blockbench-types 5.1.0-beta.3-next.2 → 5.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +30 -30
- package/custom/animation.d.ts +256 -256
- package/custom/animation_controller.d.ts +124 -124
- package/custom/blockbench.d.ts +73 -73
- package/custom/canvas.d.ts +307 -307
- package/custom/codec.d.ts +182 -182
- package/custom/copy_paste.d.ts +42 -42
- package/custom/cube.d.ts +151 -151
- package/custom/desktop.d.ts +73 -73
- package/custom/display_mode.d.ts +137 -137
- package/custom/edit_session.d.ts +37 -37
- package/custom/global.d.ts +168 -168
- package/custom/group.d.ts +113 -113
- package/custom/interface.d.ts +78 -78
- package/custom/io.d.ts +12 -12
- package/custom/keyframe.d.ts +94 -94
- package/custom/libs.d.ts +13 -13
- package/custom/menu.d.ts +136 -136
- package/custom/mesh.d.ts +196 -196
- package/custom/misc.d.ts +199 -199
- package/custom/molang.d.ts +159 -159
- package/custom/outliner.d.ts +158 -158
- package/custom/painter.d.ts +69 -69
- package/custom/preview.d.ts +137 -137
- package/custom/preview_scene.d.ts +120 -120
- package/custom/screencam.d.ts +71 -71
- package/custom/spline_mesh.d.ts +189 -189
- package/custom/start_screen.d.ts +14 -14
- package/custom/texture_group.d.ts +68 -68
- package/custom/texture_layers.d.ts +117 -117
- package/custom/textures.d.ts +515 -515
- package/custom/timeline.d.ts +66 -66
- package/custom/toolbars.d.ts +221 -221
- package/custom/undo.d.ts +208 -208
- package/custom/util/version_util.d.ts +32 -32
- package/custom/util.d.ts +235 -235
- package/custom/uveditor.d.ts +3 -3
- package/custom/validator.d.ts +99 -99
- package/documentation.md +12 -12
- package/generated/global_types.d.ts +47 -0
- package/generated/io/formats/bedrock.d.ts +4 -0
- package/generated/io/formats/bedrock_old.d.ts +4 -0
- package/generated/io/formats/collada.d.ts +4 -0
- package/generated/io/formats/fbx.d.ts +17 -0
- package/generated/io/formats/gltf.d.ts +6 -0
- package/generated/io/formats/java_block.d.ts +4 -0
- package/generated/io/formats/modded_entity.d.ts +139 -0
- package/generated/io/formats/obj.d.ts +12 -0
- package/generated/io/formats/optifine_jem.d.ts +3 -0
- package/generated/io/formats/optifine_jpm.d.ts +3 -0
- package/generated/io/formats/skin.d.ts +22 -0
- package/index.d.ts +2 -2
- package/package.json +39 -39
- package/tsconfig.json +19 -19
- package/type_config.json +46 -46
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/// <reference types="./blockbench"/>
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interface TextureGroupOptions {
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uuid?: string
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name?: string
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is_material?: boolean
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material_config?: TextureGroupMaterialConfigData
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}
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/**
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* A way to group textures. Texture groups can also be used to represent materials in enabled formats
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*/
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declare class TextureGroup {
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static all: TextureGroup[]
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constructor(data?: Omit<TextureGroupOptions, 'uuid'>, uuid?: string)
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uuid: string
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name: string
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folded: boolean
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/**
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* If true, the texture group works as a material
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*/
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is_material: boolean
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/**
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* Material configuration
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*/
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material_config: TextureGroupMaterialConfig
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get material(): THREE.MeshStandardMaterial
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extend(data: TextureGroupOptions): this
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add(): this
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select(): this
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remove(): void
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showContextMenu(event: Event): void
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rename(): this
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getTextures(): Texture[]
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getUndoCopy(): Required<TextureGroupOptions>
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getSaveCopy(): Omit<TextureGroupOptions, 'is_material' | 'uuid'>
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updateMaterial(): void
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getMaterial(): THREE.MeshStandardMaterial
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}
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interface TextureGroupMaterialConfigData {
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color_value?: [number, number, number, number]
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mer_value?: [number, number, number]
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saved?: boolean
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}
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declare class TextureGroupMaterialConfig {
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constructor(texture_group: TextureGroup, data: TextureGroupMaterialConfigData)
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color_value: [number, number, number, number]
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mer_value: [number, number, number]
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saved: boolean
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menu: Menu
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texture_group: TextureGroup
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extend(data: TextureGroupMaterialConfigData): this
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getUndoCopy(): {}
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getSaveCopy(): {}
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compileForBedrock(): {
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format_version: string
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'minecraft:texture_set': {}
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}
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getFilePath(): string
