ngx-spine
Version:
[](https://travis-ci.org/PoiScript/ngx-spine)
69 lines (68 loc) • 3.67 kB
TypeScript
/******************************************************************************
* 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 { ManagedWebGLRenderingContext } from "./WebGL";
import { Disposable, Color } from "../core/Utils";
import { Shader } from "./Shader";
export declare class ShapeRenderer implements Disposable {
private context;
private isDrawing;
private mesh;
private shapeType;
private color;
private shader;
private vertexIndex;
private tmp;
private srcBlend;
private dstBlend;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, maxVertices?: number);
begin(shader: Shader): void;
setBlendMode(srcBlend: number, dstBlend: number): void;
setColor(color: Color): void;
setColorWith(r: number, g: number, b: number, a: number): void;
point(x: number, y: number, color?: Color): void;
line(x: number, y: number, x2: number, y2: number, color?: Color): void;
triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void;
quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void;
rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void;
rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void;
x(x: number, y: number, size: number): void;
polygon(polygonVertices: ArrayLike<number>, offset: number, count: number, color?: Color): void;
circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void;
curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void;
private vertex;
end(): void;
private flush;
private check;
dispose(): void;
}
export declare enum ShapeType {
Point = 0,
Line = 1,
Filled = 4
}