ngx-spine
Version:
[](https://travis-ci.org/PoiScript/ngx-spine)
51 lines (50 loc) • 2.47 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 { VertexEffect } from "../core/VertexEffect";
import { ManagedWebGLRenderingContext } from "./WebGL";
import { Skeleton } from "../core/Skeleton";
import { PolygonBatcher } from "./PolygonBatcher";
export declare class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
premultipliedAlpha: boolean;
vertexEffect: VertexEffect;
private tempColor;
private tempColor2;
private vertices;
private vertexSize;
private twoColorTint;
private renderable;
private clipper;
private temp;
private temp2;
private temp3;
private temp4;
constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean);
draw(batcher: PolygonBatcher, skeleton: Skeleton, slotRangeStart?: number, slotRangeEnd?: number): void;
}