dragonbones-runtime
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the tools to build dragonbones file for diffrent framework
65 lines (62 loc) • 2.99 kB
text/typescript
//////////////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2014-present, Egret Technology.
// All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the Egret nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY EGRET AND CONTRIBUTORS "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 EGRET AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;LOSS OF USE, DATA,
// OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//////////////////////////////////////////////////////////////////////////////////////
namespace egret.sys {
/**
* @private
*/
export let systemRenderer:SystemRenderer;
/**
* @private
* 用于碰撞检测绘制
*/
export let canvasRenderer:SystemRenderer;
/**
* @private
* 显示渲染器接口
*/
export interface SystemRenderer {
/**
* 渲染一个显示对象
* @param displayObject 要渲染的显示对象
* @param buffer 渲染缓冲
* @param matrix 要叠加的矩阵
* @param forRenderTexture 绘制目标是RenderTexture的标志
* @returns drawCall触发绘制的次数
*/
render(displayObject:DisplayObject, buffer:RenderBuffer, matrix:Matrix, forRenderTexture?:boolean):number;
/**
* 将一个RenderNode对象绘制到渲染缓冲
* @param node 要绘制的节点
* @param buffer 渲染缓冲
* @param matrix 要叠加的矩阵
* @param forHitTest 绘制结果是用于碰撞检测。若为true,当渲染GraphicsNode时,会忽略透明度样式设置,全都绘制为不透明的。
*/
drawNodeToBuffer(node:sys.RenderNode, buffer:RenderBuffer, matrix:Matrix, forHitTest?:boolean):void;
}
}