/// import type { Dict } from '@pixi/utils'; import { EventEmitter } from '@pixi/utils'; import type { Filter } from '@pixi/core'; import type { IPointData } from '@pixi/math'; import type { MaskData } from '@pixi/core'; import { Matrix } from '@pixi/math'; import type { ObservablePoint } from '@pixi/math'; import { Point } from '@pixi/math'; import { Rectangle } from '@pixi/math'; import type { Renderer } from '@pixi/core'; import { Transform } from '@pixi/math'; /** * 'Builder' pattern for bounds rectangles. * * This could be called an Axis-Aligned Bounding Box. * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. * * @class * @memberof PIXI */ export declare class Bounds { minX: number; minY: number; maxX: number; maxY: number; rect: Rectangle; updateID: number; constructor(); /** * Checks if bounds are empty. * * @return {boolean} True if empty. */ isEmpty(): boolean; /** * Clears the bounds and resets. * */ clear(): void; /** * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle * It is not guaranteed that it will return tempRect * * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty * @returns {PIXI.Rectangle} A rectangle of the bounds */ getRectangle(rect?: Rectangle): Rectangle; /** * This function should be inlined when its possible. * * @param {PIXI.IPointData} point - The point to add. */ addPoint(point: IPointData): void; /** * Adds a point, after transformed. This should be inlined when its possible. * * @param matrix * @param point */ addPointMatrix(matrix: Matrix, point: IPointData): void; /** * Adds a quad, not transformed * * @param {Float32Array} vertices - The verts to add. */ addQuad(vertices: Float32Array): void; /** * Adds sprite frame, transformed. * * @param {PIXI.Transform} transform - transform to apply * @param {number} x0 - left X of frame * @param {number} y0 - top Y of frame * @param {number} x1 - right X of frame * @param {number} y1 - bottom Y of frame */ addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void; /** * Adds sprite frame, multiplied by matrix * * @param {PIXI.Matrix} matrix - matrix to apply * @param {number} x0 - left X of frame * @param {number} y0 - top Y of frame * @param {number} x1 - right X of frame * @param {number} y1 - bottom Y of frame */ addFrameMatrix(matrix: Matrix, x0: number, y0: number, x1: number, y1: number): void; /** * Adds screen vertices from array * * @param {Float32Array} vertexData - calculated vertices * @param {number} beginOffset - begin offset * @param {number} endOffset - end offset, excluded */ addVertexData(vertexData: Float32Array, beginOffset: number, endOffset: number): void; /** * Add an array of mesh vertices * * @param {PIXI.Transform} transform - mesh transform * @param {Float32Array} vertices - mesh coordinates in array * @param {number} beginOffset - begin offset * @param {number} endOffset - end offset, excluded */ addVertices(transform: Transform, vertices: Float32Array, beginOffset: number, endOffset: number): void; /** * Add an array of mesh vertices. * * @param {PIXI.Matrix} matrix - mesh matrix * @param {Float32Array} vertices - mesh coordinates in array * @param {number} beginOffset - begin offset * @param {number} endOffset - end offset, excluded * @param {number} [padX=0] - x padding * @param {number} [padY=0] - y padding */ addVerticesMatrix(matrix: Matrix, vertices: Float32Array, beginOffset: number, endOffset: number, padX?: number, padY?: number): void; /** * Adds other Bounds. * * @param {PIXI.Bounds} bounds - The Bounds to be added */ addBounds(bounds: Bounds): void; /** * Adds other Bounds, masked with Bounds. * * @param {PIXI.Bounds} bounds - The Bounds to be added. * @param {PIXI.Bounds} mask - TODO */ addBoundsMask(bounds: Bounds, mask: Bounds): void; /** * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. * * @param {PIXI.Bounds} bounds - other bounds * @param {PIXI.Matrix} matrix - multiplicator */ addBoundsMatrix(bounds: Bounds, matrix: Matrix): void; /** * Adds other Bounds, masked with Rectangle. * * @param {PIXI.Bounds} bounds - TODO * @param {PIXI.Rectangle} area - TODO */ addBoundsArea(bounds: Bounds, area: Rectangle): void; /** * Pads bounds object, making it grow in all directions. * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. * * @param {number} [paddingX=0] - The horizontal padding amount. * @param {number} [paddingY=0] - The vertical padding amount. */ pad(paddingX?: number, paddingY?: number): void; /** * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) * * @param {number} x0 - left X of frame * @param {number} y0 - top Y of frame * @param {number} x1 - right X of frame * @param {number} y1 - bottom Y of frame * @param {number} padX - padding X * @param {number} padY - padding Y */ addFramePad(x0: number, y0: number, x1: number, y1: number, padX: number, padY: number): void; } export declare interface Container extends GlobalMixins.Container, DisplayObject { } /** * Container is a general-purpose display object that holds children. It also adds built-in support for advanced * rendering features like masking and filtering. * * It is the base class of all display objects that