starling-framework
Version:
A fast, productive library for 2D cross-platform development.
457 lines (405 loc) • 22.7 kB
TypeScript
// =================================================================================================
//
// Starling Framework
// Copyright Gamua GmbH. All Rights Reserved.
//
// This program is free software. You can redistribute and/or modify it
// in accordance with the terms of the accompanying license agreement.
//
// =================================================================================================
import Sprite from "openfl/display/Sprite";
import OpenFLStage from "openfl/display/Stage";
import Context3D from "openfl/display3D/Context3D";
import Context3DProfile from "openfl/display3D/Context3DProfile";
import Context3DRenderMode from "openfl/display3D/Context3DRenderMode";
import Rectangle from "openfl/geom/Rectangle";
import Vector from "openfl/Vector";
import Juggler from "./../animation/Juggler";
import DisplayObject from "./../display/DisplayObject";
import Stage from "./../display/Stage";
import EventDispatcher from "./../events/EventDispatcher";
import TouchProcessor from "./../events/TouchProcessor";
import Painter from "./../rendering/Painter";
import Stage3D from "openfl/display/Stage3D";
declare namespace starling.core
{
/** Dispatched when a new render context is created. The 'data' property references the context. */
// @:meta(Event(name="context3DCreate", type="starling.events.Event"))
/** Dispatched when the root class has been created. The 'data' property references that object. */
// @:meta(Event(name="rootCreated", type="starling.events.Event"))
/** Dispatched when a fatal error is encountered. The 'data' property contains an error string. */
// @:meta(Event(name="fatalError", type="starling.events.Event"))
/** Dispatched when the display list is about to be rendered. This event provides the last
* opportunity to make changes before the display list is rendered. */
// @:meta(Event(name="render", type="starling.events.Event"))
/** The Starling class represents the core of the Starling framework.
*
* <p>The Starling framework makes it possible to create 2D applications and games that make
* use of the Stage3D architecture introduced in Flash Player 11. It implements a display tree
* system that is very similar to that of conventional Flash, while leveraging modern GPUs
* to speed up rendering.</p>
*
* <p>The Starling class represents the link between the conventional Flash display tree and
* the Starling display tree. To create a Starling-powered application, you have to create
* an instance of the Starling class:</p>
*
* <pre>starling:Starling = new Starling(Game, stage);</pre>
*
* <p>The first parameter has to be a Starling display object class, e.g. a subclass of
* <code>starling.display.Sprite</code>. In the sample above, the class "Game" is the
* application root. An instance of "Game" will be created as soon as Starling is initialized.
* The second parameter is the conventional (Flash) stage object. Per default, Starling will
* display its contents directly below the stage.</p>
*
* <p>It is recommended to store the Starling instance as a member variable, to make sure
* that the Garbage Collector does not destroy it. After creating the Starling object, you
* have to start it up like this:</p>
*
* <pre>starling.start();</pre>
*
* <p>It will now render the contents of the "Game" class in the frame rate that is set up for
* the application (as defined in the Flash stage).</p>
*
* <strong>Context3D Profiles</strong>
*
* <p>Stage3D supports different rendering profiles, and Starling works with all of them. The
* last parameter of the Starling constructor allows you to choose which profile you want.
* The following profiles are available:</p>
*
* <ul>
* <li>BASELINE_CONSTRAINED: provides the broadest hardware reach. If you develop for the
* browser, this is the profile you should test with.</li>
* <li>BASELINE: recommend for any mobile application, as it allows Starling to use a more
* memory efficient texture type (RectangleTextures). It also supports more complex
* AGAL code.</li>
* <li>BASELINE_EXTENDED: adds support for textures up to 4096x4096 pixels. This is
* especially useful on mobile devices with very high resolutions.</li>
* <li>STANDARD_CONSTRAINED, STANDARD, STANDARD_EXTENDED: each provide more AGAL features,
* among other things. Most Starling games will not gain much from them.</li>
* </ul>
*
* <p>The recommendation is to deploy your app with the profile "auto" (which makes Starling
* pick the best available of those), but to test it in all available profiles.</p>
*
* <strong>Accessing the Starling object</strong>
*
* <p>From within your application, you can access the current Starling object anytime
* through the static method <code>Starling.current</code>. It will return the active Starling
* instance (most applications will only have one Starling object, anyway).</p>
*
* <strong>Viewport</strong>
*
* <p>The area the Starling content is rendered into is, per default, the complete size of the
* stage. You can, however, use the "viewPort" property to change it. This can be useful
* when you want to render only into a part of the screen, or if the player size changes. For
* the latter, you can listen to the RESIZE-event dispatched by the Starling
* stage.</p>
*
* <strong>Native overlay</strong>
*
* <p>Sometimes you will want to display native Flash content on top of Starling. That's what the
* <code>nativeOverlay</code> property is for. It returns a Flash Sprite lying directly
* on top of the Starling content. You can add conventional Flash objects to that overlay.</p>
*
