import { Rectangle, Sprite, Window } from "../core" import { ActorID, DataItemBase, TextWindowBackgroundType } from "../data" import { PIXIDestroyOptions } from "../external-types" export declare type EscapeCharacter = "C" | "I" | "PX" | "PY" | "FS" | "{" | "}" export declare type TextState = { text: string index: number x: number y: number width: number height: number startX: number startY: number rtl: boolean buffer: string drawing: boolean outputWidth: number outputHeight: number } /** * Window_Base * * The superclass of all windows within the game. */ export declare class Window_Base extends Window { _opening: boolean _closing: boolean _dimmerSprite: Sprite | null constructor(rect: Rectangle) destroy(options?: PIXIDestroyOptions): void checkRectObject(rect: Rectangle): void lineHeight(): number itemWidth(): number itemHeight(): number itemPadding(): number baseTextRect(): Rectangle loadWindowskin(): void updatePadding(): void updateBackOpacity(): void fittingHeight(numLines: number): number updateTone(): void createContents(): void destroyContents(): void contentsWidth(): number contentsHeight(): number resetFontSettings(): void resetTextColor(): void update(): void updateOpen(): void updateClose(): void open(): void close(): void isOpening(): boolean isClosing(): boolean show(): void hide(): void activate(): void deactivate(): void systemColor(): string translucentOpacity(): number changeTextColor(color: string): void changeOutlineColor(color: string): void changePaintOpacity(enabled: boolean | number): void drawRect(x: number, y: number, width: number, height: number): void drawText(text: string | number, x: number, y: number, maxWidth?: number, align?: CanvasTextAlign): void textWidth(text: string): number drawTextEx(text: string, x: number, y: number, width: number): number textSizeEx(text: string): { width: number height: number } createTextState(text: string, x: number, y: number, width: number): TextState processAllText(textState: TextState): void flushTextState(textState: TextState): void createTextBuffer(rtl: boolean): "" | "‫" convertEscapeCharacters(text: string): string actorName(n: ActorID): string partyMemberName(n: number): string processCharacter(textState: TextState): void processControlCharacter(textState: TextState, c: string): void processNewLine(textState: TextState): void obtainEscapeCode(textState: TextState): string obtainEscapeParam(textState: TextState): number processEscapeCharacter(code: EscapeCharacter, textState: TextState): void processColorChange(colorIndex: number): void processDrawIcon(iconIndex: number, textState: TextState): void makeFontBigger(): void makeFontSmaller(): void calcTextHeight( textState: Partial & { text: string } ): number maxFontSizeInLine(line: string): number drawIcon(iconIndex: number, x: number, y: number): void drawFace(faceName: string, faceIndex: number, x: number, y: number, width?: number, height?: number): void drawCharacter(characterName: string, characterIndex: number, x: number, y: number): void drawItemName(item: DataItemBase | null, x: number, y: number, width: number): void drawCurrencyValue(value: number, unit: string, x: number, y: number, width: number): void setBackgroundType(type: TextWindowBackgroundType): void showBackgroundDimmer(): void createDimmerSprite(): void hideBackgroundDimmer(): void updateBackgroundDimmer(): void refreshDimmerBitmap(): void playCursorSound(): void playOkSound(): void playBuzzerSound(): void }