@rive-app/webgl-single 2.14.4 → 2.15.1

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@rive-app/webgl-single",
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- "version": "2.14.4",
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+ "version": "2.15.1",
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  "description": "Rive's webgl based web api with bundled wasm.",
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  "main": "rive.js",
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  "homepage": "https://rive.app",
package/rive.d.ts CHANGED
@@ -1,5 +1,5 @@
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  import * as rc from "./rive_advanced.mjs";
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- export type { FileAsset, FontAsset, ImageAsset } from "./rive_advanced.mjs";
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+ export type { FileAsset, AudioAsset, FontAsset, ImageAsset, } from "./rive_advanced.mjs";
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  /**
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  * Generic type for a parameterless void callback
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  */
@@ -285,6 +285,7 @@ export declare class Rive {
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  private _layout;
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  private renderer;
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  private loaded;
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+ private _observed;
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  /**
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  * Tracks if a Rive file is loaded; we need this in addition to loaded as some
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  * commands (e.g. contents) can be called as soon as the file is loaded.
@@ -306,6 +307,7 @@ export declare class Rive {
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  private automaticallyHandleEvents;
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  private enableRiveAssetCDN;
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  private _volume;
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+ private _hasZeroSize;
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  durations: number[];
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  frameTimes: number[];
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  frameCount: number;
@@ -313,6 +315,7 @@ export declare class Rive {
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  constructor(params: RiveParameters);
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  static new(params: RiveParameters): Rive;
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  private onSystemAudioChanged;
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+ private onCanvasResize;
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  private init;
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  /**
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  * Setup Rive Listeners on the canvas
@@ -325,6 +328,11 @@ export declare class Rive {
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  * Remove Rive Listeners setup on the canvas
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  */
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  removeRiveListeners(): void;
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+ /**
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+ * If the instance has audio and the system audio is not ready
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+ * we hook the instance to the audio manager
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+ */
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+ private initializeAudio;
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  private initData;
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  private initArtboard;
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  drawFrame(): void;
@@ -567,17 +575,24 @@ export declare const Testing: {
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  EventManager: typeof EventManager;
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  TaskQueueManager: typeof TaskQueueManager;
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  };
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+ /**
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+ * Decodes bytes into an audio asset.
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+ *
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+ * Be sure to call `.unref()` on the audio once it is no longer needed. This
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+ * allows the engine to clean it up when it is not used by any more animations.
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+ */
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+ export declare const decodeAudio: (bytes: Uint8Array) => Promise<rc.Audio>;
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  /**
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  * Decodes bytes into an image.
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  *
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- * Be sure to call `.dispose()` on the image once it is no longer needed. This
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+ * Be sure to call `.unref()` on the image once it is no longer needed. This
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  * allows the engine to clean it up when it is not used by any more animations.
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  */
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  export declare const decodeImage: (bytes: Uint8Array) => Promise<rc.Image>;
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  /**
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  * Decodes bytes into a font.
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  *
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- * Be sure to call `.dispose()` on the font once it is no longer needed. This
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+ * Be sure to call `.unref()` on the font once it is no longer needed. This
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  * allows the engine to clean it up when it is not used by any more animations.
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  */
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  export declare const decodeFont: (bytes: Uint8Array) => Promise<rc.Font>;