* <p>Beware, though, that conventional Flash content on top of 3D content can lead to
* performance penalties on some (mobile) platforms. For that reason, always remove all child
* objects from the overlay when you don't need them any longer.</p>
*
* <strong>Multitouch</strong>
*
* <p>Starling supports multitouch input on devices that provide it. During development,
* where most of us are working with a conventional mouse and keyboard, Starling can simulate
* multitouch events with the help of the "Shift" and "Ctrl" (Mac: "Cmd") keys. Activate
* this feature by enabling the <code>simulateMultitouch</code> property.</p>
*
* <strong>Skipping Unchanged Frames</strong>
*
* <p>It happens surprisingly often in an app or game that a scene stays completely static for
* several frames. So why redraw the stage at all in those situations? That's exactly the
* point of the <code>skipUnchangedFrames</code>-property. If enabled, static scenes are
* recognized as such and the back buffer is simply left as it is. On a mobile device, the
* impact of this feature can't be overestimated! There's simply no better way to enhance
* battery life. Make it a habit to always activate it; look at the documentation of the
* corresponding property for details.</p>
*
* <strong>Handling a lost render context</strong>
*
* <p>On some operating systems and under certain conditions (e.g. returning from system
* sleep), Starling's stage3D render context may be lost. Starling will try to recover
* from a lost context automatically; to be able to do this, it will cache textures in
* RAM. This will take up quite a bit of extra memory, though, which might be problematic
* especially on mobile platforms. To avoid the higher memory footprint, it's recommended
* to load your textures with Starling's "AssetManager"; it is smart enough to recreate a
* texture directly from its origin.</p>
*
* <p>In case you want to react to a context loss manually, Starling dispatches an event with
* the type "Event.CONTEXT3D_CREATE" when the context is restored, and textures will execute
* their <code>root.onRestore</code> callback, to which you can attach your own logic.
* Refer to the "Texture" class for more information.</p>
*
* <strong>Sharing a 3D Context</strong>
*
* <p>Per default, Starling handles the Stage3D context itself. If you want to combine
* Starling with another Stage3D engine, however, this may not be what you want. In this case,
* you can make use of the <code>shareContext</code> property:</p>
*
* <ol>
* <li>Manually create and configure a context3D object that both frameworks can work with
* (ideally through <code>RenderUtil.requestContext3D</code> and
* <code>context.configureBackBuffer</code>).</li>
* <li>Initialize Starling with the stage3D instance that contains that configured context.
* This will automatically enable <code>shareContext</code>.</li>
* <li>Call <code>start()</code> on your Starling instance (as usual). This will make
* Starling queue input events (keyboard/mouse/touch).</li>
* <li>Create a game loop (e.g. using the native <code>ENTER_FRAME</code> event) and let it
* call Starling's <code>nextFrame</code> as well as the equivalent method of the other
* Stage3D engine. Surround those calls with <code>context.clear()</code> and
* <code>context.present()</code>.</li>
* </ol>
*
* <p>The Starling wiki contains a <a href="http://goo.gl/BsXzw">tutorial</a> with more
* information about this topic.</p>
*
* @see starling.utils.AssetManager
* @see starling.textures.Texture
*
*/
export class Starling extends EventDispatcher
{
/** The version of the Starling framework. */
public static VERSION:string;
// construction
/** Creates a new Starling instance.
* @param rootClass A subclass of 'starling.display.DisplayObject'. It will be created
* as soon as initialization is finished and will become the first child
* of the Starling stage. Pass <code>null</code> if you don't want to
* create a root object right away. (You can use the
* <code>rootClass</code> property later to make that happen.)
* @param stage The Flash (2D) stage.
* @param viewPort A rectangle describing the area into which the content will be
* rendered. Default: stage size
* @param stage3D The Stage3D object into which the content will be rendered. If it
* already contains a context, <code>sharedContext</code> will be set
* to <code>true</code>. Default: the first available Stage3D.
* @param renderMode The Context3D render mode that should be requested.
* Use this parameter if you want to force "software" rendering.
* @param profile The Context3D profile that should be requested.
*
* <ul>
* <li>If you pass a profile String, this profile is enforced.</li>
* <li>Pass an Array of profiles to make Starling pick the first
* one that works (starting with the first array element).</li>
* <li>Pass the String "auto" to make Starling pick the best available
* profile automatically.</li>
* </ul>
*/
public constructor(rootClass:any, stage:OpenFLStage,
viewPort?:Rectangle, stage3D?:Stage3D,
renderMode?:Context3DRenderMode, profile?:any, sharedContext?:null | boolean);
/** Disposes all children of the stage and the render context; removes all registered
* event listeners. */
public dispose():void;
// functions
/** Calls <code>advanceTime()</code> (with the time that has passed since the last frame)
* and <code>render()</code>. */
public nextFrame():void;
/** Dispatches ENTER_FRAME events on the display list, advances the Juggler
* and processes touches. */
public advanceTime(passedTime:number):void;
/** Renders the complete display list. Before rendering, the context is cleared; afterwards,
* it is presented (to avoid this, enable <code>shareContext</code>).