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getFileName(extension?: boolean): string
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save(): void
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showContextMenu(event: Event): void
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propertiesDialog(): void
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}
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declare function importTextureSet(file: any): void
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/// <reference types="./blockbench"/>
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interface TextureGroupOptions {
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uuid?: string
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name?: string
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is_material?: boolean
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material_config?: TextureGroupMaterialConfigData
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}
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/**
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* A way to group textures. Texture groups can also be used to represent materials in enabled formats
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*/
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declare class TextureGroup {
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static all: TextureGroup[]
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constructor(data?: Omit<TextureGroupOptions, 'uuid'>, uuid?: string)
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uuid: string
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name: string
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folded: boolean
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/**
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* If true, the texture group works as a material
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*/
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is_material: boolean
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/**
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* Material configuration
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*/
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material_config: TextureGroupMaterialConfig
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get material(): THREE.MeshStandardMaterial
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extend(data: TextureGroupOptions): this
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add(): this
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select(): this
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remove(): void
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showContextMenu(event: Event): void
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rename(): this
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getTextures(): Texture[]
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getUndoCopy(): Required<TextureGroupOptions>
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getSaveCopy(): Omit<TextureGroupOptions, 'is_material' | 'uuid'>
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updateMaterial(): void
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getMaterial(): THREE.MeshStandardMaterial
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}
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interface TextureGroupMaterialConfigData {
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color_value?: [number, number, number, number]
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mer_value?: [number, number, number]
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saved?: boolean
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}
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declare class TextureGroupMaterialConfig {
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constructor(texture_group: TextureGroup, data: TextureGroupMaterialConfigData)
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color_value: [number, number, number, number]
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mer_value: [number, number, number]
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saved: boolean
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menu: Menu
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texture_group: TextureGroup
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extend(data: TextureGroupMaterialConfigData): this
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getUndoCopy(): {}
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getSaveCopy(): {}
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compileForBedrock(): {
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format_version: string
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'minecraft:texture_set': {}
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}
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getFilePath(): string
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getFileName(extension?: boolean): string
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save(): void
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showContextMenu(event: Event): void
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propertiesDialog(): void
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}
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declare function importTextureSet(file: any): void
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/// <reference types="three" />
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interface TextureLayerData {
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name?: string
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in_limbo?: boolean
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offset?: ArrayVector2
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scale?: ArrayVector2
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opacity?: number
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visible?: boolean
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blend_mode?: 'default' | 'set_opacity' | 'color' | 'multiply' | 'add' | 'darken' | 'lighten' | 'screen' | 'overlay' | 'difference' | 'alpha_mask'
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image_data?: ImageData
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data_url?: string
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}
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/**
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* Texture layers always belong to a texture and represent the layers of the texture. Each layer has its own HTML canvas and canvas context
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*/
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declare class TextureLayer {
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constructor(data: TextureLayerData, texture: Texture, uuid?: string)
