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@esotericsoftware/spine-webgl

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/****************************************************************************** * 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 { Color, Disposable, Skeleton, TextureAtlasRegion } from "@esotericsoftware/spine-core"; import { OrthoCamera } from "./Camera.js"; import { GLTexture } from "./GLTexture.js"; import { PolygonBatcher } from "./PolygonBatcher.js"; import { SkeletonDebugRenderer } from "./SkeletonDebugRenderer.js"; import { SkeletonRenderer, VertexTransformer } from "./SkeletonRenderer.js"; import { ManagedWebGLRenderingContext } from "./WebGL.js"; export declare class SceneRenderer implements Disposable { context: ManagedWebGLRenderingContext; canvas: HTMLCanvasElement; camera: OrthoCamera; batcher: PolygonBatcher; private twoColorTint; private batcherShader; private shapes; private shapesShader; private activeRenderer; skeletonRenderer: SkeletonRenderer; skeletonDebugRenderer: SkeletonDebugRenderer; constructor(canvas: HTMLCanvasElement, context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean); dispose(): void; begin(): void; drawSkeleton(skeleton: Skeleton, premultipliedAlpha?: boolean, slotRangeStart?: number, slotRangeEnd?: number, transform?: VertexTransformer | null): void; drawSkeletonDebug(skeleton: Skeleton, premultipliedAlpha?: boolean, ignoredBones?: Array<string>): void; drawTexture(texture: GLTexture, x: number, y: number, width: number, height: number, color?: Color): void; drawTextureUV(texture: GLTexture, x: number, y: number, width: number, height: number, u: number, v: number, u2: number, v2: number, color?: Color): void; drawTextureRotated(texture: GLTexture, x: number, y: number, width: number, height: number, pivotX: number, pivotY: number, angle: number, color?: Color): void; drawRegion(region: TextureAtlasRegion, x: number, y: number, width: number, height: number, color?: Color): void; line(x: number, y: number, x2: number, y2: number, color?: Color, color2?: Color): void; triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void; quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void; rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void; rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void; polygon(polygonVertices: ArrayLike<number>, offset: number, count: number, color?: Color): void; circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void; curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void; end(): void; resize(resizeMode: ResizeMode): void; private enableRenderer; } export declare enum ResizeMode { Stretch = 0, Expand = 1, Fit = 2 }