@rive-app/webgl-advanced-single 2.8.3 → 2.9.1

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@@ -0,0 +1,911 @@
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+ interface RiveOptions {
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+ locateFile(file: string): string;
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+ }
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+
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+ declare function Rive(options?: RiveOptions): Promise<RiveCanvas>;
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+ export default Rive;
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+
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+ /**
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+ * RiveCanvas is the main export object that contains references to different Rive classes to help
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+ * build the Rive render loop for low-level API usage. In addition, this contains multiple methods
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+ * that help aid in setup, such as loading in a Rive file, creating the renderer, and
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+ * starting/finishing the render loop (requestAnimationFrame)
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+ */
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+ export interface RiveCanvas {
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+ Alignment: AlignmentFactory;
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+ CanvasRenderer: typeof CanvasRenderer;
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+ LinearAnimationInstance: typeof LinearAnimationInstance;
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+ StateMachineInstance: typeof StateMachineInstance;
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+ CustomFileAssetLoader: typeof CustomFileAssetLoader;
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+ Mat2D: typeof Mat2D;
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+ Vec2D: typeof Vec2D;
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+ AABB: AABB;
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+ SMIInput: typeof SMIInput;
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+ renderFactory: CanvasRenderFactory;
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+
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+ BlendMode: typeof BlendMode;
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+ FillRule: typeof FillRule;
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+ Fit: typeof Fit;
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+ RenderPaintStyle: typeof RenderPaintStyle;
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+ StrokeCap: typeof StrokeCap;
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+ StrokeJoin: typeof StrokeJoin;
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+ decodeImage: DecodeFont;
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+ decodeFont: DecodeFont;
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+
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+ /**
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+ * Loads a Rive file for the runtime and returns a Rive-specific File class
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+ *
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+ * @param buffer - Array buffer of a Rive file
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+ * @param assetLoader - FileAssetLoader used to optionally customize loading of font and image assets
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+ * @param enableRiveAssetCDN - boolean flag to allow loading assets from the Rive CDN, enabled by default.
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+ * @returns A Promise for a Rive File class
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+ */
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+ load(
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+ buffer: Uint8Array,
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+ assetLoader?: FileAssetLoader,
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+ enableRiveAssetCDN?: boolean,
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+ ): Promise<File>;
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+
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+ /**
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+ * Creates the renderer to draw the Rive on the provided canvas element
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+ *
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+ * @param canvas - Canvas to draw the Rive on
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+ * @param useOffscreenRenderer - Option for those using the WebGL-variant of the Rive JS library.
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+ * This uses an offscreen renderer to draw on the canvas, allowing for multiple Rives/canvases on
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+ * a given screen. It is highly recommended to set this to `true` when using with the
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+ * `@rive-app/webgl` package
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+ * @returns A Rive CanvasRenderer (Canvas2D) or Renderer (WebGL) class
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+ */
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+ makeRenderer(
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+ canvas: HTMLCanvasElement | OffscreenCanvas,
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+ useOffscreenRenderer?: boolean,
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+ ): WrappedRenderer;
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+
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+ /**
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+ * Computes how the Rive is laid out onto the canvas
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+ * @param {Fit} fit - Fit enum (i.e Fit.contain)
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+ * @param alignment - Alignment enum (i.e Alignment.center)
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+ * @param frame - AABB object representing the bounds of the canvas frame
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+ * @param content - AABB object representing the bounds of what to draw the Rive onto
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+ * (i.e an artboard's size)
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+ * @returns Mat2D - A Mat2D view matrix
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+ */
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+ computeAlignment(
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+ fit: Fit,
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+ alignment: Alignment,
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+ frame: AABB,
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+ content: AABB,
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+ ): Mat2D;
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+ mapXY(matrix: Mat2D, canvasPoints: Vec2D): Vec2D;
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+ /**
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+ * A Rive-specific requestAnimationFrame function; this must be used instead of the global
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+ * requestAnimationFrame function.