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name: string
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uuid: UUID
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texture: Texture
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canvas: HTMLCanvasElement
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ctx: CanvasRenderingContext2D
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in_limbo: boolean
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img: HTMLImageElement
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/**
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* Layer offset from the top left corner of the texture to the top left corner of the layer
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*/
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offset: ArrayVector2
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/**
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* Layer scale. This is only used by the layer transform tool and should be applied and reset to 1x1 before doing further changes
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*/
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scale: ArrayVector2
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opacity: number
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visible: boolean
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blend_mode: 'default' | 'set_opacity' | 'color' | 'multiply' | 'add' | 'darken' | 'lighten' | 'screen' | 'overlay' | 'difference' | 'alpha_mask'
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extend(data: TextureLayerData): void
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/**
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* Selects the layer
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*/
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select(): void
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showContextMenu(event: Event): void
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/**
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* Remove the layer
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* @param undo Create an undo point and update the texture
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*/
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remove(undo: boolean): void
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getUndoCopy(image_data: boolean): object
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getSaveCopy(): object
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/**
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* Set the layer into a limbo state, where clicking Place or clicking next to the layer will place it on the layer below
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*/
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setLimbo(): void
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/**
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* Resolves the limbo state by turning the limbo layer into a full layer, or merging it into the layer below
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* @param keep_separate If true, the layer is kept as a separate layer
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*/
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resolveLimbo(keep_separate: boolean): void
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/**
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* Set the layer size. This resizes the canvas, which discards the layer content
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*/
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setSize(width: number, height: number): void
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/**
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* Toggle layer visibility. This creates an undo point
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*/
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toggleVisibility(): void
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/**
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* Scroll the layer panel list to
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*/
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scrollTo(): void
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/**
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* Add the layer to the associated texture above the previously selected layer, select this layer, and scroll the layer panel list to it
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*/
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addForEditing(): void
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/**
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* Merge this texture onto the texture below
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* @param undo Create an undo entry
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*/
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mergeDown(undo: boolean): void
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/**
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* Expand the layer to include the listed pixels
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* @param points
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*/
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expandTo(...points: ArrayVector2): void
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/**
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* Flip the texture along an axis
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* @param axis Flip axis, where 0 is X and 1 is Y
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* @param undo Create an undo entry
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*/
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flip(axis: number, undo: boolean): void
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/**
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* Rotate the layer around itself in 90 degree steps
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* @param angle Angle in degrees
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* @param undo Create an undo entry
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*/
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rotate(angle: number, undo: boolean): void
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/**
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* Centers the layer on the texture
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*/
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center(): void
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/**
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* Open the properties dialog
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*/
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propertiesDialog(): void
