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gl-react

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Universal React library, write and compose WebGL shaders, implement complex effects using a descriptive paradigm

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import React, { Component } from "react"; import Node from "./Node"; import type { Surface } from "./createSurface"; import type { NDArray } from "ndarray"; type Props = { children?: React.ReactElement | ((redraw?: () => void) => React.ReactElement); uniform?: string; index: number; }; /** * a **Bus is a container to "cache" and re-use content** (tree of Node, canvas, video,...) somewhere else in your GL graph. */ export default class Bus extends Component<Props, any> { id: number; static contextType: React.Context<{ glParent: any; glSurface: any; glSizable: any; }>; context: { glParent: any; glSurface: any; glSizable: any; }; dependents: Array<Node | Surface>; static defaultProps: { index: number; }; componentDidMount(): void; componentWillUnmount(): void; componentDidUpdate(prevProps: any): void; glNode: Node | null; _addGLNodeChild(node: Node): void; _removeGLNodeChild(node: Node): void; _addDependent(node: Node | Surface): void; _removeDependent(node: Node | Surface): void; getGLRenderableNode(): Node | null; getGLRenderableContent(): any; getGLName(): string; getGLShortName(): string; /** * Capture the underlying Node pixels. * NB it only works for nodes, not for content like video/canvas. */ capture(x?: number, y?: number, w?: number, h?: number): NDArray; glBusRootNode: any; onRef: (ref: any) => void; /** * Schedule a redraw of all nodes that depends on this Bus. */ redraw: () => void; _onContextLost(): void; _onContextRestored(gl: WebGLRenderingContext): void; _draw: () => void; render(): import("react/jsx-runtime").JSX.Element; } export {}; //# sourceMappingURL=Bus.d.ts.map