ fillRect(side: number, rect: Rectangle, color: number): void; /** * Returns an integer that represents an RGB pixel value from a BitmapImage2D * object at a specific point(<i>x</i>, <i>y</i>). The * <code>getPixel()</code> method returns an unmultiplied pixel value. No * alpha information is returned. * * <p>All pixels in a BitmapImage2D object are stored as premultiplied color * values. A premultiplied image pixel has the red, green, and blue color * channel values already multiplied by the alpha data. For example, if the * alpha value is 0, the values for the RGB channels are also 0, independent * of their unmultiplied values. This loss of data can cause some problems * when you perform operations. All BitmapImage2D methods take and return * unmultiplied values. The internal pixel representation is converted from * premultiplied to unmultiplied before it is returned as a value. During a * set operation, the pixel value is premultiplied before the raw image pixel * is set.</p> * * @param x The <i>x</i> position of the pixel. * @param y The <i>y</i> position of the pixel. * @return A number that represents an RGB pixel value. If the(<i>x</i>, * <i>y</i>) coordinates are outside the bounds of the image, the * method returns 0. */ getPixel(side: number, x: any, y: any): number; /** * Returns an ARGB color value that contains alpha channel data and RGB data. * This method is similar to the <code>getPixel()</code> method, which * returns an RGB color without alpha channel data. * * <p>All pixels in a BitmapImage2D object are stored as premultiplied color * values. A premultiplied image pixel has the red, green, and blue color * channel values already multiplied by the alpha data. For example, if the * alpha value is 0, the values for the RGB channels are also 0, independent * of their unmultiplied values. This loss of data can cause some problems * when you perform operations. All BitmapImage2D methods take and return * unmultiplied values. The internal pixel representation is converted from * premultiplied to unmultiplied before it is returned as a value. During a * set operation, the pixel value is premultiplied before the raw image pixel * is set.</p> * * @param x The <i>x</i> position of the pixel. * @param y The <i>y</i> position of the pixel. * @return A number representing an ARGB pixel value. If the(<i>x</i>, * <i>y</i>) coordinates are outside the bounds of the image, 0 is * returned. */ getPixel32(side: number, x: any, y: any): number; /** * Locks an image so that any objects that reference the BitmapImage2D object, * such as Bitmap objects, are not updated when this BitmapImage2D object * changes. To improve performance, use this method along with the * <code>unlock()</code> method before and after numerous calls to the * <code>setPixel()</code> or <code>setPixel32()</code> method. * */ lock(): void; /** * Converts an Array into a rectangular region of pixel data. For each pixel, * an Array element is read and written into the BitmapImage2D pixel. The data * in the Array is expected to be 32-bit ARGB pixel values. * * @param rect Specifies the rectangular region of the BitmapImage2D * object. * @param inputArray An Array that consists of 32-bit unmultiplied pixel * values to be used in the rectangular region. * @throws RangeError The vector array is not large enough to read all the * pixel data. */ setArray(side: number, rect: Rectangle, inputArray: Array<number>): void; /** * Sets a single pixel of a BitmapImage2D object. The current alpha channel * value of the image pixel is preserved during this operation. The value of * the RGB color parameter is treated as an unmultiplied color value. * * <p><b>Note:</b> To increase performance, when you use the * <code>setPixel()</code> or <code>setPixel32()</code> method repeatedly, * call the <code>lock()</code> method before you call the * <code>setPixel()</code> or <code>setPixel32()</code> method, and then call * the <code>unlock()</code> method when you have made all pixel changes. * This process prevents objects that reference this BitmapImage2D instance from * updating until you finish making the pixel changes.</p> * * @param x The <i>x</i> position of the pixel whose value changes. * @param y The <i>y</i> position of the pixel whose value changes. * @param color The resulting RGB color for the pixel. */ setPixel(side: number, x: number, y: number, color: number): void; /** * Sets the color and alpha transparency values of a single pixel of a * BitmapImage2D object. This method is similar to the <code>setPixel()</code> * method; the main difference is that the <code>setPixel32()</code> method * takes an ARGB color value that contains alpha channel information. * * <p>All pixels in a BitmapImage2D object are stored as premultiplied color * values. A premultiplied image pixel has the red, green, and blue color * channel values already multiplied by the alpha data. For example, if the * alpha value is 0, the values for the RGB channels are also 0, independent * of their unmultiplied values. This loss of data can cause some problems * when you perform operations. All BitmapImage2D methods take and return * unmultiplied values. The internal pixel representation is converted from * premultiplied to unmultiplied before it is returned as a value. During a * set operation, the pixel value is premultiplied before the raw image pixel * is set.</p> * * <p><b>Note:</b> To increase performance, when you use the * <code>setPixel()</code> or <code>setPixel32()</code> method repeatedly, * call the <code>lock()</code> method before you call the * <code>setPixel()</code> or <code>setPixel32()</code> method, and then call * the <code>unlock()</code> method when you have made all pixel changes. * This process prevents objects that reference this BitmapImage2D instance from * updating until you finish making the pixel changes.</p> * * @param x The <i>x</i> position of the pixel whose value changes. * @param y The <i>y</i> position of the pixel whose value changes. * @param color The resulting ARGB color for the pixel. If the bitmap is * opaque(not transparent), the alpha transparency portion of * this color value is ignored. */ setPixel32(side: number, x: number, y: number, color: number): void; /** * Converts a byte array into a rectangular region of pixel data. For each * pixel, the <code>ByteArray.readUnsignedInt()</code> method is called and * the return value is written into the pixel. If the byte array ends before * the full rectangle is written, the function returns. The data in the byte * array is expected to be 32-bit ARGB pixel values. No seeking is performed * on the byte array before or after the pixels are read. * * @param rect Specifies the rectangular region of the BitmapImage2D * object. * @param inputByteArray A ByteArray object that consists of 32-bit * unmultiplied pixel values to be used in the * rectangular region. * @throws EOFError The <code>inputByteArray</code> object does not include * enough data to fill the area of the <code>rect</code> * rectangle. The method fills as many pixels as possible * before throwing the exception. * @throws TypeError The rect or inputByteArray are null. */ setPixels(side: number, rect: Rectangle, input: Uint8ClampedArray): void; /** * Unlocks an image so that any objects that reference the BitmapImage2D object, * such as Bitmap objects, are updated when this BitmapImage2D object changes. * To improve performance, use this method along with the <code>lock()</code> * method before and after numerous calls to the <code>setPixel()</code> or * <code>setPixel32()</code> method. * * @param changeRect The area of the BitmapImage2D object that has changed. If * you do not specify a value for this parameter, the * entire area of the BitmapImage2D object is considered * changed. */ unlock(): void; /** * * @returns {ImageData} */ get data(): Uint8ClampedArray[]; /** * * @param width * @param height * @private */ _setSize(size: number): void; } import { ITextureBase } from '../base/ITextureBase'; import { _Stage_ImageCube } from './ImageCube'; /** * * @class away.pool.ImageObjectBase */ export declare class _Stage_BitmapImageCube extends _Stage_ImageCube { getTexture(): ITextureBase; } //# sourceMappingURL=BitmapImageCube.d.ts.map