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+ * @param cb - Callback function to call with an elapsed timestamp
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+ * @returns number - An ID of the requestAnimationFrame request
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+ */
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+ requestAnimationFrame(cb: (timestamp: DOMHighResTimeStamp) => void): number;
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+ /**
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+ * A Rive-specific cancelAnimationFrame function; this must be used instead of the global
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+ * cancelAnimationFrame function.
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+ * @param requestID - ID of the requestAnimationFrame request to cancel
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+ */
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+ cancelAnimationFrame(requestID: number): void;
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+ /**
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+ * Debugging tool to showcase the FPS in the corner of the screen in a new div. If a callback
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+ * function is provided, this function passes the FPS count to the callback instead of creating a
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+ * new div so the client can decide what to do with that data.
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+ */
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+ enableFPSCounter(cb?: (fps: number) => void): void;
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+ /**
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+ * Debugging tool to remove the FPS counter that displays from enableFPSCounter
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+ */
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+ disableFPSCounter(): void;
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+
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+ /**
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+ * Cleans up any WASM-generate objects that need to be destroyed manually.
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+ * This should be called when you wish to remove a rive animation from view.
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+ */
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+ cleanup(): void;
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+
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+ /**
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+ * Returns whether or not there are Rive Listeners configured on a given StateMachineInstance
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+ * @param stateMachine - StateMachineInstance to check for Listeners
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+ * @returns bool - Boolean of if there are Listners on the state machine
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+ */
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+ hasListeners(stateMachine: StateMachineInstance): boolean;
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+ }
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+
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+ //////////////
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+ // RENDERER //
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+ //////////////
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+
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+ /**
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+ * Rive wrapper around a rendering context for a canvas element, implementing a subset of the APIs
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+ * from the rendering context interface
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+ */
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+ export declare class RendererWrapper {
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+ /**
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+ * Saves the state of the canvas and pushes it onto a stack
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+ *
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+ * For the underlying API, check
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+ * https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/save
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+ */
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+ save(): void;
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+ /**
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+ * Restores the most recent state of the canvas saved on the stack
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+ *
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+ * For the underlying API, check
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+ * https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/restore
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+ */
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+ restore(): void;
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+ transform(tranform: Mat2D): void;
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+ drawPath(path: RenderPath, paint: RenderPaint): void;
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+ clipPath(path: RenderPath): void;
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+ /**
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+ * Calls the context's clearRect() function to clear the entire canvas. Crucial to call
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+ * this at the start of the render loop to clear the canvas before drawing the next frame
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+ *
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+ * For the underlying API, check
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+ * https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/clearRect
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+ */
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+ clear(): void;
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+ delete(): void;
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+ flush(): void;
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+ translate(x: number, y: number): void;
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+ rotate(angle: number): void;
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+ }
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+
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+ export declare class RenderPathWrapper {
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+ reset(): void;
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+ addPath(path: CommandPath, transform: Mat2D): void;
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+ fillRule(value: FillRule): void;
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+ moveTo(x: number, y: number): void;
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+ lineTo(x: number, y: number): void;
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+ cubicTo(
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+ ox: number,
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+ oy: number,
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+ ix: number,
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+ iy: number,
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+ x: number,
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+ y: number,
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+ ): void;
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+ close(): void;
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+ }
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+
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+ export declare class RenderPaintWrapper {
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+ color(value: number): void;
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+ thickness(value: number): void;
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+ join(value: StrokeJoin): void;
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+ cap(value: StrokeCap): void;
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+ blendMode(value: BlendMode): void;
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+ style(value: RenderPaintStyle): void;
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+ linearGradient(sx: number, sy: number, ex: number, ey: number): void;
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+ radialGradient(sx: number, sy: number, ex: number, ey: number): void;
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+ addStop(color: number, stop: number): void;
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+ completeGradient(): void;
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+ }
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+
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+ /**
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+ * Renderer returned when Rive makes a renderer via `makeRenderer()`
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+ */
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+ export declare class Renderer extends RendererWrapper {
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+ /**
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+ * Aligns the Rive content on the canvas space
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+ * @param fit - Fit enum value
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+ * @param alignment - Alignment enum value
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+ * @param frame - Bounds of the canvas space
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+ * @param content - Bounds of the Rive content
