starling-framework
Version:
A fast, productive library for 2D cross-platform development.
134 lines (119 loc) • 6.25 kB
TypeScript
import Rectangle from "openfl/geom/Rectangle";
import Texture from "./../textures/Texture";
import Quad from "./Quad";
declare namespace starling.display
{
/** An Image is a quad with a texture mapped onto it.
*
* <p>Typically, the Image class will act as an equivalent of Flash's Bitmap class. Instead
* of BitmapData, Starling uses textures to represent the pixels of an image. To display a
* texture, you have to map it onto a quad - and that's what the Image class is for.</p>
*
* <p>While the base class <code>Quad</code> already supports textures, the <code>Image</code>
* class adds some additional functionality.</p>
*
* <p>First of all, it provides a convenient constructor that will automatically synchronize
* the size of the image with the displayed texture.</p>
*
* <p>Furthermore, it adds support for a "Scale9" grid. This splits up the image into
* nine regions, the corners of which will always maintain their original size.
* The center region stretches in both directions to fill the remaining space; the side
* regions will stretch accordingly in either horizontal or vertical direction.</p>
*
* <p>Finally, you can repeat a texture horizontally and vertically within the image's region,
* just like the tiles of a wallpaper. Use the <code>tileGrid</code> property to do that.</p>
*
* @see starling.textures.Texture
* @see Quad
*/
export class Image extends Quad
{
/** Creates an image with a texture mapped onto it. */
public constructor(texture:Texture);
/** The current scaling grid that is in effect. If set to null, the image is scaled just
* like any other display object; assigning a rectangle will divide the image into a grid
* of nine regions, based on the center rectangle. The four corners of this grid will
* always maintain their original size; the other regions will stretch (horizontally,
* vertically, or both) to fill the complete area.
*
* <p>Notes:</p>
*
* <ul>
* <li>Assigning a Scale9 rectangle will change the number of vertices to a maximum of 16
* (less if possible) and all vertices will be colored like vertex 0 (the top left vertex).
* </li>
* <li>For Scale3-grid behavior, assign a zero size for all but the center row / column.
* This will cause the 'caps' to scale in a way that leaves the aspect ratio intact.</li>
* <li>An image can have either a <code>scale9Grid</code> or a <code>tileGrid</code>, but
* not both. Assigning one will delete the other.</li>
* <li>Changes will only be applied on assignment. To force an update, simply call
* <code>image.scale9Grid = image.scale9Grid</code>.</li>
* <li>Assignment causes an implicit call to <code>readjustSize()</code>,
* and the same will happen when the texture is changed afterwards.</li>
* </ul>
*
* @default null
*/
public scale9Grid:Rectangle;
protected get_scale9Grid():Rectangle;
protected set_scale9Grid(value:Rectangle):Rectangle;
/** The current tiling grid that is in effect. If set to null, the image is scaled just
* like any other display object; assigning a rectangle will divide the image into a grid
* displaying the current texture in each and every cell. The assigned rectangle points
* to the bounds of one cell; all other elements will be calculated accordingly. A zero
* or negative value for the rectangle's width or height will be replaced with the actual
* texture size. Thus, you can make a 2x2 grid simply like this:
*
* <listing>
* image:Image = new Image(texture);
* image.tileGrid = new Rectangle();
* image.scale = 2;</listing>
*
* <p>Notes:</p>
*
* <ul>
* <li>Assigning a tile rectangle will change the number of vertices to whatever is
* required by the grid. New vertices will be colored just like vertex 0 (the top left
* vertex).</li>
* <li>An image can have either a <code>scale9Grid</code> or a <code>tileGrid</code>, but
* not both. Assigning one will delete the other.</li>
* <li>Changes will only be applied on assignment. To force an update, simply call
* <code>image.tileGrid = image.tileGrid</code>.</li>
* </ul>
*
* @default null
*/
public tileGrid:Rectangle;
protected get_tileGrid():Rectangle;
protected set_tileGrid(value:Rectangle):Rectangle;
// bindings
/** Injects code that is called by all instances whenever the given texture is assigned or replaced.
* The new functions will be executed after any existing ones.
*
* @param texture Assignment of this texture instance will lead to the following callback(s) being executed.
* @param onAssign Called when the texture is assigned. Receives one parameter of type 'Image'.
* @param onRelease Called when the texture is replaced. Receives one parameter of type 'Image'. (Optional.)
*/
public static automateSetupForTexture(texture:Texture, onAssign:(Image)=>void, onRelease?:(Image)=>void):void;
/** Removes all custom setup functions for the given texture, including those created via
* 'bindScale9GridToTexture' and 'bindPivotPointToTexture'. */
public static resetSetupForTexture(texture:Texture):void;
/** Removes specific setup functions for the given texture. */
public static removeSetupForTexture(texture:Texture, onAssign:(Image)=>void, onRelease?:(Image)=>void):void;
/** Binds the given scaling grid to the given texture so that any image which displays the texture will
* automatically use the grid. */
public static bindScale9GridToTexture(texture:Texture, scale9Grid:Rectangle):void;
/** Binds the given pivot point to the given texture so that any image which displays the texture will
* automatically use the pivot point. */
public static bindPivotPointToTexture(texture:Texture, pivotX:number, pivotY:number):void;
}
export class SetupAutomator
{
public constructor(onAssign:(Image)=>void, onRelease:(Image)=>void);
public add(onAssign:(Image)=>void, onRelease:(Image)=>void):void;
public remove(onAssign:(Image)=>void, onRelease:(Image)=>void):void;
public onAssign(image:Image):void;
public onRelease(image:Image):void;
}
}
export default starling.display.Image;