微信小程序-省心预览工具
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { Color, Disposable, Skeleton, TextureAtlasRegion } from "@esotericsoftware/spine-core";
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import { OrthoCamera } from "./Camera.js";
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import { GLTexture } from "./GLTexture.js";
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import { PolygonBatcher } from "./PolygonBatcher.js";
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import { SkeletonDebugRenderer } from "./SkeletonDebugRenderer.js";
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import { SkeletonRenderer, VertexTransformer } from "./SkeletonRenderer.js";
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import { ManagedWebGLRenderingContext } from "./WebGL.js";
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export declare class SceneRenderer implements Disposable {
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context: ManagedWebGLRenderingContext;
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canvas: HTMLCanvasElement;
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camera: OrthoCamera;
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batcher: PolygonBatcher;
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private twoColorTint;
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private batcherShader;
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private shapes;
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private shapesShader;
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private activeRenderer;
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private maxCanvasWidth;
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private maxCanvasHeight;
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skeletonRenderer: SkeletonRenderer;
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skeletonDebugRenderer: SkeletonDebugRenderer;
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constructor(canvas: HTMLCanvasElement, context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean);
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dispose(): void;
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begin(): void;
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drawSkeleton(skeleton: Skeleton, premultipliedAlpha?: boolean, slotRangeStart?: number, slotRangeEnd?: number, transform?: VertexTransformer | null): void;
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drawSkeletonDebug(skeleton: Skeleton, premultipliedAlpha?: boolean, ignoredBones?: Array<string>): void;
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drawTexture(texture: GLTexture, x: number, y: number, width: number, height: number, color?: Color): void;
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drawTextureUV(texture: GLTexture, x: number, y: number, width: number, height: number, u: number, v: number, u2: number, v2: number, color?: Color): void;
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drawTextureRotated(texture: GLTexture, x: number, y: number, width: number, height: number, pivotX: number, pivotY: number, angle: number, color?: Color): void;
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drawRegion(region: TextureAtlasRegion, x: number, y: number, width: number, height: number, color?: Color): void;
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line(x: number, y: number, x2: number, y2: number, color?: Color, color2?: Color): void;
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triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void;
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quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void;
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rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void;
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rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void;
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polygon(polygonVertices: ArrayLike<number>, offset: number, count: number, color?: Color): void;
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circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void;
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curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void;
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end(): void;
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resize(resizeMode: ResizeMode): void;
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private getSafeDevicePixelRatio;
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private enableRenderer;
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}
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export declare enum ResizeMode {
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Stretch = 0,
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Expand = 1,
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Fit = 2
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}
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