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+ */
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+ align(fit: Fit, alignment: Alignment, frame: AABB, content: AABB): void;
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+ }
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+
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+ export declare class CommandPath {}
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+
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+ export declare class RenderPath extends RenderPathWrapper {}
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+
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+ export declare class RenderPaint extends RenderPaintWrapper {}
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+
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+ /////////////////////
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+ // CANVAS RENDERER //
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+ /////////////////////
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+ export declare class CanvasRenderer extends Renderer {
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+ constructor(
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+ ctx: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D,
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+ );
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+ }
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+
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+ type OmittedCanvasRenderingContext2DMethods =
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+ | "createConicGradient"
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+ | "createImageData"
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+ | "createLinearGradient"
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+ | "createPattern"
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+ | "createRadialGradient"
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+ | "getContextAttributes"
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+ | "getImageData"
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+ | "getLineDash"
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+ | "getTransform"
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+ | "isContextLost"
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+ | "isPointInPath"
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+ | "isPointInStroke"
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+ | "measureText";
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+
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+ /**
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+ * Proxy class that handles calls to a CanvasRenderer instance and handles Rive-related rendering calls such
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+ * as `save`, `restore`, `transform`, and more, effectively overriding and/or wrapping Canvas2D context
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+ * APIs for Rive-specific purposes. Other calls not intentionally overridden are passed through to the
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+ * Canvas2D context directly.
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+ *
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+ * Note: Currently, any calls to the Canvas2D context that you expect to return a value (i.e. `isPointInStroke()`)
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+ * will return undefined
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+ */
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+ export type CanvasRendererProxy = CanvasRenderer &
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+ Omit<CanvasRenderingContext2D, OmittedCanvasRenderingContext2DMethods>;
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+
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+ /**
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+ * Renderer type for `makeRenderer()` that returns Renderer (webgl) or a CanvasRendererProxy (canvas2d)
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+ */
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+ export type WrappedRenderer = Renderer | CanvasRendererProxy;
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+
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+ export declare class CanvasRenderPaint extends RenderPaint {
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+ draw(
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+ ctx: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D,
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+ path: RenderPath,
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+ ): void;
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+ }
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+
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+ export declare class CanvasRenderPath extends RenderPath {}
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+
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+ export interface CanvasRenderFactory {
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+ makeRenderPaint(): CanvasRenderPaint;
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+ makeRenderPath(): CanvasRenderPath;
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+ }
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+
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+ export class Image {
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+ unref(): void;
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+ }
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+ export interface ImageCallback {
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+ (image: Image): void;
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+ }
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+ export interface DecodeImage {
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+ (bytes: Uint8Array, callback: ImageCallback): void;
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+ }
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+ export class Font {
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+ unref(): void;
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+ }
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+ export interface FontCallback {
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+ (font: Font): void;
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+ }
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+ export interface DecodeFont {
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+ (bytes: Uint8Array, callback: FontCallback): void;
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+ }
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+
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+ //////////
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+ // File //
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+ //////////
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+ /**
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+ * Rive-specific File class that provides a number of functions to load instances of Artboards
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+ */
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+ export declare class File {
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+ /**
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+ * Returns the first Artboard found in the Rive file as a new Artboard instance
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+ * @returns An Artboard instance
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+ */
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+ defaultArtboard(): Artboard; // rive::ArtboardInstance
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+ /**
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+ * Returns the named Artboard found in the Rive file as a new Artboard instance
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+ * @param name - Name of the Artboard to create an instance for
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+ */
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+ artboardByName(name: string): Artboard; // rive::ArtboardInstance
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+ /**
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+ * Returns a new Artboard instance for the Artboard at the given index in the Rive file
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+ * @param index - Index of the Artboard in the file to create an Artboard instance for
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+ */
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+ artboardByIndex(index: number): Artboard; // rive::ArtboardInstance
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+ /**
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+ * Returns the number of Artboards in the Rive File
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+ * @returns Number of artboards in the Rive file
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+ */
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+ artboardCount(): number;
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+
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+ delete(): void;
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+ }
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+
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+ /**
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+ * Rive class representing an Artboard instance. Use this class to create instances for
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+ * LinearAnimations, StateMachines, Nodes, Bones, and more. This Artboard instance should also be
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+ * advanced in the drawing render loop.
