/** * How to treat textures with premultiplied alpha * * @name ALPHA_MODES * @memberof PIXI * @static * @enum {number} * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. * Option for compressed and data textures that are created from typed arrays. * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. * Default option, used for all loaded images. * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied * Example: spine atlases with `_pma` suffix. * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. */ export declare enum ALPHA_MODES { NPM = 0, UNPACK = 1, PMA = 2, NO_PREMULTIPLIED_ALPHA = 0, PREMULTIPLY_ON_UPLOAD = 1, PREMULTIPLY_ALPHA = 2 } /** * Various blend modes supported by PIXI. * * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. * Anything else will silently act like NORMAL. * * @memberof PIXI * @name BLEND_MODES * @enum {number} * @property {number} NORMAL * @property {number} ADD * @property {number} MULTIPLY * @property {number} SCREEN * @property {number} OVERLAY * @property {number} DARKEN * @property {number} LIGHTEN * @property {number} COLOR_DODGE * @property {number} COLOR_BURN * @property {number} HARD_LIGHT * @property {number} SOFT_LIGHT * @property {number} DIFFERENCE * @property {number} EXCLUSION * @property {number} HUE * @property {number} SATURATION * @property {number} COLOR * @property {number} LUMINOSITY * @property {number} NORMAL_NPM * @property {number} ADD_NPM * @property {number} SCREEN_NPM * @property {number} NONE * @property {number} SRC_IN * @property {number} SRC_OUT * @property {number} SRC_ATOP * @property {number} DST_OVER * @property {number} DST_IN * @property {number} DST_OUT * @property {number} DST_ATOP * @property {number} SUBTRACT * @property {number} SRC_OVER * @property {number} ERASE * @property {number} XOR */ export declare enum BLEND_MODES { NORMAL = 0, ADD = 1, MULTIPLY = 2, SCREEN = 3, OVERLAY = 4, DARKEN = 5, LIGHTEN = 6, COLOR_DODGE = 7, COLOR_BURN = 8, HARD_LIGHT = 9, SOFT_LIGHT = 10, DIFFERENCE = 11, EXCLUSION = 12, HUE = 13, SATURATION = 14, COLOR = 15, LUMINOSITY = 16, NORMAL_NPM = 17, ADD_NPM = 18, SCREEN_NPM = 19, NONE = 20, SRC_OVER = 0, SRC_IN = 21, SRC_OUT = 22, SRC_ATOP = 23, DST_OVER = 24, DST_IN = 25, DST_OUT = 26, DST_ATOP = 27, ERASE = 26, SUBTRACT = 28, XOR = 29 } /** * Bitwise OR of masks that indicate the buffers to be cleared. * * @static * @memberof PIXI * @name BUFFER_BITS * @enum {number} * @property {number} COLOR - Indicates the buffers currently enabled for color writing. * @property {number} DEPTH - Indicates the depth buffer. * @property {number} STENCIL - Indicates the stencil buffer. */ export declare enum BUFFER_BITS { COLOR = 16384, DEPTH = 256, STENCIL = 1024 } /** * Configure whether filter textures are cleared after binding. * * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect * this and skip clearing as an optimization. * * @name CLEAR_MODES * @memberof PIXI * @static * @enum {number} * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. * @property {number} CLEAR - Always clear the filter texture. * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. * @property {number} NO - Alias for BLEND, same as `false` in earlier versions * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions * @property {number} AUTO - Alias for BLIT */ export declare enum CLEAR_MODES { NO = 0, YES = 1, AUTO = 2, BLEND = 0, CLEAR = 1, BLIT = 2 } /** * Various webgl draw modes. These can be used to specify which GL drawMode to use * under certain situations and renderers. * * @memberof PIXI * @static * @name DRAW_MODES * @enum {number} * @property {number} POINTS * @property {number} LINES * @property {number} LINE_LOOP * @property {number} LINE_STRIP * @property {number} TRIANGLES * @property {number} TRIANGLE_STRIP * @property {number} TRIANGLE_FAN */ export declare enum DRAW_MODES { POINTS = 0, LINES = 1, LINE_LOOP = 2, LINE_STRIP = 3, TRIANGLES = 4, TRIANGLE_STRIP = 5, TRIANGLE_FAN = 6 } /** * Different types of environments for WebGL. * * @static * @memberof PIXI * @name ENV * @enum {number} * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility * with older / less advanced devices. If you experience unexplained flickering prefer this environment. * @property {number} WEBGL - Version 1 of WebGL * @property {number} WEBGL2 - Version 2 of WebGL */ export declare enum ENV { WEBGL_LEGACY = 0, WEBGL = 1, WEBGL2 = 2 } /** * Various GL texture/resources formats. * * @memberof PIXI * @static * @name FORMATS * @enum {number} * @property {number} RGBA=6408 * @property {number} RGB=6407 * @property {number} RED=6403 * @property {number} ALPHA=6406 * @property {number} LUMINANCE=6409 * @property {number} LUMINANCE_ALPHA=6410 * @property {number} DEPTH_COMPONENT=6402 * @property {number} DEPTH_STENCIL=34041 */ export declare enum FORMATS { RGBA = 6408, RGB = 6407, ALPHA = 6406, LUMINANCE = 6409, LUMINANCE_ALPHA = 6410, DEPTH_COMPONENT = 6402, DEPTH_STENCIL = 34041 } /** * The gc modes that are supported by pixi. * * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not * used for a specified period of time they will be removed from the GPU. They will of course * be uploaded again when they are required. This is a silent behind the scenes process that * should ensure that the GPU does not