import { DIVETicker } from '../clock/Clock.ts'; import { DIVECameraComponent } from '../../components/camera/CameraComponent.ts'; import { DIVERenderer, DIVERendererSettings } from '../renderer/Renderer.ts'; import { DIVEScene } from '../scene/Scene.ts'; export declare class DIVEView implements DIVETicker { private _scene; private _settings; readonly isDIVEView: true; readonly uuid: string; private _paused; private _renderer; private _canvasLifecycleManager; private _initPromise; constructor(_scene: DIVEScene, cameraComponent: DIVECameraComponent, _settings: Partial); get renderer(): DIVERenderer; /** * What the view looks through. * * The component and not the camera or its node: everything a consumer needs * hangs off it -- `camera` for three, `owner` for the transform, `onResize` and * `setCameraLayer` for itself -- so there is one way in rather than three. * * Read off the renderer rather than kept here. `DIVERenderer.activeCamera` is * settable, so a second copy would keep reporting the camera the renderer has * already stopped drawing through -- and `onResize` below would resize that * stale one. */ get cameraComponent(): DIVECameraComponent; get canvas(): HTMLCanvasElement; tick(): void; initAsync(): Promise; dispose(): void; onResize(width: number, height: number): void; setCanvas(canvas: HTMLCanvasElement): Promise; pause(): void; resume(): void; private _handleCanvasResize; }