act as a container for other objects, including Graphics * and Sprite. * * ```js * import { BlurFilter } from '@pixi/filter-blur'; * import { Container } from '@pixi/display'; * import { Graphics } from '@pixi/graphics'; * import { Sprite } from '@pixi/sprite'; * * let container = new Container(); * let sprite = Sprite.from("https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png"); * * sprite.width = 512; * sprite.height = 512; * * // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container * // is rendered. * container.addChild(sprite); * * // Blurs whatever is rendered by the container * container.filters = [new BlurFilter()]; * * // Only the contents within a circle at the center should be rendered onto the screen. * container.mask = new Graphics() * .beginFill(0xffffff) * .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2) * .endFill(); * ``` * * @class * @extends PIXI.DisplayObject * @memberof PIXI */ export declare class Container extends DisplayObject { readonly children: DisplayObject[]; sortableChildren: boolean; sortDirty: boolean; parent: Container; containerUpdateTransform: () => void; protected _width: number; protected _height: number; constructor(); /** * Overridable method that can be used by Container subclasses whenever the children array is modified * * @protected */ protected onChildrenChange(_length?: number): void; /** * Adds one or more children to the container. * * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` * * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container * @return {PIXI.DisplayObject} The first child that was added. */ addChild(...children: T): T[0]; /** * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown * * @param {PIXI.DisplayObject} child - The child to add * @param {number} index - The index to place the child in * @return {PIXI.DisplayObject} The child that was added. */ addChildAt(child: T, index: number): T; /** * Swaps the position of 2 Display Objects within this container. * * @param {PIXI.DisplayObject} child - First display object to swap * @param {PIXI.DisplayObject} child2 - Second display object to swap */ swapChildren(child: DisplayObject, child2: DisplayObject): void; /** * Returns the index position of a child DisplayObject instance * * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify * @return {number} The index position of the child display object to identify */ getChildIndex(child: DisplayObject): number; /** * Changes the position of an existing child in the display object container * * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number * @param {number} index - The resulting index number for the child display object */ setChildIndex(child: DisplayObject, index: number): void; /** * Returns the child at the specified index * * @param {number} index - The index to get the child at * @return {PIXI.DisplayObject} The child at the given index, if any. */ getChildAt(index: number): DisplayObject; /** * Removes one or more children from the container. * * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove * @return {PIXI.DisplayObject} The first child that was removed. */ removeChild(...children: T): T[0]; /** * Removes a child from the specified index position. * * @param {number} index - The index to get the child from * @return {PIXI.DisplayObject} The child that was removed. */ removeChildAt(index: number): DisplayObject; /** * Removes all children from this container that are within the begin and end indexes. * * @param {number} [beginIndex=0] - The beginning position. * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container. * @returns {PIXI.DisplayObject[]} List of removed children */ removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]; /** * Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex. */ sortChildren(): void; /** * Updates the transform on all children of this container for rendering */ updateTransform(): void; /** * Recalculates the bounds of the container. * * This implementation will automatically fit the children's bounds into the calculation. Each child's bounds * is limited to its mask's bounds or filterArea, if any is applied. */ calculateBounds(): void; /** * Retrieves the local bounds of the displayObject as a rectangle object. * * Calling `getLocalBounds` may invalidate the `_bounds` of the whole subtree below. If using it inside a render() * call, it is advised to call `getBounds()` immediately after to recalculate the world bounds of the subtree. * * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. * @param {boolean} [skipChildrenUpdate=false] - Setting to `true` will stop re-calculation of children transforms, * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. * @return {PIXI.Rectangle} The rectangular bounding area. */ getLocalBounds(rect?: Rectangle, skipChildrenUpdate?: boolean): Rectangle; /** * Recalculates the content bounds of this object. This should be overriden to * calculate the bounds of this specific object (not including children). * * @protected */ protected _calculateBounds(): void; /** * Renders the object using the WebGL