/// import type { IBaseTextureOptions } from '@pixi/core'; import type { IDestroyOptions } from '@pixi/display'; import type { IPointData } from '@pixi/math'; import type { ISize } from '@pixi/math'; import { ObjectRenderer } from '@pixi/core'; import type { ObservablePoint } from '@pixi/math'; import { QuadUv } from '@pixi/core'; import { Rectangle } from '@pixi/math'; import type { Renderer } from '@pixi/core'; import { Shader } from '@pixi/core'; import { Sprite } from '@pixi/sprite'; import { State } from '@pixi/core'; import { Texture } from '@pixi/core'; import { TextureMatrix } from '@pixi/core'; import type { TextureSource } from '@pixi/core'; import { Transform } from '@pixi/math'; export declare interface TilingSprite extends GlobalMixins.TilingSprite { } /** * A tiling sprite is a fast way of rendering a tiling image. * * @class * @extends PIXI.Sprite * @memberof PIXI */ export declare class TilingSprite extends Sprite { tileTransform: Transform; uvMatrix: TextureMatrix; uvRespectAnchor: boolean; /** * @param {PIXI.Texture} texture - the texture of the tiling sprite * @param {number} [width=100] - the width of the tiling sprite * @param {number} [height=100] - the height of the tiling sprite */ constructor(texture: Texture, width?: number, height?: number); /** * Changes frame clamping in corresponding textureTransform, shortcut * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas * * @default 0.5 * @member {number} */ get clampMargin(): number; set clampMargin(value: number); /** * The scaling of the image that is being tiled * * @member {PIXI.ObservablePoint} */ get tileScale(): ObservablePoint; set tileScale(value: ObservablePoint); /** * The offset of the image that is being tiled * * @member {PIXI.ObservablePoint} */ get tilePosition(): ObservablePoint; set tilePosition(value: ObservablePoint); /** * @protected */ protected _onTextureUpdate(): void; /** * Renders the object using the WebGL renderer * * @protected * @param {PIXI.Renderer} renderer - The renderer */ protected _render(renderer: Renderer): void; /** * Updates the bounds of the tiling sprite. * * @protected */ protected _calculateBounds(): void; /** * Gets the local bounds of the sprite object. * * @param {PIXI.Rectangle} [rect] - Optional output rectangle. * @return {PIXI.Rectangle} The bounds. */ getLocalBounds(rect?: Rectangle): Rectangle; /** * Checks if a point is inside this tiling sprite. * * @param {PIXI.IPointData} point - the point to check * @return {boolean} Whether or not the sprite contains the point. */ containsPoint(point: IPointData): boolean; /** * Destroys this sprite and optionally its texture and children * * @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] - Should it destroy the current texture of the sprite as well * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ destroy(options?: IDestroyOptions | boolean): void; /** * Helper function that creates a new tiling sprite based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from * @param {Object} options - See {@link PIXI.BaseTexture}'s constructor for options. * @param {number} options.width - required width of the tiling sprite * @param {number} options.height - required height of the tiling sprite * @return {PIXI.TilingSprite} The newly created texture */ static from(source: TextureSource, options: ISize & IBaseTextureOptions): TilingSprite; /** * The width of the sprite, 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 TilingSprite, setting this will actually modify the scale to achieve the value set * * @member {number} */ get height(): number; set height(value: number); } /** * WebGL renderer plugin for tiling sprites * * @class * @memberof PIXI * @extends PIXI.ObjectRenderer */ export declare class TilingSpriteRenderer extends ObjectRenderer { shader: Shader; simpleShader: Shader; quad: QuadUv; readonly state: State; /** * constructor for renderer * * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. */ constructor(renderer: Renderer); /** * * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered */ render(ts: TilingSprite): void; } export { }