*
* <p>This method also dispatches an <code>Event.RENDER</code>-event on the Starling
* instance. That's the last opportunity to make changes before the display list is
* rendered.</p> */
public render():void;
/** Stops Starling right away and displays an error message on the native overlay.
* This method will also cause Starling to dispatch a FATAL_ERROR event. */
public stopWithFatalError(message:string):void;
/** Make this Starling instance the <code>current</code> one. */
public makeCurrent():void;
/** As soon as Starling is started, it will queue input events (keyboard/mouse/touch);
* furthermore, the method <code>nextFrame</code> will be called once per Flash Player
* frame. (Except when <code>shareContext</code> is enabled: in that case, you have to
* call that method manually.) */
public start():void;
/** Stops all logic and input processing, effectively freezing the app in its current state.
* Per default, rendering will continue: that's because the classic display list
* is only updated when stage3D is. (If Starling stopped rendering, conventional Flash
* contents would freeze, as well.)
*
* <p>However, if you don't need classic Flash contents, you can stop rendering, too.
* On some mobile systems (e.g. iOS), you are even required to do so if you have
* activated background code execution.</p>
*/
public stop(suspendRendering?:boolean):void;
/** Makes sure that the next frame is actually rendered.
*
* <p>When <code>skipUnchangedFrames</code> is enabled, some situations require that you
* manually force a redraw, e.g. when a RenderTexture is changed. This method is the
* easiest way to do so; it's just a shortcut to <code>stage.setRequiresRedraw()</code>.
* </p>
*/
public setRequiresRedraw():void;
// properties
/** Indicates if this Starling instance is started. */
public readonly isStarted:boolean;
protected get_isStarted():boolean;
/** The default juggler of this instance. Will be advanced once per frame. */
public readonly juggler:Juggler;
protected get_juggler():Juggler;
/** The painter, which is used for all rendering. The same instance is passed to all
* <code>render</code>methods each frame. */
public readonly painter:Painter;
protected get_painter():Painter;
/** The render context of this instance. */
public readonly context:Context3D;
protected get_context():Context3D;
/** Indicates if multitouch simulation with "Shift" and "Ctrl"/"Cmd"-keys is enabled.
* @default false */
public simulateMultitouch:boolean;
protected get_simulateMultitouch():boolean;
protected set_simulateMultitouch(value:boolean):boolean;
/** Indicates if Stage3D render methods will report errors. It's recommended to activate
* this when writing custom rendering code (shaders, etc.), since you'll get more detailed
* error messages. However, it has a very negative impact on performance, and it prevents
* ATF textures from being restored on a context loss. Never activate for release builds!
*
* @default false */
public enableErrorChecking:boolean;
protected get_enableErrorChecking():boolean;
protected set_enableErrorChecking(value:boolean):boolean;
/** The antialiasing level. 0 - no antialasing, 16 - maximum antialiasing. @default 0 */
public antiAliasing:number;
protected get_antiAliasing():number;
protected set_antiAliasing(value:number):number;
/** The viewport into which Starling contents will be rendered. */
public viewPort:Rectangle;
protected get_viewPort():Rectangle;
protected set_viewPort(value:Rectangle):Rectangle;
/** The ratio between viewPort width and stage width. Useful for choosing a different
* set of textures depending on the display resolution. */
public readonly contentScaleFactor:number;
protected get_contentScaleFactor():number;
/** A Flash Sprite placed directly on top of the Starling content. Use it to display native
* Flash components. */
public readonly nativeOverlay:Sprite;
protected get_nativeOverlay():Sprite;
/** Indicates if a small statistics box (with FPS, memory usage and draw count) is
* displayed.
*
* <p>Beware that the memory usage should be taken with a grain of salt. The value is
* determined via <code>System.totalMemory</code> and does not take texture memory
* into account. It is recommended to use Adobe Scout for reliable and comprehensive
* memory analysis.</p>
*/
public showStats:boolean;
protected get_showStats():boolean;
protected set_showStats(value:boolean):boolean;
/** Displays the statistics box at a certain position. */
public showStatsAt(horizontalAlign?:string,
verticalAlign?:string, scale?:number):void;
/** The Starling stage object, which is the root of the display tree that is rendered. */
public readonly stage:Stage;
protected get_stage():Stage;
/** The Flash Stage3D object Starling renders into. */
public readonly stage3D:Stage3D;
protected get_stage3D():Stage3D;
/** The Flash (2D) stage object Starling renders beneath. */
public readonly nativeStage:OpenFLStage;
protected get_nativeStage():OpenFLStage;
/** The instance of the root class provided in the constructor. Available as soon as
* the event 'ROOT_CREATED' has been dispatched. */
public readonly root:DisplayObject;
protected get_root():DisplayObject;
/** The class that will be instantiated by Starling as the 'root' display object.