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+ *
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+ * Important: Make sure to delete this instance when it's no longer in use via the `delete()`
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+ * method. This deletes the underlying c++ reference and frees up the backing WASM object. This can
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+ * be done in cases where the user navigates away from the page with this animation, the canvas is
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+ * unmounted, etc.
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+ */
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+ export declare class Artboard {
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+ /**
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+ * Get the name of this Artboard instance
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+ */
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+ get name(): string;
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+ /**
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+ * Get the bounds of this Artboard instance
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+ */
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+ get bounds(): AABB;
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+ get frameOrigin(): boolean;
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+ set frameOrigin(val: boolean);
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+ /**
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+ * Deletes the underlying instance created via the WASM. It's important to clean up this
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+ * instance when no longer in use
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+ */
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+ delete(): void;
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+ /**
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+ * Advances the Artboard instance by the set amount of seconds. This method updates each object
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+ * in the Artboard with any changes that animations apply on properties of the objects. This
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+ * should be called after calling `advance()` of a LinearAnimationInstance or StateMachineInstance
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+ * @param sec - Scrub the Artboard instance by a number of seconds
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+ */
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+ advance(sec: number): boolean;
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+ /**
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+ * Draws the artboard with a given rendering context.
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+ * @param renderer - Renderer context to draw with
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+ */
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+ draw(renderer: CanvasRenderer | Renderer): void;
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+ /**
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+ * Creates a LinearAnimation for the animation with the given name
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+ *
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+ * Note: This does not create a LinearAnimationInstance to advance in the render loop.
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+ * That needs to be created separately.
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+ *
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+ * @param name - Name of the animation to create a LinearAnimation reference for
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+ * @returns A new LinearAnimation object
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+ */
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+ animationByName(name: string): LinearAnimation;
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+ /**
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+ * Creates a LinearAnimation for the animation with the given index
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+ *
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+ * Note: This does not create a LinearAnimationInstance to advance in the render loop.
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+ * That needs to be created separately.
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+ *
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+ * @param index - Index of the animation to create a LinearAnimation reference for
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+ * @returns A new LinearAnimation object
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+ */
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+ animationByIndex(index: number): LinearAnimation;
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+ /**
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+ * Returns the number of animations in the artboard
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+ * @returns Number of animations on the Artboard
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+ */
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+ animationCount(): number;
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+ /**
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+ * Creates a StateMachine for the state machine with the given name.
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+ *
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+ * Note: This does not create a StateMachineInstance to advance in the render loop.
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+ * That needs to be created separately.
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+ *
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+ * @param name - Name of the state machine to create a StateMachine reference for
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+ * @returns A new StateMachine object
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+ */
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+ stateMachineByName(name: string): StateMachine;
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+ /**
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+ * Creates a StateMachine for the state machine with the given index
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+ *
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+ * Note: This does not create a StateMachineInstance to advance in the render loop.
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+ * That needs to be created separately.
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+ *
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+ * @param index - Index of the state machine to create a StateMachine reference for
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+ * @returns A new StateMachine object
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+ */
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+ stateMachineByIndex(index: number): StateMachine;
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+ /**
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+ * Returns the number of state machines in the artboard
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+ * @returns Number of state machines on the Artboard
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+ */
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+ stateMachineCount(): number;
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+ /**
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+ * Returns a reference for a Bone object of a given name.
