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 { Disposable, Color } from "@esotericsoftware/spine-core";
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import { Shader } from "./Shader.js";
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import { ManagedWebGLRenderingContext } from "./WebGL.js";
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export declare class ShapeRenderer implements Disposable {
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private context;
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private isDrawing;
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private mesh;
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private shapeType;
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private color;
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private shader;
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private vertexIndex;
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private tmp;
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private srcColorBlend;
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private srcAlphaBlend;
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private dstBlend;
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, maxVertices?: number);
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begin(shader: Shader): void;
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setBlendMode(srcColorBlend: number, srcAlphaBlend: number, dstBlend: number): void;
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setColor(color: Color): void;
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setColorWith(r: number, g: number, b: number, a: number): void;
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point(x: number, y: number, color?: Color): void;
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line(x: number, y: number, x2: number, y2: number, color?: 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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x(x: number, y: number, size: number): 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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private vertex;
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end(): void;
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private flush;
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private check;
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dispose(): void;
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}
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export declare enum ShapeType {
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Point = 0,
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Line = 1,
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Filled = 4
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}
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