// import * as Phaser from 'phaser'; import BaseSizer from '../basesizer/BaseSizer.js'; export default GridSizer; declare namespace GridSizer { type AlignTypes = number | 'center' | 'left' | 'right' | 'top' | 'bottom' | 'left-top' | 'left-center' | 'left-bottom' | 'center-top' | 'center-center' | 'center-bottom' | 'right-top' | 'right-center' | 'right-bottom'; type PaddingTypes = number | { left?: number, right?: number, top?: number, bottom?: number }; type CreateCellContainerCallbackType = ( scene: Phaser.Scene, x: number, y: number, config: { column?: number, row?: number, align?: GridSizer.AlignTypes, padding?: GridSizer.PaddingTypes, expand?: boolean, key?: string } ) => Phaser.GameObjects.GameObject; interface IConfig extends BaseSizer.IConfig { x?: number, y?: number, width?: number, height?: number, column?: number, row?: number, columnProportions?: number | number[], rowProportions?: number | number[], space?: { left?: number, right?: number, top?: number, bottom?: number, column?: number | number[], row?: number | number[], indentLeftOdd?: number, indentLeftEven?: number, indentTopOdd?: number, indentTopEven?: number, }, createCellContainerCallback?: CreateCellContainerCallbackType } } declare class GridSizer extends BaseSizer { sizerChildren: (Phaser.GameObjects.GameObject | null)[]; constructor( scene: Phaser.Scene, config?: GridSizer.IConfig ); constructor( scene: Phaser.Scene, x: number, y: number, config?: GridSizer.IConfig ); constructor( scene: Phaser.Scene, x: number, y: number, width: number, height: number, config?: GridSizer.IConfig ); constructor( scene: Phaser.Scene, x: number, y: number, width: number, height: number, column: number, row: number, config?: GridSizer.IConfig ); setColumnProportion(columnIndex: number, proportion: number): this; setRowProportion(rowIndex: number, proportion: number): this; add( gameObject: Phaser.GameObjects.GameObject, config?: { column?: number | undefined, row?: number | undefined | true, align?: GridSizer.AlignTypes, padding?: GridSizer.PaddingTypes, expand?: boolean, key?: string } ): this; add( gameObject: Phaser.GameObjects.GameObject, columnIndex?: number | undefined, rowIndex?: number | undefined | true, align?: GridSizer.AlignTypes, padding?: GridSizer.PaddingTypes, expand?: boolean, key?: string ): this; remove( gameObject: Phaser.GameObjects.GameObject, destroyChild?: boolean ): this; removeAt( columnIndex: number, rowIndex: number, destroyChild?: boolean ): this; removeAll( destroyChild?: boolean ): this; clear( destroyChild?: boolean ): this; columnCount: number; rowCount: number; resetGrid( column: number, row: number, columnProportions?: number | number[], rowProportions?: number | number[], space?: { column?: number | number[], row?: number | number[], } ): this; }