81 lines
3.1 KiB
Haxe
81 lines
3.1 KiB
Haxe
package openfl.display; #if (display || !flash)
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@:jsRequire("openfl/display/Bitmap", "default")
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/**
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* The Bitmap class represents display objects that represent bitmap images.
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* These can be images that you load with the `openfl.Assets` or
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* `openfl.display.Loader` classes, or they can be images that you
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* create with the `Bitmap()` constructor.
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*
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* The `Bitmap()` constructor allows you to create a Bitmap
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* object that contains a reference to a BitmapData object. After you create a
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* Bitmap object, use the `addChild()` or `addChildAt()`
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* method of the parent DisplayObjectContainer instance to place the bitmap on
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* the display list.
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*
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* A Bitmap object can share its BitmapData reference among several Bitmap
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* objects, independent of translation or rotation properties. Because you can
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* create multiple Bitmap objects that reference the same BitmapData object,
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* multiple display objects can use the same complex BitmapData object without
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* incurring the memory overhead of a BitmapData object for each display
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* object instance.
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*
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* A BitmapData object can be drawn to the screen by a Bitmap object in one
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* of two ways: by using the default hardware renderer with a single hardware surface,
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* or by using the slower software renderer when 3D acceleration is not available.
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*
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* If you would prefer to perform a batch rendering command, rather than using a
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* single surface for each Bitmap object, you can also draw to the screen using the
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* `openfl.display.Tilemap` class.
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*
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* **Note:** The Bitmap class is not a subclass of the InteractiveObject
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* class, so it cannot dispatch mouse events. However, you can use the
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* `addEventListener()` method of the display object container that
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* contains the Bitmap object.
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*/
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extern class Bitmap extends DisplayObject {
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/**
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* The BitmapData object being referenced.
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*/
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public var bitmapData:BitmapData;
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/**
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* Controls whether or not the Bitmap object is snapped to the nearest pixel.
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* This value is ignored in the native and HTML5 targets.
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* The PixelSnapping class includes possible values:
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*
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* * `PixelSnapping.NEVER` - No pixel snapping occurs.
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* * `PixelSnapping.ALWAYS` - The image is always snapped to
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* the nearest pixel, independent of transformation.
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* * `PixelSnapping.AUTO` - The image is snapped to the
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* nearest pixel if it is drawn with no rotation or skew and it is drawn at a
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* scale factor of 99.9% to 100.1%. If these conditions are satisfied, the
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* bitmap image is drawn at 100% scale, snapped to the nearest pixel.
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* When targeting Flash Player, this value allows the image to be drawn as fast
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* as possible using the internal vector renderer.
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*
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*/
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public var pixelSnapping:PixelSnapping;
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/**
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* Controls whether or not the bitmap is smoothed when scaled. If
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* `true`, the bitmap is smoothed when scaled. If
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* `false`, the bitmap is not smoothed when scaled.
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*/
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public var smoothing:Bool;
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public function new (bitmapData:BitmapData = null, ?pixelSnapping:PixelSnapping, smoothing:Bool = false);
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}
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#else
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typedef Bitmap = flash.display.Bitmap;
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#end |