renderer. * * The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the * container itself. This `render` method will invoke it, and also invoke the `render` methods of all * children afterward. * * If `renderable` or `visible` is false or if `worldAlpha` is not positive, this implementation will entirely * skip rendering. See {@link PIXI.DisplayObject} for choosing between `renderable` or `visible`. Generally, * setting alpha to zero is not recommended for purely skipping rendering. * * When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is * advised to employ **culling** to automatically skip rendering objects outside of the current screen. The * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} and * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} packages do this out of the box. * * The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or * filtering is applied on a container. This does, however, break batching and can affect performance when * masking and filtering is applied extensively throughout the scene graph. * * @param {PIXI.Renderer} renderer - The renderer */ render(renderer: Renderer): void; /** * Render the object using the WebGL renderer and advanced features. * * @protected * @param {PIXI.Renderer} renderer - The renderer */ protected renderAdvanced(renderer: Renderer): void; /** * To be overridden by the subclasses. * * @protected * @param {PIXI.Renderer} renderer - The renderer */ protected _render(_renderer: Renderer): void; /** * Removes all internal references and listeners as well as removes children from the display list. * Do not use a Container after calling `destroy`. * * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options * have been set to that value * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy * method called as well. 'options' will be passed on to those calls. * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true * Should it destroy the texture of the child sprite * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true * Should it destroy the base texture of the child sprite */ destroy(options?: IDestroyOptions | boolean): void; /** * The width of the Container, setting this will actually modify the scale to achieve the value set * * @member {number} */ get width(): number; set width(value: number); /** * The height of the Container, setting this will actually modify the scale to achieve the value set * * @member {number} */ get height(): number; set height(value: number); } export declare interface DisplayObject extends GlobalMixins.DisplayObject, EventEmitter { } /** * The base class for all objects that are rendered on the screen. * * This is an abstract class and can not be used on its own; rather it should be extended. * * ## Display objects implemented in PixiJS * * | Display Object | Description | * | ------------------------------- | --------------------------------------------------------------------- | * | {@link PIXI.Container} | Adds support for `children` to DisplayObject | * | {@link PIXI.Graphics} | Shape-drawing display object similar to the Canvas API | * | {@link PIXI.Sprite} | Draws textures (i.e. images) | * | {@link PIXI.Text} | Draws text using the Canvas API internally | * | {@link PIXI.BitmapText} | More scaleable solution for text rendering, reusing glyph textures | * | {@link PIXI.TilingSprite} | Draws textures/images in a tiled fashion | * | {@link PIXI.AnimatedSprite} | Draws an animation of multiple images | * | {@link PIXI.Mesh} | Provides a lower-level API for drawing meshes with custom data | * | {@link PIXI.NineSlicePlane} | Mesh-related | * | {@link PIXI.SimpleMesh} | v4-compatibile mesh | * | {@link PIXI.SimplePlane} | Mesh-related | * | {@link PIXI.SimpleRope} | Mesh-related | * * ## Transforms * * The [transform]{@link DisplayObject#transform} of a display object describes the projection from its * local coordinate space to its parent's local coordinate space. The following properties are derived * from the transform: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
PropertyDescription
[pivot]{@link PIXI.DisplayObject#pivot} * Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot * is equal to position, regardless of the other three transformations. In other words, It is the center of * rotation, scaling, and skewing. *
[position]{@link PIXI.DisplayObject#position} * Translation. This is the position of the [pivot]{@link PIXI.DisplayObject#pivot} in the parent's local * space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object * is (0,0) in its local space, then the position will be its top-left corner in the parent's local space. *
[scale]{@link PIXI.DisplayObject#scale} * Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the * local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center * of scaling is the [pivot]{@link PIXI.DisplayObject#pivot}. *
[rotation]{@link PIXI.DisplayObject#rotation} * Rotation. This will rotate the display object's projection by this angle (in radians). *
[skew]{@link PIXI.DisplayObject#skew} *

Skewing. This can be used to deform a rectangular display object into a parallelogram.

