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nothoughts/node_modules/pixi.js/lib/scene/sprite/Sprite.d.ts
2025-08-04 18:57:35 +02:00

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5.7 KiB
TypeScript

import { ObservablePoint } from '../../maths/point/ObservablePoint';
import { Texture } from '../../rendering/renderers/shared/texture/Texture';
import { ViewContainer } from '../view/View';
import type { Size } from '../../maths/misc/Size';
import type { PointData } from '../../maths/point/PointData';
import type { TextureSourceLike } from '../../rendering/renderers/shared/texture/Texture';
import type { Bounds, BoundsData } from '../container/bounds/Bounds';
import type { ContainerOptions } from '../container/Container';
import type { Optional } from '../container/container-mixins/measureMixin';
import type { DestroyOptions } from '../container/destroyTypes';
/**
* Options for the {@link scene.Sprite} constructor.
* @memberof scene
*/
export interface SpriteOptions extends ContainerOptions {
/** The texture to use for the sprite. */
texture?: Texture;
/** The anchor point of the sprite. */
anchor?: PointData | number;
/** Whether or not to round the x/y position. */
roundPixels?: boolean;
}
/**
* The Sprite object is one of the most important objects in PixiJS. It is a
* drawing item that can be added to a scene and rendered to the screen.
*
* A sprite can be created directly from an image like this:
*
* ```js
* import { Sprite } from 'pixi.js';
*
* const sprite = Sprite.from('assets/image.png');
* ```
*
* The more efficient way to create sprites is using a {@link assets.Spritesheet},
* as swapping base textures when rendering to the screen is inefficient.
*
* ```js
* import { Assets, Sprite } from 'pixi.js';
*
* const sheet = await Assets.load('assets/spritesheet.json');
* const sprite = new Sprite(sheet.textures['image.png']);
* ```
* @memberof scene
* @extends scene.Container
*/
export declare class Sprite extends ViewContainer {
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image, video, canvas element, video element, texture
* @param source - Source to create texture from
* @param [skipCache] - Whether to skip the cache or not
* @returns The newly created sprite
*/
static from(source: Texture | TextureSourceLike, skipCache?: boolean): Sprite;
readonly renderPipeId: string;
batched: boolean;
readonly _anchor: ObservablePoint;
_texture: Texture;
_didSpriteUpdate: boolean;
private readonly _sourceBounds;
private _sourceBoundsDirty;
private _width;
private _height;
/**
* @param options - The options for creating the sprite.
*/
constructor(options?: SpriteOptions | Texture);
set texture(value: Texture);
/** The texture that the sprite is using. */
get texture(): Texture;
/**
* The local bounds of the sprite.
* @type {rendering.Bounds}
*/
get bounds(): Bounds;
/**
* The bounds of the sprite, taking the texture's trim into account.
* @type {rendering.Bounds}
*/
get sourceBounds(): BoundsData;
/**
* Checks if the object contains the given point.
* @param point - The point to check
*/
containsPoint(point: PointData): boolean;
/**
* Adds the bounds of this object to the bounds object.
* @param bounds - The output bounds object.
*/
addBounds(bounds: Bounds): void;
onViewUpdate(): void;
protected _updateBounds(): void;
private _updateSourceBounds;
/**
* Destroys this sprite renderable and optionally its texture.
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the renderable as well
* @param {boolean} [options.textureSource=false] - Should it destroy the textureSource of the renderable as well
*/
destroy(options?: DestroyOptions): void;
/**
* The anchor sets the origin point of the sprite. The default value is taken from the {@link Texture}
* and passed to the constructor.
*
* The default is `(0,0)`, this means the sprite's origin is the top left.
*
* Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.
*
* Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.
*
* If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
* @example
* import { Sprite } from 'pixi.js';
*
* const sprite = new Sprite({texture: Texture.WHITE});
* sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).
*/
get anchor(): ObservablePoint;
set anchor(value: PointData | number);
/** The width of the sprite, setting this will actually modify the scale to achieve the value set. */
get width(): number;
set width(value: number);
/** The height of the sprite, setting this will actually modify the scale to achieve the value set. */
get height(): number;
set height(value: number);
/**
* Retrieves the size of the Sprite as a [Size]{@link Size} object.
* This is faster than get the width and height separately.
* @param out - Optional object to store the size in.
* @returns - The size of the Sprite.
*/
getSize(out?: Size): Size;
/**
* Sets the size of the Sprite to the specified width and height.
* This is faster than setting the width and height separately.
* @param value - This can be either a number or a [Size]{@link Size} object.
* @param height - The height to set. Defaults to the value of `width` if not provided.
*/
setSize(value: number | Optional<Size, 'height'>, height?: number): void;
}