import type { DisplayObject, ImportDiagnostic, Node2D, RiveScene2DDocumentResult } from '@flighthq/types/contract'; /** Builds the sprite an image drawable stands up, and records which asset it waits on. */ export declare function createRiveImageSprite(name: string, assetIndex: number): DisplayObject; /** * Imports a `.riv` as a named-graph document. * * A Rive file holds several artboards and names none of them "the" one, so the document's root is a * container of them rather than an arbitrary pick, and each artboard keeps its authored name. * * Image assets become **resource references** rather than acquired pixels: an embedded payload is * handed to the reference untouched and the textures waiting on it are listed there, so resolving one * binds the decoded image into every sprite that uses it at once. Nothing here decodes or fetches — * that is `resolveScene2DResources`' job, and the seam is what keeps import free of I/O. */ export declare function createScene2DDocumentFromRiveDocument(source: Readonly, diagnostics?: ImportDiagnostic[]): RiveScene2DDocumentResult | null; /** * Records a nested-artboard site so the document layer can turn it into a slot. Kept out of the node * itself: the display tree carries no knowledge of the format that produced it. */ export declare function markRiveNestedArtboard(node: Node2D, artboardIndex: number): void; //# sourceMappingURL=riveScene2DDocument.d.ts.map