UNPKG

@esotericsoftware/spine-core

Version:
60 lines (59 loc) 3.11 kB
/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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 { BoneData } from "./BoneData.js"; import { Color } from "./Utils.js"; /** Stores the setup pose for a {@link Slot}. */ export declare class SlotData { /** The index of the slot in {@link Skeleton#getSlots()}. */ index: number; /** The name of the slot, which is unique across all slots in the skeleton. */ name: string; /** The bone this slot belongs to. */ boneData: BoneData; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ color: Color; /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor: Color | null; /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */ attachmentName: string | null; /** The blend mode for drawing the slot's attachment. */ blendMode: BlendMode; /** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */ visible: boolean; constructor(index: number, name: string, boneData: BoneData); } /** Determines how images are blended with existing pixels when drawn. */ export declare enum BlendMode { Normal = 0, Additive = 1, Multiply = 2, Screen = 3 }