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/**
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* Get all layers of the active texture
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*/
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static all: TextureLayer[]
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/**
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* Get the selected layer
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*/
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static selected: TextureLayer
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}
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/// <reference types="three" />
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interface TextureLayerData {
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name?: string
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in_limbo?: boolean
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offset?: ArrayVector2
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scale?: ArrayVector2
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opacity?: number
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visible?: boolean
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blend_mode?: 'default' | 'set_opacity' | 'color' | 'multiply' | 'add' | 'darken' | 'lighten' | 'screen' | 'overlay' | 'difference' | 'alpha_mask'
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image_data?: ImageData
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data_url?: string
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}
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/**
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* Texture layers always belong to a texture and represent the layers of the texture. Each layer has its own HTML canvas and canvas context
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*/
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declare class TextureLayer {
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constructor(data: TextureLayerData, texture: Texture, uuid?: string)
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name: string
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uuid: UUID
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texture: Texture
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canvas: HTMLCanvasElement
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ctx: CanvasRenderingContext2D
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in_limbo: boolean
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img: HTMLImageElement
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/**
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* Layer offset from the top left corner of the texture to the top left corner of the layer
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*/
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offset: ArrayVector2
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/**
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* Layer scale. This is only used by the layer transform tool and should be applied and reset to 1x1 before doing further changes
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*/
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scale: ArrayVector2
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opacity: number
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visible: boolean
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blend_mode: 'default' | 'set_opacity' | 'color' | 'multiply' | 'add' | 'darken' | 'lighten' | 'screen' | 'overlay' | 'difference' | 'alpha_mask'
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extend(data: TextureLayerData): void
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/**
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* Selects the layer
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*/
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select(): void
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showContextMenu(event: Event): void
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/**
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* Remove the layer
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* @param undo Create an undo point and update the texture
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*/
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remove(undo: boolean): void
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+
getUndoCopy(image_data: boolean): object
|
|
52
|
+
getSaveCopy(): object
|
|
53
|
+
/**
|
|
54
|
+
* Set the layer into a limbo state, where clicking Place or clicking next to the layer will place it on the layer below
|
|
55
|
+
*/
|
|
56
|
+
setLimbo(): void
|
|
57
|
+
/**
|
|
58
|
+
* Resolves the limbo state by turning the limbo layer into a full layer, or merging it into the layer below
|
|
59
|
+
* @param keep_separate If true, the layer is kept as a separate layer
|
|
60
|
+
*/
|
|
61
|
+
resolveLimbo(keep_separate: boolean): void
|
|
62
|
+
/**
|
|
63
|
+
* Set the layer size. This resizes the canvas, which discards the layer content
|
|
64
|
+
*/
|
|
65
|
+
setSize(width: number, height: number): void
|
|
66
|
+
/**
|
|
67
|
+
* Toggle layer visibility. This creates an undo point
|
|
68
|
+
*/
|
|
69
|
+
toggleVisibility(): void
|
|
70
|
+
/**
|
|
71
|
+
* Scroll the layer panel list to
|
|
72
|
+
*/
|
|
73
|
+
scrollTo(): void
|
|
74
|
+
/**
|
|
75
|
+
* Add the layer to the associated texture above the previously selected layer, select this layer, and scroll the layer panel list to it
|
|
76
|
+
*/
|
|
77
|
+
addForEditing(): void
|
|
78
|
+
/**
|
|
79
|
+
* Merge this texture onto the texture below
|
|
80
|
+
* @param undo Create an undo entry
|
|
81
|
+
*/
|
|
82
|
+
mergeDown(undo: boolean): void
|
|
83
|
+
/**
|
|
84
|
+
* Expand the layer to include the listed pixels
|
|
85
|
+
* @param points
|
|
86
|
+
*/
|
|
87
|
+
expandTo(...points: ArrayVector2): void
|
|
88
|
+
/**
|
|
89
|
+
* Flip the texture along an axis
|
|
90
|
+
* @param axis Flip axis, where 0 is X and 1 is Y
|
|
91
|
+
* @param undo Create an undo entry
|
|
92
|
+
*/
|
|
93
|
+
flip(axis: number, undo: boolean): void
|
|
94
|
+
/**
|
|
95
|
+
* Rotate the layer around itself in 90 degree steps
|
|
96
|
+
* @param angle Angle in degrees
|
|
97
|
+
* @param undo Create an undo entry
|
|
98
|
+
*/
|
|
99
|
+
rotate(angle: number, undo: boolean): void
|
|
100
|
+
/**
|
|
101
|
+
* Centers the layer on the texture
|
|
102
|
+
*/
|
|
103
|
+
center(): void
|
|
104
|
+
/**
|
|
105
|
+
* Open the properties dialog
|
|
106
|
+
*/
|
|
107
|
+
propertiesDialog(): void
|
|
108
|
+
|
|
109
|
+
/**
|
|
110
|
+
* Get all layers of the active texture
|
|
111
|
+
*/
|
|
112
|
+
static all: TextureLayer[]
|
|
113
|
+
/**
|
|
114
|
+
* Get the selected layer
|
|
115
|
+
*/
|
|
116
|
+
static selected: TextureLayer
|
|
117
|
+
}
|