starling-framework
Version:
A fast, productive library for 2D cross-platform development.
63 lines • 2.44 kB
TypeScript
import Texture from "../textures/Texture";
import Mesh from "./Mesh";
import DisplayObject from "./DisplayObject";
import Rectangle from "openfl/geom/Rectangle";
import Point from "openfl/geom/Point";
declare namespace starling.display {
/**
* A Quad represents a colored and/or textured rectangle.
* *
* * <p>Quads may have a color and a texture. When assigning a texture, the colors of the
* * vertices will "tint" the texture, i.e. the vertex color will be multiplied with the color
* * of the texture at the same position. That's why the default color of a quad is pure white:
* * tinting with white does not change the texture color (that's a multiplication with one).</p>
* *
* * <p>A quad is, by definition, always rectangular. The basic quad class will always contain
* * exactly four vertices, arranged like this:</p>
* *
* * <pre>
* * 0 - 1
* * | / |
* * 2 - 3
* * </pre>
* *
* * <p>You can set the color of each vertex individually; and since the colors will smoothly
* * fade into each other over the area of the quad, you can use this to create simple linear
* * color gradients (e.g. by assigning one color to vertices 0 and 1 and another to vertices
* * 2 and 3).</p>
* *
* * <p>However, note that the number of vertices may be different in subclasses.
* * Check the property <code>numVertices</code> if you are unsure.</p>
* *
* * @see starling.textures.Texture
* * @see Image
*
*/
export class Quad extends Mesh {
/**
* Creates a quad with a certain size and color.
*/
constructor(width: number, height: number, color?: number);
/**
* Creates a quad from the given texture.
* * The quad will have the same size as the texture.
*/
static fromTexture(texture: Texture): Quad;
/**
* @inheritDoc
*/
override getBounds(targetSpace: DisplayObject, out?: Rectangle): Rectangle;
/**
* @inheritDoc
*/
override hitTest(localPoint: Point): DisplayObject;
/**
* Readjusts the dimensions of the quad. Use this method without any arguments to
* * synchronize quad and texture size after assigning a texture with a different size.
* * You can also force a certain width and height by passing positive, non-zero
* * values for width and height.
*/
readjustSize(width?: number, height?: number): void;
}
}
export default starling.display.Quad;