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phaser4-rex-plugins

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export default FrameManagerPool; declare namespace FrameManagerPool { type KeyGeneratorType = (index: number) => string | string; interface IConfig { key: KeyGeneratorType, width?: number, height?: number, cellWidth?: number, cellHeight?: number, cellPadding?: number, columns?: number, rows?: number, fillColor?: string | number, useDynamicTexture?: boolean } type DrawCanvasFrameCallback = ( canvasElem: HTMLCanvasElement, context: CanvasRenderingContext2D, frameSize: { width: number, height: number } ) => void; type DrawDynamicTextureFrameCallback = ( texture: Phaser.Textures.DynamicTexture, frameSize: { width: number, height: number } ) => void } declare class FrameManagerPool { constructor( scene: Phaser.Scene | Phaser.Game, key: FrameManagerPool.KeyGeneratorType, width?: number, height?: number, cellWidth?: number, cellHeight?: number, fillColor?: string | number, useDynamicTexture?: boolean ); constructor( scene: Phaser.Scene | Phaser.Game, key: FrameManagerPool.KeyGeneratorType, width?: number, height?: number, cellWidth?: number, cellHeight?: number, useDynamicTexture?: boolean ); constructor( scene: Phaser.Scene | Phaser.Game, config: FrameManagerPool.IConfig ); readonly keyGenerator: FrameManagerPool.KeyGeneratorType; readonly useDynamicTexture: boolean; readonly width: number; readonly height: number; readonly cellWidth: number; readonly cellHeight: number; readonly lastKey: string; readonly keys: string[]; destroy(): void; draw( frameName: string | number, callback: FrameManagerPool.DrawCanvasFrameCallback | FrameManagerPool.DrawDynamicTextureFrameCallback, scope?: object ): this; paste( frameName: string | number, gameObject: Phaser.GameObjects.GameObject ): this; addEmptyFrame( frameName: string | number, width?: number, height?: number ): this; updateTexture(): this; remove( frameName: string | number ): this; clear(): this; contains( frameName: string | number ): boolean; getKeys(): string[]; getTexture( frameName: string | number ): Phaser.Textures.CanvasTexture | Phaser.Textures.DynamicTexture; getCanvas( frameName: string | number ): HTMLCanvasElement | undefined; getContext( frameName: string | number ): CanvasRenderingContext2D | undefined; }