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starling-framework

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A fast, productive library for 2D cross-platform development.

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import Starling from "./../../starling/core/Starling"; declare namespace starling.textures { /** The TextureOptions class specifies options for loading textures with the * <code>Texture.fromData</code> and <code>Texture.fromTextureBase</code> methods. */ export class TextureOptions { /** Creates a new instance with the given options. */ public constructor(scale?:number, mipMapping?:boolean, format?:string, premultipliedAlpha?:boolean, forcePotTexture?:boolean); /** Creates a clone of the TextureOptions object with the exact same properties. */ public clone():TextureOptions; /** Copies all properties from another TextureOptions instance. */ public copyFrom(other:TextureOptions):void; /** The scale factor, which influences width and height properties. If you pass '-1', * the current global content scale factor will be used. @default 1.0 */ public scale:number; protected get_scale():number; protected set_scale(value:number):number; /** The <code>Context3DTextureFormat</code> of the underlying texture data. Only used * for textures that are created from Bitmaps; the format of ATF files is set when they * are created. @default BGRA */ public format:string; protected get_format():string; protected set_format(value:string):string; /** Indicates if the texture contains mip maps. @default false */ public mipMapping:boolean; protected get_mipMapping():boolean; protected set_mipMapping(value:boolean):boolean; /** Indicates if the texture will be used as render target. */ public optimizeForRenderToTexture:boolean; protected get_optimizeForRenderToTexture():boolean; protected set_optimizeForRenderToTexture(value:boolean):boolean; /** Indicates if the underlying Stage3D texture should be created as the power-of-two based * <code>Texture</code> class instead of the more memory efficient <code>RectangleTexture</code>. * That might be useful when you need to render the texture with wrap mode <code>repeat</code>. * @default false */ public forcePotTexture:boolean; protected get_forcePotTexture():boolean; protected set_forcePotTexture(value:boolean):boolean; /** If this value is set, the texture will be loaded asynchronously (if possible). * The texture can only be used when the callback has been executed. * * <p>This is the expected definition: * <code>function(texture:Texture):void;</code></p> * * @default null */ public onReady:(Texture)=>void; protected get_onReady():(Texture)=>void; protected set_onReady(value:(Texture)=>void):(Texture)=>void; /** Indicates if the alpha values are premultiplied into the RGB values. This is typically * true for textures created from BitmapData and false for textures created from ATF data. * This property will only be read by the <code>Texture.fromTextureBase</code> factory * method. @default true */ public premultipliedAlpha:boolean; protected get_premultipliedAlpha():boolean; protected set_premultipliedAlpha(value:boolean):boolean; } } export default starling.textures.TextureOptions;