/** * The MIT License (MIT) * * Copyright (c) 2012-2018 DragonBones team and other contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import { WorldClock } from "../animation"; import { EventObject, IEventDispatcher } from "../event"; import { BaseObject } from "./BaseObject"; export declare const enum BinaryOffset { WeigthBoneCount = 0, WeigthFloatOffset = 1, WeigthBoneIndices = 2, GeometryVertexCount = 0, GeometryTriangleCount = 1, GeometryFloatOffset = 2, GeometryWeightOffset = 3, GeometryVertexIndices = 4, TimelineScale = 0, TimelineOffset = 1, TimelineKeyFrameCount = 2, TimelineFrameValueCount = 3, TimelineFrameValueOffset = 4, TimelineFrameOffset = 5, FramePosition = 0, FrameTweenType = 1, FrameTweenEasingOrCurveSampleCount = 2, FrameCurveSamples = 3, DeformVertexOffset = 0, DeformCount = 1, DeformValueCount = 2, DeformValueOffset = 3, DeformFloatOffset = 4 } /** * @private */ export declare const enum ArmatureType { Armature = 0, MovieClip = 1, Stage = 2 } /** * @private */ export declare const enum BoneType { Bone = 0, Surface = 1 } /** * @private */ export declare const enum DisplayType { Image = 0, Armature = 1, Mesh = 2, BoundingBox = 3, Path = 4 } /** * - Bounding box type. * @version DragonBones 5.0 * @language en_US */ /** * - 边界框类型。 * @version DragonBones 5.0 * @language zh_CN */ export declare const enum BoundingBoxType { Rectangle = 0, Ellipse = 1, Polygon = 2 } /** * @private */ export declare const enum ActionType { Play = 0, Frame = 10, Sound = 11 } /** * @private */ export declare const enum BlendMode { Normal = 0, Add = 1, Alpha = 2, Darken = 3, Difference = 4, Erase = 5, HardLight = 6, Invert = 7, Layer = 8, Lighten = 9, Multiply = 10, Overlay = 11, Screen = 12, Subtract = 13 } /** * @private */ export declare const enum TweenType { None = 0, Line = 1, Curve = 2, QuadIn = 3, QuadOut = 4, QuadInOut = 5 } /** * @private */ export declare const enum TimelineType { Action = 0, ZOrder = 1, BoneAll = 10, BoneTranslate = 11, BoneRotate = 12, BoneScale = 13, Surface = 50, BoneAlpha = 60, SlotDisplay = 20, SlotColor = 21, SlotDeform = 22, SlotZIndex = 23, SlotAlpha = 24, IKConstraint = 30, AnimationProgress = 40, AnimationWeight = 41, AnimationParameter = 42 } /** * - Offset mode. * @version DragonBones 5.5 * @language en_US */ /** * - 偏移模式。 * @version DragonBones 5.5 * @language zh_CN */ export declare const enum OffsetMode { None = 0, Additive = 1, Override = 2 } /** * - Animation fade out mode. * @version DragonBones 4.5 * @language en_US */ /** * - 动画淡出模式。 * @version DragonBones 4.5 * @language zh_CN */ export declare const enum AnimationFadeOutMode { /** * - Fade out the animation states of the same layer. * @language en_US */ /** * - 淡出同层的动画状态。 * @language zh_CN */ SameLayer = 1, /** * - Fade out the animation states of the same group. * @language en_US */ /** * - 淡出同组的动画状态。 * @language zh_CN */ SameGroup = 2, /** * - Fade out the animation states of the same layer and group. * @language en_US */ /** * - 淡出同层并且同组的动画状态。 * @language zh_CN */ SameLayerAndGroup = 3, /** * - Fade out of all animation states. * @language en_US */ /** * - 淡出所有的动画状态。 * @language zh_CN */ All = 4, /** * - Does not replace the animation state with the same name. * @language en_US */ /** * - 不替换同名的动画状态。 * @language zh_CN */ Single = 5 } /** * @private */ export declare const enum AnimationBlendType { None = 0, E1D = 1 } /** * @private */ export declare const enum AnimationBlendMode { Additive = 0, Override = 1 } /** * @private */ export declare const enum ConstraintType { IK = 0, Path = 1 } /** * @private */ export declare const enum PositionMode { Fixed = 0, Percent = 1 } /** * @private */ export declare const enum SpacingMode { Length = 0, Fixed = 1, Percent = 2 } /** * @private */ export declare const enum RotateMode { Tangent = 0, Chain = 1, ChainScale = 2 } /** * @private */ export declare class DragonBones { static readonly VERSION: string; static yDown: boolean; static debug: boolean; static debugDraw: boolean; private readonly _clock; private readonly _events; private readonly _objects; private _eventManager; constructor(eventManager: IEventDispatcher); advanceTime(passedTime: number): void; bufferEvent(value: EventObject): void; bufferObject(object: BaseObject): void; get clock(): WorldClock; get eventManager(): IEventDispatcher; }