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+ * Learn more: https://help.rive.app/editor/manipulating-shapes/bones
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+ *
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+ * @param name - Name of the Bone to grab a reference to
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+ */
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+ bone(name: string): Bone;
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+ /**
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+ * Returns a reference for a Node object of a given name from the Artboard hierarchy
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+ * @param name - Name of the Node from the Artboard hierarchy to grab a reference to
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+ */
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+ node(name: string): Node;
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+ /**
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+ * Returns a reference for a root Bone object of a given name
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+ * @param name - Name of the root Bone to grab a reference to
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+ */
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+ rootBone(name: string): RootBone;
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+ /**
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+ * Returns a reference for a transform component object of a given name
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+ * @param name - Name of the transform component to grab a reference to
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+ */
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+ transformComponent(name: string): TransformComponent;
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+ /**
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+ * Returns a reference for a TextValueRun object to get/set a text value for
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+ * @param name - Name of the Text Run to grab a reference to
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+ */
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+ textRun(name: string): TextValueRun;
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+ }
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+
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+ export declare class Bone extends TransformComponent {
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+ /**
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+ * Length of the bone
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+ */
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+ length: number;
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+ }
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+
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+ export declare class RootBone extends Bone {
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+ /**
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+ * X coordinate of the position on the RootBone
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+ */
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+ x: number;
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+ /**
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+ * Y coordinate of the position on the RootBone
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+ */
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+ y: number;
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+ }
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+
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+ /**
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+ * Representation of a node in the Artboard hierarchy (i.e group, shape, etc.)
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+ */
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+ export declare class Node extends TransformComponent {
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+ /**
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+ * X coordinate of the position on the Node
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+ */
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+ x: number;
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+ /**
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+ * Y coordinate of the position on the RootBone
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+ */
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+ y: number;
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+ }
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+
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+ export declare class TransformComponent {
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+ rotation: number;
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+ scaleX: number;
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+ scaleY: number;
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+ worldTransform(): Mat2D;
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+ parentWorldTransform(result: Mat2D): void;
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+ }
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+
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+ ///////////////
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+ // Animation //
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+ ///////////////
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+ /**
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+ * Rive class representing a LinearAnimation instance. Use this class to advance and control a
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+ * particular animation in the render loop (i.e speed, scrub, mix, etc.).
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+ *
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+ * Important: Make sure to delete this instance when it's no longer in use via the `delete()`
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+ * method. This deletes the underlying c++ reference and frees up the backing WASM object. This can
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+ * be done in cases where the user navigates away from the page with this animation, the canvas is
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+ * unmounted, etc.
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+ */
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+ export declare class LinearAnimationInstance {
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+ /**
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+ * Create a new LinearAnimationInstance reference
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+ * @param animation - A LinearAnimation reference retrieved via the Artboard
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+ * (i.e `artboard.animationByName('foo')`)
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+ * @param artboard - The Artboard instance for this animation
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+ */
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+ constructor(animation: LinearAnimation, artboard: Artboard);
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+ get name(): string;
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+ get duration(): number;
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+ get fps(): number;
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+ get workStart(): number;
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+ get workEnd(): number;
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+ get loopValue(): number;
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+ get speed(): number;
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+ /**
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+ * Number of seconds the animation has advanced by
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+ */
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+ time: number;
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+ /**
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+ * Flag to determine if the animation looped (this is reset when the loop restarts)
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+ */
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+ didLoop: boolean;
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+ /**
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+ * Advances/scrubs the LinearAnimationInstance by the set amount of seconds. Note that this only
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+ * moves the "time" in the animation, but does not apply changes to the properties in the
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+ * Artboard. This must be called before the `apply()` method of LinearAnimationInstance.
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+ *
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+ * @param sec - Scrub the animation instance by a number of seconds
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+ */
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+ advance(sec: number): boolean;
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+ /**
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+ * Apply a mixing value on the animation instance. This is useful if you are looking to blend
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+ * multiple animations together and want to dictate a strength for each of the animations played
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+ * back. This also applies new values to properties of objects on the Artboard according to the
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+ * keys of the animation.
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+ * This must be called after the `advance()` method of `LinearAnimationInstance`
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+ *
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+ * @param mix 0-1 the strength of the animation in the animations mix.
