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laya-coreui-es

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laya核心库、ui库es版本,剔除了媒体、TTF等功能。基于 LayaAir-release_2.12.0 修改

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import { WebGLContext } from "../WebGLContext"; import { Buffer } from "./Buffer"; export declare class Buffer2D extends Buffer { static FLOAT32: number; static SHORT: number; static __int__(gl: WebGLContext): void; protected _maxsize: number; _upload: boolean; protected _uploadSize: number; protected _bufferSize: number; protected _u8Array: Uint8Array; get bufferLength(): number; set byteLength(value: number); setByteLength(value: number): void; /** * 在当前的基础上需要多大空间,单位是byte * @param sz * @return 增加大小之前的写位置。单位是byte */ needSize(sz: number): number; constructor(); protected _bufferData(): void; protected _bufferSubData(offset?: number, dataStart?: number, dataLength?: number): void; /** * buffer重新分配了,继承类根据需要做相应的处理。 */ protected _checkArrayUse(): void; /** * 给vao使用的 _bind_upload函数。不要与已经绑定的判断是否相同 * @return */ _bind_uploadForVAO(): boolean; _bind_upload(): boolean; _bind_subUpload(offset?: number, dataStart?: number, dataLength?: number): boolean; /** * 重新分配buffer大小,如果nsz比原来的小则什么都不做。 * @param nsz buffer大小,单位是byte。 * @param copy 是否拷贝原来的buffer的数据。 * @return */ _resizeBuffer(nsz: number, copy: boolean): Buffer2D; append(data: any): void; /** * 附加Uint16Array的数据。数据长度是len。byte的话要*2 * @param data * @param len */ appendU16Array(data: Uint16Array, len: number): void; appendEx(data: any, type: new (buf: any, len: any) => any): void; appendEx2(data: any, type: new (buff: any, len: any) => any, dataLen: number, perDataLen?: number): void; getBuffer(): ArrayBuffer; setNeedUpload(): void; getNeedUpload(): boolean; upload(): boolean; subUpload(offset?: number, dataStart?: number, dataLength?: number): boolean; protected _disposeResource(): void; /** * 清理数据。保留ArrayBuffer */ clear(): void; }