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starling-framework

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

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import Texture from "../textures/Texture"; import Quad from "./Quad"; import Rectangle from "openfl/geom/Rectangle"; 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. */ constructor(texture: Texture); /** * 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.) * */ static automateSetupForTexture(texture: Texture, onAssign: (arg0: Image) => void, onRelease?: (arg0: Image) => void): void; /** * Removes all custom setup functions for the given texture, including those created via * * 'bindScale9GridToTexture' and 'bindPivotPointToTexture'. */ static resetSetupForTexture(texture: Texture): void; /** * Removes specific setup functions for the given texture. */ static removeSetupForTexture(texture: Texture, onAssign: (arg0: Image) => void, onRelease?: (arg0: 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. */ 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. */ static bindPivotPointToTexture(texture: Texture, pivotX: number, pivotY: number): void; /** * 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 * */ get scale9Grid(): Rectangle; set scale9Grid(value: 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> * * var 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 * */ get tileGrid(): Rectangle; set tileGrid(value: Rectangle) } } export default starling.display.Image;