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+ */
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+ apply(mix: number): void;
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+ /**
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+ * Deletes the underlying instance created via the WASM. It's important to clean up this instance
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+ * when no longer in use
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+ */
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+ delete(): void;
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+ }
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+
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+ export declare class TextValueRun {
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+ /**
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+ * Getter for the name of the Text Run
533
+ */
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+ get name(): string;
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+ /**
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+ * Getter for text value of the Text Run
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+ */
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+ get text(): string;
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+ /**
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+ * Setter for the text value of the Text Run
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+ */
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+ set text(val: string);
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+ }
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+
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+ /**
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+ * Rive Event interface for "General" custom events defined in the Rive editor. Each event has a
547
+ * name and optionally some other custom properties and a type
548
+ */
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+ export interface RiveEvent {
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+ /**
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+ * Name of the event fired
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+ */
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+ name: string;
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+ /**
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+ * Optional type of the specific kind of event fired (i.e. General, OpenUrl)
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+ */
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+ type?: number;
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+ /**
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+ * Optional custom properties defined on the event
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+ */
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+ properties?: RiveEventCustomProperties;
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+ /**
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+ * Optional elapsed time since the event specifically occurred
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+ */
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+ delay?: number;
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+ }
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+
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+ /**
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+ * A specific Rive Event type for "OpenUrl" events. This event type has a URL and optionally a
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+ * target property to dictate how to open the URL
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+ */
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+ export interface OpenUrlEvent extends RiveEvent {
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+ /**
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+ * URL to open when the event is invoked
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+ */
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+ url: string;
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+ /**
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+ * Where to display the linked URL
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+ */
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+ target?: string;
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+ }
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+
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+ /**
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+ * A Rive Event may have any number of optional custom properties defined on itself with variable names
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+ * and values that are either a number, boolean, or string
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+ */
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+ export interface RiveEventCustomProperties {
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+ /**
589
+ * Custom property may be named anything in the Rive editor, and given a value of
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+ * a number, boolean, or string type
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+ */
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+ [key: string]: number | boolean | string;
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+ }
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+
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+ export declare class LinearAnimation {
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+ /**
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+ * The animation's loop type
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+ */
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+ get loopValue(): number;
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+ /**
601
+ * Name of the LinearAnimation
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+ */
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+ get name(): string;
604
+ }
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+
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+ export declare class StateMachine {
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+ /**
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+ * Name of the StateMachine
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+ */
610
+ get name(): string;
611
+ }
612
+
613
+ /**
614
+ * Rive class representing a StateMachine instance. Use this class to advance and control a
615
+ * particular state machine in the render loop (i.e scrub, grab state machine inputs, set up
616
+ * listener events, etc.).
617
+ *
618
+ * Important: Make sure to delete this instance when it's no longer in use via the `delete()`
619
+ * method. This deletes the underlying c++ reference and frees up the backing WASM object. This can
620
+ * be done in cases where the user navigates away from the page with this animation, the canvas is
621
+ * unmounted, etc.
622
+ */
623
+ export declare class StateMachineInstance {
624
+ /**
625
+ * Create a new StateMachineInstance reference
626
+ * @param stateMachine - A StateMachine retrieved via the Artboard
627
+ * (i.e `artboard.stateMachineByName('foo')`)
628
+ * @param artboard - The Artboard instance for this state machine
629
+ */
630
+ constructor(stateMachine: StateMachine, artboard: Artboard);
631
+ get name(): string;
632
+ /**
633
+ * Returns the number of inputs associated with this state machine
634
+ * @returns Number of inputs
635
+ */
636
+ inputCount(): number;
637
+ /**
638
+ * Returns the state machine input at the given index
639
+ * @param i - Index to retrieve the state machine input at
640
+ * @returns SMIInput reference
641
+ */
642
+ input(i: number): SMIInput;
643
+ /**
644
+ * Advances/scrubs the StateMachineInstance by the set amount of seconds. Note that this does not
645
+ * apply changes to the properties of objects in the Artboard yet.
