import type { Position } from "./types.js"; export interface CreateGridContainerOptions { /** Number of columns (default: 3). */ columns?: number; /** Cell width (default: 100). */ cellWidth?: number; /** Cell height (default: 100). */ cellHeight?: number; /** Horizontal spacing (default: 0). */ spacingX?: number; /** Vertical spacing (default: 0). */ spacingY?: number; /** Padding (default: 0 all sides). */ paddingLeft?: number; paddingTop?: number; /** Position (optional). */ position?: Position; } /** * A grid layout container that arranges children in rows and columns. * * Children flow left-to-right, top-to-bottom within a fixed column count. * Call `layout()` after adding items to reposition them. */ export declare class DebugGridContainer extends Phaser.GameObjects.Container { private _columns; private _cellWidth; private _cellHeight; private _spacingX; private _spacingY; private _paddingLeft; private _paddingTop; constructor(scene: Phaser.Scene, options?: CreateGridContainerOptions); addItem(child: Phaser.GameObjects.GameObject): this; addItems(children: Phaser.GameObjects.GameObject[]): this; /** Reposition children in grid cells. */ layout(): this; /** Total grid width. */ getContentWidth(): number; /** Total grid height based on current items. */ getContentHeight(): number; } export declare function createGridContainer(scene: Phaser.Scene, options?: CreateGridContainerOptions): DebugGridContainer; //# sourceMappingURL=DebugGridContainer.d.ts.map