get filled up. * * Handy for mobile devices! * This property only affects WebGL. * * @name GC_MODES * @enum {number} * @static * @memberof PIXI * @property {number} AUTO - Garbage collection will happen periodically automatically * @property {number} MANUAL - Garbage collection will need to be called manually */ export declare enum GC_MODES { AUTO = 0, MANUAL = 1 } /** * Constants for mask implementations. * We use `type` suffix because it leads to very different behaviours * * @name MASK_TYPES * @memberof PIXI * @static * @enum {number} * @property {number} NONE - Mask is ignored * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture */ export declare enum MASK_TYPES { NONE = 0, SCISSOR = 1, STENCIL = 2, SPRITE = 3 } /** * Mipmap filtering modes that are supported by pixi. * * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, * or its `POW2` and texture dimensions are powers of 2. * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. * * This property only affects WebGL. * * @name MIPMAP_MODES * @memberof PIXI * @static * @enum {number} * @property {number} OFF - No mipmaps * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 * @property {number} ON - Always generate mipmaps * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource * that supports buffering each level-of-detail. */ export declare enum MIPMAP_MODES { OFF = 0, POW2 = 1, ON = 2, ON_MANUAL = 3 } /** * Constants for multi-sampling antialiasing. * * @see PIXI.Framebuffer#multisample * * @name MSAA_QUALITY * @memberof PIXI * @static * @enum {number} * @property {number} NONE - No multisampling for this renderTexture * @property {number} LOW - Try 2 samples * @property {number} MEDIUM - Try 4 samples * @property {number} HIGH - Try 8 samples */ export declare enum MSAA_QUALITY { NONE = 0, LOW = 2, MEDIUM = 4, HIGH = 8 } /** * Constants that specify float precision in shaders. * * @name PRECISION * @memberof PIXI * @constant * @static * @enum {string} * @property {string} LOW='lowp' * @property {string} MEDIUM='mediump' * @property {string} HIGH='highp' */ export declare enum PRECISION { LOW = "lowp", MEDIUM = "mediump", HIGH = "highp" } /** * Constant to identify the Renderer Type. * * @static * @memberof PIXI * @name RENDERER_TYPE * @enum {number} * @property {number} UNKNOWN - Unknown render type. * @property {number} WEBGL - WebGL render type. * @property {number} CANVAS - Canvas render type. */ export declare enum RENDERER_TYPE { UNKNOWN = 0, WEBGL = 1, CANVAS = 2 } /** * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. * WebGL1 works only with FLOAT. * * @memberof PIXI * @static * @name SAMPLER_TYPES * @enum {number} * @property {number} FLOAT=0 * @property {number} INT=1 * @property {number} UINT=2 */ export declare enum SAMPLER_TYPES { FLOAT = 0, INT = 1, UINT = 2 } /** * The scale modes that are supported by pixi. * * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. * * @memberof PIXI * @static * @name SCALE_MODES * @enum {number} * @property {number} LINEAR Smooth scaling * @property {number} NEAREST Pixelating scaling */ export declare enum SCALE_MODES { NEAREST = 0, LINEAR = 1 } /** * Various GL target types. * * @memberof PIXI * @static * @name TARGETS * @enum {number} * @property {number} TEXTURE_2D=3553 * @property {number} TEXTURE_CUBE_MAP=34067 * @property {number} TEXTURE_2D_ARRAY=35866 * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069 * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070 * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071 * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072 * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073 * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074 */ export declare enum TARGETS { TEXTURE_2D = 3553, TEXTURE_CUBE_MAP = 34067, TEXTURE_2D_ARRAY = 35866, TEXTURE_CUBE_MAP_POSITIVE_X = 34069, TEXTURE_CUBE_MAP_NEGATIVE_X = 34070, TEXTURE_CUBE_MAP_POSITIVE_Y = 34071, TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072, TEXTURE_CUBE_MAP_POSITIVE_Z = 34073, TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074 } /** * Various GL data format types. * * @memberof PIXI * @static * @name TYPES * @enum {number} * @property {number} UNSIGNED_BYTE=5121 * @property {number} UNSIGNED_SHORT=5123 * @property {number} UNSIGNED_SHORT_5_6_5=33635 * @property {number} UNSIGNED_SHORT_4_4_4_4=32819 * @property {number} UNSIGNED_SHORT_5_5_5_1=32820 * @property {number} FLOAT=5126 * @property {number} HALF_FLOAT=36193 */ export declare enum TYPES { UNSIGNED_BYTE = 5121, UNSIGNED_SHORT = 5123, UNSIGNED_SHORT_5_6_5 = 33635, UNSIGNED_SHORT_4_4_4_4 = 32819, UNSIGNED_SHORT_5_5_5_1 = 32820, FLOAT = 5126, HALF_FLOAT = 36193 } /** * The wrap modes that are supported by pixi. * * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. * If the texture is non power of two then clamp will be used regardless as WebGL can * only use REPEAT if the texture is po2. * * This property only affects WebGL. * * @name WRAP_MODES * @memberof PIXI * @static * @enum {number} * @property {number} CLAMP - The textures uvs are clamped * @property {number} REPEAT - The texture uvs tile and repeat * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ export declare enum WRAP_MODES { CLAMP = 33071, REPEAT = 10497, MIRRORED_REPEAT = 33648 } export { }