*

* In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be * thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is * ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be * rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will * be rotated by an angle between ⍺ and β. *

*

* It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying * a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ. *

*

* Another quite interesting observation is that "skew.x", "skew.y", rotation are communtative operations. Indeed, * because rotation is essentially a careful combination of the two. *

*
angleRotation. This is an alias for [rotation]{@link PIXI.DisplayObject#rotation}, but in degrees.
xTranslation. This is an alias for position.x!
yTranslation. This is an alias for position.y!
width * Implemented in [Container]{@link PIXI.Container}. Scaling. The width property calculates scale.x by dividing * the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there * is no concept of user-defined width. *
height * Implemented in [Container]{@link PIXI.Container}. Scaling. The height property calculates scale.y by dividing * the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there * is no concept of user-defined height. *
* * ## Bounds * * The bounds of a display object is defined by the minimum axis-aligned rectangle in world space that can fit * around it. The abstract `calculateBounds` method is responsible for providing it (and it should use the * `worldTransform` to calculate in world space). * * There are a few additional types of bounding boxes: * * | Bounds | Description | * | --------------------- | ---------------------------------------------------------------------------------------- | * | World Bounds | This is synonymous is the regular bounds described above. See `getBounds()`. | * | Local Bounds | This the axis-aligned bounding box in the parent's local space. See `getLocalBounds()`. | * | Render Bounds | The bounds, but including extra rendering effects like filter padding. | * | Projected Bounds | The bounds of the projected display object onto the screen. Usually equals world bounds. | * | Relative Bounds | The bounds of a display object when projected onto a ancestor's (or parent's) space. | * | Natural Bounds | The bounds of an object in its own local space (not parent's space, like in local bounds)| * | Content Bounds | The natural bounds when excluding all children of a `Container`. | * * ### calculateBounds * * [Container]{@link Container} already implements `calculateBounds` in a manner that includes children. * * But for a non-Container display object, the `calculateBounds` method must be overridden in order for `getBounds` and * `getLocalBounds` to work. This method must write the bounds into `this._bounds`. * * Generally, the following technique works for most simple cases: take the list of points * forming the "hull" of the object (i.e. outline of the object's shape), and then add them * using {@link PIXI.Bounds#addPointMatrix}. * * ```js * calculateBounds(): void * { * const points = [...]; * * for (let i = 0, j = points.length; i < j; i++) * { * this._bounds.addPointMatrix(this.worldTransform, points[i]); * } * } * ``` * * You can optimize this for a large number of points by using {@link PIXI.Bounds#addVerticesMatrix} to pass them * in one array together. * * ## Alpha * * This alpha sets a display object's **relative opacity** w.r.t its parent. For example, if the alpha of a display * object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not * applied on any ancestor further up the chain). * * The alpha with which the display object will be rendered is called the [worldAlpha]{@link PIXI.DisplayObject#worldAlpha}. * * ## Renderable vs Visible * * The `renderable` and `visible` properties can be used to prevent a display object from being rendered to the * screen. However, there is a subtle difference between the two. When using `renderable`, the transforms of the display * object (and its children subtree) will continue to be calculated. When using `visible`, the transforms will not * be calculated. * * It is recommended that applications use the `renderable` property for culling. See * [@pixi-essentials/cull]{@link https://www.npmjs.com/package/@pixi-essentials/cull} or * [pixi-cull]{@link https://www.npmjs.com/package/pixi-cull} for more details. * * Otherwise, to prevent an object from rendering in the general-purpose sense - `visible` is the property to use. This * one is also better in terms of performance. * * @class * @extends PIXI.utils.EventEmitter * @memberof PIXI */ export declare abstract class DisplayObject extends EventEmitter { abstract sortDirty: boolean; parent: DisplayObject; worldAlpha: number; transform: Transform; alpha: number; visible: boolean; renderable: boolean; filterArea: Rectangle; filters: Filter[]; isSprite: boolean; isMask: boolean; _lastSortedIndex: number; _mask: Container | MaskData; _bounds: Bounds; _localBounds: Bounds; protected _zIndex: number; protected _enabledFilters: Filter[]; protected _boundsID: number; protected _boundsRect: Rectangle; protected _localBoundsRect: Rectangle; protected _destroyed: boolean; private tempDisplayObjectParent; displayObjectUpdateTransform: () => void; /** * Mixes all enumerable properties and methods from a source object to DisplayObject. * * @param {object} source - The source of properties and methods to mix in. */ static mixin(source: Dict): void; constructor(); /** * Fired when this DisplayObject is added to a Container. * * @instance * @event added * @param {PIXI.Container} container - The container added to. */ /** * Fired when this DisplayObject is removed from a Container. * * @instance * @event removed * @param {PIXI.Container} container - The container removed from. */ /** * Recalculates the bounds of the display object. */ abstract calculateBounds(): void; abstract removeChild(child: DisplayObject): void; /** * Renders the object using the WebGL renderer. * * @param {PIXI.Renderer} renderer - The renderer. */ abstract render(renderer: Renderer): void; /** * Recursively updates transform of all objects from the root to this one * internal function for toLocal() */ protected _recursivePostUpdateTransform(): void; /** * Updates the object transform for rendering. * * TODO - Optimization pass! */ updateTransform(): void; /** * Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}. * * This method is expensive on containers with a large subtree (like the stage). This is because the bounds * of a container depend on its children's bounds, which recursively causes all bounds in the subtree to * be recalculated. The upside, however, is that calling `getBounds` once on a container will indeed update * the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using * `displayObject._bounds.getRectangle()` when traversing through all the bounds in a scene graph. Otherwise, * calling `getBounds` on each object in a subtree will cause the total cost to increase quadratically as * its height increases. * * * The transforms of all objects in a container's **subtree** and of all **ancestors** are updated. * * The world bounds of all display objects in a container's **subtree** will also be recalculated. * * The `_bounds` object stores the last calculation of the bounds. You can use to entirely skip bounds * calculation if needed. * * ```js * const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect); * ``` * * Do know that usage of `getLocalBounds` can corrupt the `_bounds` of children (the whole subtree, actually). This * is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more * details. * * `getBounds` should be called with `skipUpdate` equal to `true` in a render() call. This is because the transforms * are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain * cases. * * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from * being updated. This means the calculation returned MAY be out of date BUT will give you a * nice performance boost. * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. * @return {PIXI.Rectangle} The minimum axis-aligned rectangle in world space that fits around this object. */ getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle; /** * Retrieves the local bounds of the displayObject as a rectangle object. * * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. * @return {PIXI.Rectangle} The rectangular bounding area. */ getLocalBounds(rect?: Rectangle): Rectangle; /** * Calculates the global position of the display object. * * @param {PIXI.IPointData} position - The world origin to calculate from. * @param {PIXI.Point} [point] - A Point object in which to store the value, optional * (otherwise will create a new Point). * @param {boolean} [skipUpdate=false] - Should we skip the update transform. * @return {PIXI.Point} A point object representing the position of this object. */ toGlobal

(position: IPointData, point?: P, skipUpdate?: boolean): P; /** * Calculates the local position of the display object relative to another point. * * @param {PIXI.IPointData} position - The world origin to calculate from. * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from. * @param {PIXI.Point} [point] - A Point object in which to store the value, optional * (otherwise will create a new Point). * @param {boolean} [skipUpdate=false] - Should we skip the update transform * @return {PIXI.Point} A point object representing the position of this object */ toLocal