646
+ * @param sec - Scrub the state machine instance by a number of seconds
647
+ */
648
+ advance(sec: number): boolean;
649
+ /**
650
+ * Returns the number of states changed while the state machine played
651
+ * @returns Number of states changed in the duration of the state machine played
652
+ */
653
+ stateChangedCount(): number;
654
+ /**
655
+ * Returns the name of the state/animation transitioned to, given the index in the array of state
656
+ * changes in total
657
+ * @param i
658
+ * @returns Name of the state/animation transitioned to
659
+ */
660
+ stateChangedNameByIndex(i: number): string;
661
+
662
+ /**
663
+ * Returns the number of events reported from the last advance call
664
+ * @returns Number of events reported
665
+ */
666
+ reportedEventCount(): number;
667
+
668
+ /**
669
+ * Returns a RiveEvent object emitted from the last advance call at the given index
670
+ * of a list of potentially multiple events. If an event at the index is not found,
671
+ * undefined is returned.
672
+ * @param i index of the event reported in a list of potentially multiple events
673
+ * @returns RiveEvent or extended RiveEvent object returned, or undefined
674
+ */
675
+ reportedEventAt(i: number): OpenUrlEvent | RiveEvent | undefined;
676
+
677
+ /**
678
+ * Notifies the state machine that the pointer has pressed down at the given coordinate in
679
+ * Artboard space. Internally, Rive may advance a state machine if the listener coordinate is of
680
+ * interest at a given moment.
681
+ *
682
+ * @param x - X coordinate
683
+ * @param y - Y coordinate
684
+ */
685
+ pointerDown(x: number, y: number): void;
686
+ /**
687
+ * Notifies the state machine that the pointer has moved to the given coordinate in
688
+ * Artboard space. Internally, Rive may advance a state machine if the listener coordinate is of
689
+ * interest at a given moment.
690
+ *
691
+ * @param x - X coordinate
692
+ * @param y - Y coordinate
693
+ */
694
+ pointerMove(x: number, y: number): void;
695
+ /**
696
+ * Notifies the state machine that the pointer has released at the given coordinate in
697
+ * Artboard space. Internally, Rive may advance a state machine if the listener coordinate is of
698
+ * interest at a given moment.
699
+ * @param x - X coordinate
700
+ * @param y - Y coordinate
701
+ */
702
+ pointerUp(x: number, y: number): void;
703
+
704
+ /**
705
+ * Deletes the underlying instance created via the WASM. It's important to clean up this instance
706
+ * when no longer in use
707
+ */
708
+ delete(): void;
709
+ }
710
+
711
+ export declare class SMIInput {
712
+ // TODO: Keep only the base SMIInput properties and make SMIBool, SMINumber, SMITriger extend it
713
+ static bool: number;
714
+ static number: number;
715
+ static trigger: number;
716
+
717
+ /**
718
+ * Getter for name of the state machine input
719
+ */
720
+ get name(): string;
721
+ get type(): number;
722
+ /**
723
+ * Getter for value of the state machine input
724
+ */
725
+ get value(): boolean | number | undefined;
726
+ /**
727
+ * Setter for value of the state machine input
728
+ */
729
+ set value(val: boolean | number | undefined);
730
+ /**
731
+ * Fires a trigger input on a state machine
732
+ */
733
+ fire(): void;
734
+ asBool(): SMIInput;
735
+ asNumber(): SMIInput;
736
+ asTrigger(): SMIInput;
737
+ }
738
+
739
+ export declare class SMIBool {}
740
+
741
+ export declare class SMINumber {}
742
+
743
+ export declare class SMITrigger {}
744
+
745
+ ///////////
746
+ // ENUMS //
747
+ ///////////
748
+
749
+ export enum Fit {
750
+ fill,
751
+ contain,
752
+ cover,
753
+ fitWidth,
754
+ fitHeight,
755
+ none,
756
+ scaleDown,
757
+ }
758
+
759
+ export enum RenderPaintStyle {
