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phaser4-rex-plugins

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// import * as Phaser from 'phaser'; import ContainerLite from '../../../plugins/containerlite'; import GetBoundsConfig from '../../../plugins/utils/bounds/GetBoundsConfig'; import Anchor from '../anchor/Anchor'; import Click from '../click/Click'; import ClickOutside from '../clickoutside/ClickOutside'; import InTouching from '../intouching/InTouching'; import SetChildrenInteractive from '../utils/setchildreninteractive/SetChildrenInteractive'; import { ModalBehavoir } from '../modal/Modal'; export default BaseSizer; declare namespace BaseSizer { type AlignTypes = number | 'center' | 'left' | 'right' | 'top' | 'bottom' | 'left-top' | 'left-center' | 'left-bottom' | 'center-top' | 'center-center' | 'center-bottom' | 'right-top' | 'right-center' | 'right-bottom'; type PaddingTypes = GetBoundsConfig.PaddingConfigType; interface IConfig { space?: { left?: number, right?: number, top?: number, bottom?: number, }, anchor?: Anchor.IConfig, origin?: number, originX?: number, originY?: number, name?: string, enableLayer?: boolean, draggable?: boolean | string | Phaser.GameObjects.GameObject, sizerEvents?: boolean, } type PrevState = { x: number, y: number, width: number, height: number, displayWidth: number, displayHeight: number, scaleX: number, scaleY: number } type OnModalCloseCallbackType = ( data: Object ) => void; } declare class BaseSizer extends ContainerLite { isRexSizer: true; space: { [name: string]: number }; constructor( scene: Phaser.Scene, x?: number, y?: number, minWidth?: number, minHeight?: number, config?: BaseSizer.IConfig ); setMinSize(minWidth: number, minHeight: number): this; setMinWidth(minWidth: number): this; setMinHeight(minHeight: number): this; minWidth: number; minHeight: number; setDirty(dirty?: boolean): this; setSizerEventsEnable(enable?: boolean): this; sizerEventsEnable: boolean; left: number; alignLeft(value: number): this; right: number; alignRight(value: number): this; centerX: number; alignCenterX(value: number): this; top: number; alignTop(value: number): this; bottom: number; alignBottom(value: number): this; centerY: number; alignCenterY(value: number): this; pushIntoBounds( bounds?: Phaser.Geom.Rectangle | { left?: number, right?: number, top?: number, bottom?: number } ): this; readonly innerLeft: number; readonly innerRight: number; readonly innerTop: number; readonly innerBottom: number; readonly innerWidth: number; readonly innerHeight: number; readonly minInnerWidth: number; readonly minInnerHeight: number; addBackground( gameObject: Phaser.GameObjects.GameObject, padding?: BaseSizer.PaddingTypes, childKey?: string ): this; isBackground( gameObject: Phaser.GameObjects.GameObject ): boolean; layout(): this; enableLayoutWarn(enable?: boolean): this; drawBounds( graphics: Phaser.GameObjects.Graphics, color?: number ): this; drawBounds( graphics: Phaser.GameObjects.Graphics, config?: { color?: number, lineWidth?: number, name?: boolean | { createTextCallback: (scene: Phaser.Scene) => Phaser.GameObjects.GameObject, createTextCallbackScope?: object, align?: BaseSizer.AlignTypes } } ): this; childrenMap: { [key: string]: Phaser.GameObjects.GameObject }; addChildrenMap( key: string, gameObject: Phaser.GameObjects.GameObject ): this; addChildrenMap( config: { [key: string]: Phaser.GameObjects.GameObject } ): this; removeFromParentSizer(): this; removeBackground( gameObject: Phaser.GameObjects.GameObject, destroyChild?: boolean ): this; removeAllBackgrounds(destroyChild?: boolean): this; removeChildCallback( gameObject: Phaser.GameObjects.GameObject, destroyChild?: boolean ): this; removeChildrenMap(key: string): this; removeChildrenMap(gameObject: Phaser.GameObjects.GameObject): this; getElement( name: string, recursive?: boolean ): Phaser.GameObjects.GameObject | Phaser.GameObjects.GameObject[] | { [name: string]: Phaser.GameObjects.GameObject } | null; getChildIndex( child: Phaser.GameObjects.GameObject ): number | string | null; getParentSizer( name?: string ): BaseSizer | null; getParentSizer( gameObject?: Phaser.GameObjects.GameObject, name?: string ): BaseSizer | null; getTopmostSizer( gameObject?: Phaser.GameObjects.GameObject ): BaseSizer | null; hasParentSizer( parentGameObject: Phaser.GameObjects.GameObject, gameObject?: Phaser.GameObjects.GameObject ): boolean; hasChild( childGameObject: Phaser.GameObjects.GameObject, gameObject?: Phaser.GameObjects.GameObject ): boolean; getSizerConfig( gameObject?: Phaser.GameObjects.GameObject ): { [name: string]: any }; getChildPrevState( gameObject: Phaser.GameObjects.GameObject ): BaseSizer.PrevState; isInTouching(): boolean; isInTouching( pointer: Phaser.Input.Pointer, gameObject?: Phaser.GameObjects.GameObject | string ): boolean; isInTouching( gameObject?: Phaser.GameObjects.GameObject | string ): boolean; moveFrom( duration: number, x: number, y: number, ease?: string ): this; moveFrom( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): this; moveFromPromise( duration: number, x: number, y: number, ease?: string ): Promise<any>; moveFromPromise( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): Promise<any>; moveFromDestroy( duration: number, x: number, y: number, ease?: string ): this; moveFromDestroy( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): this; moveFromDestroyPromise( duration: number, x: number, y: number, ease?: string ): Promise<any>; moveFromDestroyPromise( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): Promise<any>; isRunningMoveFrom(): boolean; moveTo( duration: number, x: number, y: number, ease?: string ): this; moveTo( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): this; moveToPromise( duration: number, x: number, y: number, ease?: string ): Promise<any>; moveToPromise( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): Promise<any>; moveToDestroy( duration: number, x: number, y: number, ease?: string ): this; moveToDestroy( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): this; moveToDestroyPromise( duration: number, x: number, y: number, ease?: string ): Promise<any>; moveToDestroyPromise( config: { x: number, y: number, speed?: number, duration?: number, ease?: string, } ): Promise<any>; isRunningMoveTo(): boolean; isRunningEaseMove(): boolean; moveStop(toEnd?: boolean): this; fadeIn( duration: number, alpha?: number ): this; fadeInPromise( duration: number, alpha?: number ): Promise<any>; isRunningFadeIn(): boolean; fadeOutDestroy( duration: number ): this; fadeOutDestroyPromise( duration: number ): Promise<any>; fadeOut( duration: number ): this; fadeOutPromise( duration: number ): Promise<any>; isRunningFadeOut(): boolean; isRunningEaseFade(): boolean; popUp( duration: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): this; popUpPromise( duration: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): Promise<any>; isRunningPopUp(): boolean; scaleDownDestroy( duration: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): this; scaleDownDestroyPromise( duration: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): Promise<any>; scaleDown( duration: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): this; scaleDownPromise( duration: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): Promise<any>; isRunningScaleDown(): boolean; scaleYoyo( duration: number, peakValue?: number, repeat?: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): this; scaleYoyoPromise( duration: number, peakValue?: number, repeat?: number, orientation?: 0 | 1 | 'x' | 'y', ease?: string ): Promise<any>; isRunningScaleYoyo(): boolean; isRunningEaseScale(): boolean; shake( duration?: number, magnitude?: number, magnitudeMode?: 0 | 1 | 'constant' | 'decay' ): this; shakePromise( duration?: number, magnitude?: number, magnitudeMode?: 0 | 1 | 'constant' | 'decay' ): Promise<any>; easeDataTo( key: string, value: number, duration?: number, ease?: string ): this; easeDataTo( config: { key: string, value: number, duration?: number, ease?: string, speed?: number } ): this; easeDataToPromise( key: string, value: number, duration?: number, ease?: string ): Promise<any>; easeDataToPromise( config: { key: string, value: number, duration?: number, ease?: string, speed?: number } ): Promise<any>; stopEaseData( key: string, toEnd?: boolean ): this; stopAllEaseData( toEnd?: boolean ): this; delayCall( delay: number, callback: Function, scope?: object, ): this; setAnchor(config: { left?: string, right?: string, centerX?: string, x?: string, top?: string, bottom?: string, centerY?: string, y?: string }): this; setDraggable( sensor?: boolean | string | Phaser.GameObjects.GameObject, draggable?: boolean, target?: Phaser.GameObjects.GameObject ): this; setDraggable( config: { sensor?: boolean | string | Phaser.GameObjects.GameObject, target?: Phaser.GameObjects.GameObject, draggable?: boolean, } ): this; readonly _click: Click; getClickController(config?: Click.IConfig): Click; getClickController( gameObject: Phaser.GameObjects.GameObject, config?: Click.IConfig ): Click; onClick( callback: ( click: Click, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer, event: Phaser.Types.Input.EventData ) => void, scope?: object, config?: Click.IConfig ): this; onClick( gameObject: Phaser.GameObjects.GameObject, callback: ( click: Click, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer, event: Phaser.Types.Input.EventData ) => void, scope?: object, config?: Click.IConfig ): this; offClick( callback: Function, scope?: object ): this; offClick( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: object ): this; enableClick(enabled?: boolean): this; enableClick( gameObject: Phaser.GameObjects.GameObject, enabled?: boolean ): this; disableClick(): this; disableClick(gameObject: Phaser.GameObjects.GameObject): this; readonly _clickOutside: ClickOutside; getClickOutsideController(config?: ClickOutside.IConfig): ClickOutside; getClickOutsideController( gameObject: Phaser.GameObjects.GameObject, config?: ClickOutside.IConfig ): ClickOutside; onClickOutside( callback: ( clickOutside: ClickOutside, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer ) => void, scope?: object, config?: ClickOutside.IConfig ): this; onClickOutside( gameObject: Phaser.GameObjects.GameObject, callback: ( clickOutside: ClickOutside, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer ) => void, scope?: object, config?: ClickOutside.IConfig ): this; offClickOutside( callback: Function, scope?: object ): this; offClickOutside( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: object ): this; enableClickOutside(enabled?: boolean): this; enableClickOutside( gameObject: Phaser.GameObjects.GameObject, enabled?: boolean ): this; disableClickOutside(): this; disableClickOutside(gameObject: Phaser.GameObjects.GameObject): this; isPointerInBounds(): boolean; isPointerInBounds(gameObject: Phaser.GameObjects.GameObject): boolean; isPointerInBounds(name: string): boolean; readonly _inTouching: InTouching; onTouching( callback: ( inTouch: InTouching, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer, ) => void, scope?: object, config?: InTouching.IConfig ): this; onTouching( gameObject: Phaser.GameObjects.GameObject, callback: ( inTouch: InTouching, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer, ) => void, scope?: object, config?: InTouching.IConfig ): this; offTouching( callback: Function, scope?: object ): this; offTouching( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: object ): this; onTouchingEnd( callback: ( inTouch: InTouching, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer, ) => void, scope?: object, config?: InTouching.IConfig ): this; onTouchingEnd( gameObject: Phaser.GameObjects.GameObject, callback: ( inTouch: InTouching, gameObject: Phaser.GameObjects.GameObject, pointer: Phaser.Input.Pointer, ) => void, scope?: object, config?: InTouching.IConfig ): this; offTouchingEnd( callback: Function, scope?: object ): this; offTouchingEnd( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: object ): this; enableTouching(enable?: boolean): this; enableTouching( gameObject: Phaser.GameObjects.GameObject, enable?: boolean ): this; disableTouching(): this; disableTouching(gameObject: Phaser.GameObjects.GameObject): this; onOver( callback: ( pointer: Phaser.Input.Pointer, localX: number, localY: number, event: Phaser.Types.Input.EventData ) => void, scope?: object, ): this; onOver( gameObject: Phaser.GameObjects.GameObject, callback: ( pointer: Phaser.Input.Pointer, localX: number, localY: number, event: Phaser.Types.Input.EventData ) => void, scope?: object, ): this; onOut( callback: ( pointer: Phaser.Input.Pointer, event: Phaser.Types.Input.EventData ) => void, scope?: object, ): this; onOut( gameObject: Phaser.GameObjects.GameObject, callback: ( pointer: Phaser.Input.Pointer, event: Phaser.Types.Input.EventData ) => void, scope?: object, ): this; setChildrenInteractive( config: SetChildrenInteractive.IConfig ): this; show( gameObject?: Phaser.GameObjects.GameObject ): this; hide( gameObject?: Phaser.GameObjects.GameObject ): this; isShow( gameObject: Phaser.GameObjects.GameObject ): boolean; onCreateModalBehavior: (self: this) => void; modal( config?: ModalBehavoir.IConfig, onClose?: BaseSizer.OnModalCloseCallbackType ): this; modal( onClose?: BaseSizer.OnModalCloseCallbackType ): this; modalPromise( config?: ModalBehavoir.IConfig ): Promise<Object>; modalClose(closeEventData?: Object): this; broadcastEvent( event: string, ...args: any[] ): this; bindEvent( eventEmitter: Phaser.Events.EventEmitter, eventName: string, callback: Function, scope?: unknown, once?: boolean, ): this; bindEvent( gameObject: Phaser.GameObjects.GameObject, eventEmitter: Phaser.Events.EventEmitter, eventName: string, callback: Function, scope?: unknown, once?: boolean, ): this; bindScenePreupdateEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindScenePreupdateEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneUpdateEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneUpdateEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindScenePostupdateEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindScenePostupdateEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneRenderEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneRenderEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindScenePauseEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindScenePauseEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneResumeEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneResumeEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneSleepEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneSleepEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneWakeEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneWakeEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneShutdownEvent( callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneShutdownEvent( gameObject: Phaser.GameObjects.GameObject, callback: Function, scope?: unknown, once?: boolean, ): this; bindSceneResizeEvent( callback: Function, scope?: unknown, once?: boolean, ): this; getShownChildren( out?: Phaser.GameObjects.GameObject[] ): Phaser.GameObjects.GameObject[]; getAllShownChildren( out?: Phaser.GameObjects.GameObject[] ): Phaser.GameObjects.GameObject[]; getInnerPadding( key?: string ): number | { left: number, right: number, top: number, bottom: number }; setInnerPadding( key: string, value?: number ): this; setInnerPadding( padding: number | { left?: number, right?: number, top?: number, bottom?: number }, ): this; getOutterPadding( key?: string ): number | { left: number, right: number, top: number, bottom: number }; setOuterPadding( key: string, value?: number ): this; setOuterPadding( padding: number | { left?: number, right?: number, top?: number, bottom?: number }, ): this; getChildOutterPadding( child: string | Phaser.GameObjects.GameObject, key?: string ): number | { left: number, right: number, top: number, bottom: number }; setChildOuterPadding( child: string | Phaser.GameObjects.GameObject, key: string, value?: number ): this; setChildOuterPadding( child: string | Phaser.GameObjects.GameObject, padding: number | { left?: number, right?: number, top?: number, bottom?: number }, ): this; pointToChild( x: number, y: number, preTest?: (gameObject: Phaser.GameObjects.GameObject, x: number, y: number) => boolean, postTest?: (gameObject: Phaser.GameObjects.GameObject, x: number, y: number) => boolean, children?: Phaser.GameObjects.GameObject[] ): Phaser.GameObjects.GameObject; }