(position: IPointData, from?: DisplayObject, point?: P, skipUpdate?: boolean): P; /** * Set the parent Container of this DisplayObject. * * @param {PIXI.Container} container - The Container to add this DisplayObject to. * @return {PIXI.Container} The Container that this DisplayObject was added to. */ setParent(container: Container): Container; /** * Convenience function to set the position, scale, skew and pivot at once. * * @param {number} [x=0] - The X position * @param {number} [y=0] - The Y position * @param {number} [scaleX=1] - The X scale value * @param {number} [scaleY=1] - The Y scale value * @param {number} [rotation=0] - The rotation * @param {number} [skewX=0] - The X skew value * @param {number} [skewY=0] - The Y skew value * @param {number} [pivotX=0] - The X pivot value * @param {number} [pivotY=0] - The Y pivot value * @return {PIXI.DisplayObject} The DisplayObject instance */ setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): this; /** * Base destroy method for generic display objects. This will automatically * remove the display object from its parent Container as well as remove * all current event listeners and internal references. Do not use a DisplayObject * after calling `destroy()`. * */ destroy(_options?: IDestroyOptions | boolean): void; /** * @protected * @member {PIXI.Container} */ get _tempDisplayObjectParent(): TemporaryDisplayObject; /** * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root * * ``` * const cacheParent = elem.enableTempParent(); * elem.updateTransform(); * elem.disableTempParent(cacheParent); * ``` * * @returns {PIXI.DisplayObject} current parent */ enableTempParent(): DisplayObject; /** * Pair method for `enableTempParent` * * @param {PIXI.DisplayObject} cacheParent - Actual parent of element */ disableTempParent(cacheParent: DisplayObject): void; /** * The position of the displayObject on the x axis relative to the local coordinates of the parent. * An alias to position.x * * @member {number} */ get x(): number; set x(value: number); /** * The position of the displayObject on the y axis relative to the local coordinates of the parent. * An alias to position.y * * @member {number} */ get y(): number; set y(value: number); /** * Current transform of the object based on world (parent) factors. * * @member {PIXI.Matrix} * @readonly */ get worldTransform(): Matrix; /** * Current transform of the object based on local factors: position, scale, other stuff. * * @member {PIXI.Matrix} * @readonly */ get localTransform(): Matrix; /** * The coordinate of the object relative to the local coordinates of the parent. * * @since PixiJS 4 * @member {PIXI.ObservablePoint} */ get position(): ObservablePoint; set position(value: ObservablePoint); /** * The scale factors of this object along the local coordinate axes. * * The default scale is (1, 1). * * @since PixiJS 4 * @member {PIXI.ObservablePoint} */ get scale(): ObservablePoint; set scale(value: ObservablePoint); /** * The center of rotation, scaling, and skewing for this display object in its local space. The `position` * is the projection of `pivot` in the parent's local space. * * By default, the pivot is the origin (0, 0). * * @since PixiJS 4 * @member {PIXI.ObservablePoint} */ get pivot(): ObservablePoint; set pivot(value: ObservablePoint); /** * The skew factor for the object in radians. * * @since PixiJS 4 * @member {PIXI.ObservablePoint} */ get skew(): ObservablePoint; set skew(value: ObservablePoint); /** * The rotation of the object in radians. * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. * * @member {number} */ get rotation(): number; set rotation(value: number); /** * The angle of the object in degrees. * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. * * @member {number} */ get angle(): number; set angle(value: number); /** * The zIndex of the displayObject. * * If a container has the sortableChildren property set to true, children will be automatically * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, * and thus rendered on top of other display objects within the same container. * * @member {number} * @see PIXI.Container#sortableChildren */ get zIndex(): number; set zIndex(value: number); /** * Indicates if the object is globally visible. * * @member {boolean} * @readonly */ get worldVisible(): boolean; /** * Sets a mask for the displayObject. A mask is an object that limits the visibility of an * object to the shape of the mask applied to it. In PixiJS a regular mask must be a * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it * utilities shape clipping. To remove a mask, set this property to `null`. * * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. * * @example * const graphics = new PIXI.Graphics(); * graphics.beginFill(0xFF3300); * graphics.drawRect(50, 250, 100, 100); * graphics.endFill(); * * const sprite = new PIXI.Sprite(texture); * sprite.mask = graphics; * * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. * @member {PIXI.Container|PIXI.MaskData|null} */ get mask(): Container | MaskData | null; set mask(value: Container | MaskData | null); } export declare interface IDestroyOptions { children?: boolean; texture?: boolean; baseTexture?: boolean; } export declare class TemporaryDisplayObject extends DisplayObject { calculateBounds: () => null; removeChild: (child: DisplayObject) => null; render: (renderer: Renderer) => null; sortDirty: boolean; } export { }