UNPKG

@esotericsoftware/spine-webgl

Version:
79 lines (78 loc) 4.48 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 { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input, StringMap } from "./index.js"; /** An app running inside a {@link SpineCanvas}. The app life-cycle * is as follows: * * 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas.assetManager}. * 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic. * 3. `update()` is called periodically at screen refresh rate. The app can update its state. * 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas.renderer} or directly via the WebGL context in {@link SpineCanvas.gl}. * * The `error()` method is called in case the assets could not be loaded. The `dispose()` method is called in case the canvas has been disposed via {@link SpineCanvas.dispose}. */ export interface SpineCanvasApp { loadAssets?(canvas: SpineCanvas): void; initialize?(canvas: SpineCanvas): void; update?(canvas: SpineCanvas, delta: number): void; render?(canvas: SpineCanvas): void; error?(canvas: SpineCanvas, errors: StringMap<string>): void; dispose?(canvas: SpineCanvas): void; } /** Configuration passed to the {@link SpineCanvas} constructor */ export interface SpineCanvasConfig { app: SpineCanvasApp; pathPrefix?: string; webglConfig?: any; } /** Manages the life-cycle and WebGL context of a {@link SpineCanvasApp}. The app loads * assets and initializes itself, then updates and renders its state at the screen refresh rate. */ export declare class SpineCanvas { private config; readonly context: ManagedWebGLRenderingContext; /** Tracks the current time, delta, and other time related statistics. */ readonly time: TimeKeeper; /** The HTML canvas to render to. */ readonly htmlCanvas: HTMLCanvasElement; /** The WebGL rendering context. */ readonly gl: WebGLRenderingContext; /** The scene renderer for easy drawing of skeletons, shapes, and images. */ readonly renderer: SceneRenderer; /** The asset manager to load assets with. */ readonly assetManager: AssetManager; /** The input processor used to listen to mouse, touch, and keyboard events. */ readonly input: Input; private disposed; /** Constructs a new spine canvas, rendering to the provided HTML canvas. */ constructor(canvas: HTMLCanvasElement, config: SpineCanvasConfig); /** Clears the canvas with the given color. The color values are given in the range [0,1]. */ clear(r: number, g: number, b: number, a: number): void; /** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/ dispose(): void; }