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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 { 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 }