* Must be a subclass of 'starling.display.DisplayObject'.
*
* <p>If you passed <code>null</code> as first parameter to the Starling constructor,
* you can use this property to set the root class at a later time. As soon as the class
* is instantiated, Starling will dispatch a <code>ROOT_CREATED</code> event.</p>
*
* <p>Beware: you cannot change the root class once the root object has been
* instantiated.</p>
*/
public rootClass:any;
protected get_rootClass():any;
protected set_rootClass(value:any):any;
/** Indicates if another Starling instance (or another Stage3D framework altogether)
* uses the same render context. If enabled, Starling will not execute any destructive
* context operations (e.g. not call 'configureBackBuffer', 'clear', 'present', etc.
* This has to be done manually, then. @default false */
public shareContext:boolean;
protected get_shareContext():boolean;
protected set_shareContext(value:boolean):boolean;
/** The Context3D profile of the current render context, or <code>null</code>
* if the context has not been created yet. */
public readonly profile:Context3DProfile;
protected get_profile():Context3DProfile;
/** Indicates that if the device supports HiDPI screens Starling will attempt to allocate
* a larger back buffer than indicated via the viewPort size. Note that this is used
* on Desktop only; mobile AIR apps still use the "requestedDisplayResolution" parameter
* the application descriptor XML. @default false */
public supportHighResolutions:boolean;
protected get_supportHighResolutions():boolean;
protected set_supportHighResolutions(value:boolean):boolean;
/** If enabled, the Stage3D back buffer will change its size according to the browser zoom
* value - similar to what's done when "supportHighResolutions" is enabled. The resolution
* is updated on the fly when the zoom factor changes. Only relevant for the browser plugin.
* @default false */
public supportBrowserZoom:boolean;
protected get_supportBrowserZoom():boolean;
protected set_supportBrowserZoom(value:boolean):boolean;
/** When enabled, Starling will skip rendering the stage if it hasn't changed since the
* last frame. This is great for apps that remain static from time to time, since it will
* greatly reduce power consumption. You should activate this whenever possible!
*
* <p>The reason why it's disabled by default is just that it causes problems with Render-
* and VideoTextures. When you use those, you either have to disable this property
* temporarily, or call <code>setRequiresRedraw()</code> (ideally on the stage) whenever
* those textures are changing. Otherwise, the changes won't show up.</p>
*
* @default false
*/
public skipUnchangedFrames:boolean;
protected get_skipUnchangedFrames():boolean;
protected set_skipUnchangedFrames(value:boolean):boolean;
/** The TouchProcessor is passed all mouse and touch input and is responsible for
* dispatching TouchEvents to the Starling display tree. If you want to handle these
* types of input manually, pass your own custom subclass to this property. */
public touchProcessor:TouchProcessor;
protected get_touchProcessor():TouchProcessor;
protected set_touchProcessor(value:TouchProcessor):TouchProcessor;
/** The number of frames that have been rendered since this instance was created. */
public readonly frameID:number;
protected get_frameID():number;
/** Indicates if the Context3D object is currently valid (i.e. it hasn't been lost or
* disposed). */
public readonly contextValid:boolean;
protected get_contextValid():boolean;
// static properties
/** The currently active Starling instance. */
public static readonly current:Starling;
protected static get_current():Starling;
/** All Starling instances. <p>CAUTION: not a copy, but the actual object! Do not modify!</p> */
public static readonly all:Vector<Starling>;
protected static get_all():Vector<Starling>;
/** The render context of the currently active Starling instance. */
// public static readonly context:Context3D;
// protected static get_context():Context3D { return sCurrent != null ? sCurrent.context : null; }
/** The default juggler of the currently active Starling instance. */
// public static readonly juggler:Juggler;
// protected static get_juggler():Juggler { return sCurrent != null ? sCurrent.__juggler : null; }
/** The contentScaleFactor of the currently active Starling instance. */
// public static readonly contentScaleFactor:number;
// protected static get_contentScaleFactor():number
// {
// return sCurrent != null ? sCurrent.contentScaleFactor : 1.0;
// }
/** Indicates if multitouch input should be supported. */
public static multitouchEnabled:boolean;
protected static get_multitouchEnabled():boolean;
protected static set_multitouchEnabled(value:boolean):boolean;
}
}
export default starling.core.Starling;