/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var CONST: { VERSION: string; BlendModes: any; ScaleModes: any; AUTO: number; CANVAS: number; WEBGL: number; HEADLESS: number; FOREVER: number; NONE: number; UP: number; DOWN: number; LEFT: number; RIGHT: number; }; declare var Smoothing: any; declare var pool: any[]; declare var _disableContextSmoothing: boolean; /** * The CanvasPool is a global static object, that allows Phaser to recycle and pool 2D Context Canvas DOM elements. * It does not pool WebGL Contexts, because once the context options are set they cannot be modified again, * which is useless for some of the Phaser pipelines / renderer. * * This singleton is instantiated as soon as Phaser loads, before a Phaser.Game instance has even been created. * Which means all instances of Phaser Games on the same page can share the one single pool. * * @namespace Phaser.Display.Canvas.CanvasPool * @since 3.0.0 */ declare var CanvasPool: any;