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ngx-spine

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, 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. * * THIS SOFTWARE IS 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 THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { Map } from "./Utils"; import { Attachment } from "./attachments/Attachment"; import { BoneData } from "./BoneData"; import { ConstraintData } from "./Constraint"; import { Skeleton } from "./Skeleton"; export declare class SkinEntry { slotIndex: number; name: string; attachment: Attachment; constructor(slotIndex: number, name: string, attachment: Attachment); } export declare class Skin { name: string; attachments: Map<Attachment>[]; bones: BoneData[]; constraints: ConstraintData[]; constructor(name: string); setAttachment(slotIndex: number, name: string, attachment: Attachment): void; addSkin(skin: Skin): void; copySkin(skin: Skin): void; /** @return May be null. */ getAttachment(slotIndex: number, name: string): Attachment; removeAttachment(slotIndex: number, name: string): void; getAttachments(): Array<SkinEntry>; getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void; clear(): void; /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */ attachAll(skeleton: Skeleton, oldSkin: Skin): void; }