760
+ fill,
761
+ stroke,
762
+ }
763
+
764
+ export enum FillRule {
765
+ nonZero,
766
+ evenOdd,
767
+ }
768
+
769
+ export enum StrokeCap {
770
+ butt,
771
+ round,
772
+ square,
773
+ }
774
+ export enum StrokeJoin {
775
+ miter,
776
+ round,
777
+ bevel,
778
+ }
779
+
780
+ export enum BlendMode {
781
+ srcOver = 3,
782
+ screen = 14,
783
+ overlay = 15,
784
+ darken = 16,
785
+ lighten = 17,
786
+ colorDodge = 18,
787
+ colorBurn = 19,
788
+ hardLight = 20,
789
+ softLight = 21,
790
+ difference = 22,
791
+ exclusion = 23,
792
+ multiply = 24,
793
+ hue = 25,
794
+ saturation = 26,
795
+ color = 27,
796
+ luminosity = 28,
797
+ }
798
+
799
+ ///////////
800
+ // UTILS //
801
+ ///////////
802
+
803
+ export declare class Alignment {
804
+ get x(): number;
805
+ get y(): number;
806
+ }
807
+
808
+ export declare class AlignmentFactory {
809
+ get topLeft(): Alignment;
810
+ get topCenter(): Alignment;
811
+ get topRight(): Alignment;
812
+ get centerLeft(): Alignment;
813
+ get center(): Alignment;
814
+ get centerRight(): Alignment;
815
+ get bottomLeft(): Alignment;
816
+ get bottomCenter(): Alignment;
817
+ get bottomRight(): Alignment;
818
+ }
819
+
820
+ /**
821
+ * Axis-aligned bounding box
822
+ */
823
+ export interface AABB {
824
+ minX: number;
825
+ minY: number;
826
+ maxX: number;
827
+ maxY: number;
828
+ }
829
+
830
+ /**
831
+ * Column-major matrix described by the following:
832
+ * | xx yx tx |
833
+ * | xy yy ty |
834
+ * | 0 0 1 |
835
+ */
836
+ export declare class Mat2D {
837
+ xx: number;
838
+ xy: number;
839
+ yx: number;
840
+ yy: number;
841
+ tx: number;
842
+ ty: number;
843
+ /**
844
+ * Returns whether or not a matrix could be inverted, and if yes, sets the resulting Mat2D into
845
+ * the passed-in `mat` parameter
846
+ *
847
+ * @param mat - Reference Mat2D to store the newly inverted matrix into if successful
848
+ * @returns True if the matrix could be inverted
849
+ */
850
+ invert(mat: Mat2D): boolean;
851
+
852
+ /**
853
+ * Deletes the underlying CPP object created for this instance
854
+ */
855
+ delete(): void;
856
+ }
857
+
858
+ /**
859
+ * Rive Vector class
860
+ */
861
+ export declare class Vec2D {
862
+ constructor(x: number, y: number);
863
+ /**
864
+ * Returns the x coordinate of the vector
865
+ */
866
+ x(): number;
867
+ /**
868
+ * Returns the y coordinate of the vector
869
+ */
870
+ y(): number;
871
+
872
+ /**
873
+ * Deletes the underlying CPP object created for this instance
874
+ */
875
+ delete(): void;
876
+ }
877
+
878
+ /**
879
+ * Rive class representing a FileAsset with relevant metadata fields to describe
880
+ * an asset associated wtih the Rive File
881
+ */
882
+ export declare class FileAsset {
883
+ name: string;
884
+ fileExtension: string;
885
+ isImage: boolean;
886
+ isFont: boolean;
887
+ cdnUuid: string;
888
+ }
889
+
890
+ /**
891
+ * Rive class extending the FileAsset that exposes a `setRenderImage()` API with a
892
+ * decoded Image (via the `decodeImage()` API) to set a new Image on the Rive FileAsset
893
+ */
894
+ export declare class ImageAsset extends FileAsset {
895
+ setRenderImage(image: Image): void;
896
+ }
897
+
898
+ /**
899
+ * Rive class extending the FileAsset that exposes a `setFont()` API with a
900
+ * decoded Font (via the `decodeFont()` API) to set a new Font on the Rive FileAsset
901
+ */
902
+ export declare class FontAsset extends FileAsset {
903
+ setFont(font: Font): void;
904
+ }
905
+
906
+ export declare class FileAssetLoader {}
907
+
908
+ export declare class CustomFileAssetLoader extends FileAssetLoader {
909
+ constructor({ loadContents }: { loadContents: Function });
910
+ loadContents(asset: FileAsset, bytes: any): boolean;
911
+ }