UNPKG

unreal.js

Version:

A pak reader for games like VALORANT & Fortnite written in Node.JS

51 lines (50 loc) 2.01 kB
/// <reference types="node" /> /// <reference types="ref-napi" /> import { FTexture2DMipMap, FTexturePlatformData, UTexture2D } from "../../assets/exports/tex/UTexture2D"; export declare class Image { static convert(tex: UTexture2D, texture?: FTexturePlatformData, mip?: FTexture2DMipMap, config?: ImageConfig): Buffer; } declare type PixelFormat = "PF_G8" | "PF_RGB8" | "PF_RGBA8" | "PF_R8G8B8A8" | "PF_BGRA8" | "PF_B8G8R8A8" | "PF_DXT1" | "PF_DXT3" | "PF_DXT5" | "PF_DXT5N" | "PF_V8U8" | "PF_V8U8_2" | "PF_BC5" | "PF_RGBA4"; export declare class PixelFormatInfo { blockSizeX: number; blockSizeY: number; bytesPerBlock: number; x360AlignX: number; x360AlignY: number; float: boolean; pixelFormat: PixelFormat; constructor(blockSizeX: number, blockSizeY: number, bytesPerBlock: number, x360AlignX: number, x360AlignY: number, float: boolean, pixelFormat: PixelFormat); static PF_G8: PixelFormatInfo; static PF_RGB8: PixelFormatInfo; static PF_RGBA8: PixelFormatInfo; static PF_R8G8B8A8: PixelFormatInfo; static PF_BGRA8: PixelFormatInfo; static PF_B8G8R8A8: PixelFormatInfo; static PF_DXT1: PixelFormatInfo; static PF_DXT3: PixelFormatInfo; static PF_DXT5: PixelFormatInfo; static PF_DXT5N: PixelFormatInfo; static PF_V8U8: PixelFormatInfo; static PF_V8U8_2: PixelFormatInfo; static PF_BC5: PixelFormatInfo; static PF_RGBA4: PixelFormatInfo; } export interface ImageConfig { /** * - Whether to use image smoothing for canvas image or not * @default false */ imageSmoothingEnabled?: boolean; /** * - Quality of image smoothing * - Only takes effect when 'imageSmoothingEnabled' was set to true * @default medium */ imageSmoothingQuality?: ImageSmoothingQuality; /** * - Overall quality of the image * @default good */ quality?: "fast" | "good" | "best" | "nearest" | "bilinear"; } export {};