starling-framework
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A fast, productive library for 2D cross-platform development.
105 lines • 4.18 kB
TypeScript
import DisplayObjectContainer from "./DisplayObjectContainer";
import DisplayObject from "./DisplayObject";
import Starling from "../core/Starling";
import Vector3D from "openfl/geom/Vector3D";
import Rectangle from "openfl/geom/Rectangle";
import Point from "openfl/geom/Point";
declare namespace starling.display {
/**
* Dispatched when the Flash container is resized.
*/
export class Stage extends DisplayObjectContainer {
/**
* @private
*/
protected constructor(width: number, height: number, color?: number);
/**
* @inheritDoc
*/
advanceTime(passedTime: number): void;
/**
* Returns the object that is found topmost beneath a point in stage coordinates, or
* * the stage itself if nothing else is found.
*/
override hitTest(localPoint: Point): DisplayObject;
/**
* Returns the stage bounds (i.e. not the bounds of its contents, but the rectangle
* * spawned up by 'stageWidth' and 'stageHeight') in another coordinate system.
*/
getStageBounds(targetSpace: DisplayObject, out?: Rectangle): Rectangle;
/**
* Returns the bounds of the screen (or application window, on Desktop) relative to
* * a certain coordinate system. In most cases, that's identical to the stage bounds;
* * however, this changes if the viewPort is customized.
*/
getScreenBounds(targetSpace: DisplayObject, out?: Rectangle): Rectangle;
/**
* Returns the position of the camera within the local coordinate system of a certain
* * display object. If you do not pass a space, the method returns the global position.
* * To change the position of the camera, you can modify the properties 'fieldOfView',
* * 'focalDistance' and 'projectionOffset'.
*
*/
getCameraPosition(space?: DisplayObject, out?: Vector3D): Vector3D;
/**
* The background color of the stage.
*/
get color(): number;
set color(value: number)
/**
* The width of the stage coordinate system. Change it to scale its contents relative
* * to the <code>viewPort</code> property of the Starling object.
*/
get stageWidth(): number;
set stageWidth(value: number)
/**
* The height of the stage coordinate system. Change it to scale its contents relative
* * to the <code>viewPort</code> property of the Starling object.
*/
get stageHeight(): number;
set stageHeight(value: number)
/**
* The Starling instance this stage belongs to.
*/
get starling(): Starling;
/**
* The distance between the stage and the camera. Changing this value will update the
* * field of view accordingly.
*/
get focalLength(): number;
set focalLength(value: number)
/**
* Specifies an angle (radian, between zero and PI) for the field of view. This value
* * determines how strong the perspective transformation and distortion apply to a Sprite3D
* * object.
* *
* * <p>A value close to zero will look similar to an orthographic projection; a value
* * close to PI results in a fisheye lens effect. If the field of view is set to 0 or PI,
* * nothing is seen on the screen.</p>
* *
* * @default 1.0
*
*/
get fieldOfView(): number;
set fieldOfView(value: number)
/**
* A vector that moves the camera away from its default position in the center of the
* * stage. Use this property to change the center of projection, i.e. the vanishing
* * point for 3D display objects. <p>CAUTION: not a copy, but the actual object!</p>
*
*/
get projectionOffset(): Point;
set projectionOffset(value: Point)
/**
* The global position of the camera. This property can only be used to find out the
* * current position, but not to modify it. For that, use the 'projectionOffset',
* * 'fieldOfView' and 'focalLength' properties. If you need the camera position in
* * a certain coordinate space, use 'getCameraPosition' instead.
* *
* * <p>CAUTION: not a copy, but the actual object!</p>
*
*/
get cameraPosition(): Vector3D;
}
}
export default starling.display.Stage;