import { DisplayObject as AwayDisplayObject } from '@awayjs/scene'; import { DisplayObject } from './DisplayObject'; import { BitmapData } from './BitmapData'; import { IBitmapDataOwner } from './IBitmapDataOwner'; /** * The Bitmap class represents display objects that represent bitmap images. These can be images * that you load with the flash.display.Loader class, or they can be images that you create with * the Bitmap() constructor. * *

The * Bitmap() constructor allows you to create a Bitmap object that * contains a reference to a BitmapData object. After you create a Bitmap object, use the * addChild() or * addChildAt() method of the parent DisplayObjectContainer * instance to place the bitmap on the display list.

* A Bitmap object can share its BitmapData reference among several Bitmap objects, * independent of translation or rotation properties. Because you can create multiple Bitmap * objects that reference the same BitmapData object, multiple display objects can use the * same complex BitmapData object without incurring the memory overhead of a BitmapData * object for each display object instance.

* A BitmapData object can be drawn to the screen by a Bitmap object in one of two ways: * by using the vector renderer as a fill-bitmap shape, or by using a faster pixel-copying routine. * The pixel-copying routine is substantially faster than the vector renderer, but the Bitmap object * must meet certain conditions to use it:

If you load a Bitmap object from a domain other than that of the Loader object used to * load the image, and there is no URL policy file that permits access to the domain of * the Loader object, then a script in that domain cannot access the Bitmap * object or its properties and methods. For more information, see the Flash Player Developer Center Topic: * * Security.

Note: * The Bitmap class is not a subclass of the InteractiveObject class, so * it cannot dispatch mouse events. However, you can use the * addEventListener() method * of the display object container that contains the Bitmap object.

*/ export declare class Bitmap extends DisplayObject implements IBitmapDataOwner { private _texture; private _bitmapData; private _bitmapMappedFromAsset; private static _bitmaps; static getNewBitmap(bitmapData?: BitmapData, pixelSnapping?: string, smoothing?: boolean): Bitmap; /** * Initializes a Bitmap object to refer to the specified BitmapData object. * @param bitmapData The BitmapData object being referenced. * @param pixelSnapping Whether or not the Bitmap object is snapped to the nearest pixel. * @param smoothing Whether or not the bitmap is smoothed when scaled. For example, the * following examples show the same bitmap scaled by a factor of 3, with * smoothing set to false (left) and true (right): */ constructor(bitmapData?: BitmapData, pixelSnapping?: string, smoothing?: boolean); protected mapAdaptee(adaptee: AwayDisplayObject): AwayDisplayObject; protected createAdaptee(): AwayDisplayObject; clone(): Bitmap; /** * @inheritDoc */ dispose(): void; disposeValues(): void; /** * The BitmapData object being referenced. */ get bitmapData(): BitmapData; set bitmapData(value: BitmapData); /** * Controls whether or not the Bitmap object is snapped to the nearest pixel. The PixelSnapping * class includes possible values: * * PixelSnapping.NEVER—No pixel snapping occurs.PixelSnapping.ALWAYS—The image is always snapped to the nearest * pixel, independent of transformation.PixelSnapping.AUTO—The image is snapped * to the nearest pixel if it is drawn with no rotation * or skew and it is drawn at a scale factor of 99.9% to 100.1%. If these conditions are satisfied, * the bitmap image is drawn at 100% scale, snapped to the nearest pixel. Internally, this value allows the image * to be drawn as fast as possible using the vector renderer. */ get pixelSnapping(): string; set pixelSnapping(value: string); /** * Controls whether or not the bitmap is smoothed when scaled. If true, the bitmap is * smoothed when scaled. If false, the bitmap is not smoothed when scaled. */ get smoothing(): boolean; set smoothing(value: boolean); } //# sourceMappingURL=Bitmap.d.ts.map