@pixi/core
Version:
Core PixiJS
115 lines (114 loc) • 3.35 kB
TypeScript
import { MASK_TYPES } from '@pixi/constants';
import type { MSAA_QUALITY } from '@pixi/constants';
import type { Matrix, Rectangle } from '@pixi/math';
import type { IFilterTarget } from '../filters/IFilterTarget';
import type { ISpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';
import type { Renderer } from '../Renderer';
export interface IMaskTarget extends IFilterTarget {
renderable: boolean;
isSprite?: boolean;
worldTransform: Matrix;
isFastRect?(): boolean;
getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle;
render(renderer: Renderer): void;
}
/**
* Component for masked elements.
*
* Holds mask mode and temporary data about current mask.
* @memberof PIXI
*/
export declare class MaskData {
/** Mask type */
type: MASK_TYPES;
/**
* Whether we know the mask type beforehand
* @default true
*/
autoDetect: boolean;
/**
* Which element we use to mask
* @member {PIXI.DisplayObject}
*/
maskObject: IMaskTarget;
/** Whether it belongs to MaskSystem pool */
pooled: boolean;
/** Indicator of the type (always true for {@link PIXI.MaskData} objects) */
isMaskData: boolean;
/**
* Resolution of the sprite mask filter.
* If set to `null` or `0`, the resolution of the current render target is used.
* @default null
*/
resolution: number | null;
/**
* Number of samples of the sprite mask filter.
* If set to `null`, the sample count of the current render target is used.
* @default PIXI.Filter.defaultMultisample
*/
multisample: MSAA_QUALITY | null;
/** If enabled is true the mask is applied, if false it will not. */
enabled: boolean;
/**
* Color mask.
* @see PIXI.COLOR_MASK_BITS
*/
colorMask: number;
/**
* The sprite mask filter wrapped in an array.
* @private
*/
_filters: ISpriteMaskFilter[];
/**
* Stencil counter above the mask in stack
* @private
*/
_stencilCounter: number;
/**
* Scissor counter above the mask in stack
* @private
*/
_scissorCounter: number;
/**
* Scissor operation above the mask in stack.
* Null if _scissorCounter is zero, rectangle instance if positive.
* @private
*/
_scissorRect: Rectangle;
/**
* pre-computed scissor rect
* does become _scissorRect when mask is actually pushed
* @private
*/
_scissorRectLocal: Rectangle;
/**
* pre-computed color mask
* @private
*/
_colorMask: number;
/**
* Targeted element. Temporary variable set by MaskSystem
* @member {PIXI.DisplayObject}
* @private
*/
_target: IMaskTarget;
/**
* Create MaskData
* @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask
*/
constructor(maskObject?: IMaskTarget);
/**
* The sprite mask filter.
* If set to `null`, the default sprite mask filter is used.
* @default null
*/
get filter(): ISpriteMaskFilter;
set filter(value: ISpriteMaskFilter);
/** Resets the mask data after popMask(). */
reset(): void;
/**
* Copies counters from maskData above, called from pushMask().
* @param maskAbove
*/
copyCountersOrReset(maskAbove?: MaskData): void;
}