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/**
* Different types of environments for WebGL.
* @static
* @memberof PIXI
* @name ENV
* @enum {number}
* @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility
* with older / less advanced devices. If you experience unexplained flickering prefer this environment.
* @property {number} WEBGL - Version 1 of WebGL
* @property {number} WEBGL2 - Version 2 of WebGL
*/
export enum ENV
// eslint-disable-next-line @typescript-eslint/indent
{
WEBGL_LEGACY,
WEBGL,
WEBGL2,
}
/**
* Constant to identify the Renderer Type.
* @static
* @memberof PIXI
* @name RENDERER_TYPE
* @enum {number}
* @property {number} UNKNOWN - Unknown render type.
* @property {number} WEBGL - WebGL render type.
* @property {number} CANVAS - Canvas render type.
*/
export enum RENDERER_TYPE
// eslint-disable-next-line @typescript-eslint/indent
{
UNKNOWN,
WEBGL,
CANVAS,
}
/**
* Bitwise OR of masks that indicate the buffers to be cleared.
* @static
* @memberof PIXI
* @name BUFFER_BITS
* @enum {number}
* @property {number} COLOR - Indicates the buffers currently enabled for color writing.
* @property {number} DEPTH - Indicates the depth buffer.
* @property {number} STENCIL - Indicates the stencil buffer.
*/
export enum BUFFER_BITS
// eslint-disable-next-line @typescript-eslint/indent
{
COLOR = 0x00004000,
DEPTH = 0x00000100,
STENCIL = 0x00000400
}
/**
* Various blend modes supported by PIXI.
*
* IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
* Anything else will silently act like NORMAL.
* @memberof PIXI
* @name BLEND_MODES
* @enum {number}
* @property {number} NORMAL -
* @property {number} ADD -
* @property {number} MULTIPLY -
* @property {number} SCREEN -
* @property {number} OVERLAY -
* @property {number} DARKEN -
* @property {number} LIGHTEN -
* @property {number} COLOR_DODGE -
* @property {number} COLOR_BURN -
* @property {number} HARD_LIGHT -
* @property {number} SOFT_LIGHT -
* @property {number} DIFFERENCE -
* @property {number} EXCLUSION -
* @property {number} HUE -
* @property {number} SATURATION -
* @property {number} COLOR -
* @property {number} LUMINOSITY -
* @property {number} NORMAL_NPM -
* @property {number} ADD_NPM -
* @property {number} SCREEN_NPM -
* @property {number} NONE -
* @property {number} SRC_IN -
* @property {number} SRC_OUT -
* @property {number} SRC_ATOP -
* @property {number} DST_OVER -
* @property {number} DST_IN -
* @property {number} DST_OUT -
* @property {number} DST_ATOP -
* @property {number} SUBTRACT -
* @property {number} SRC_OVER -
* @property {number} ERASE -
* @property {number} XOR -
*/
export enum BLEND_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
NORMAL = 0,
ADD = 1,
MULTIPLY = 2,
SCREEN = 3,
OVERLAY = 4,
DARKEN = 5,
LIGHTEN = 6,
COLOR_DODGE = 7,
COLOR_BURN = 8,
HARD_LIGHT = 9,
SOFT_LIGHT = 10,
DIFFERENCE = 11,
EXCLUSION = 12,
HUE = 13,
SATURATION = 14,
COLOR = 15,
LUMINOSITY = 16,
NORMAL_NPM = 17,
ADD_NPM = 18,
SCREEN_NPM = 19,
NONE = 20,
SRC_OVER = 0,
SRC_IN = 21,
SRC_OUT = 22,
SRC_ATOP = 23,
DST_OVER = 24,
DST_IN = 25,
DST_OUT = 26,
DST_ATOP = 27,
ERASE = 26,
SUBTRACT = 28,
XOR = 29,
}
/**
* Various webgl draw modes. These can be used to specify which GL drawMode to use
* under certain situations and renderers.
* @memberof PIXI
* @static
* @name DRAW_MODES
* @enum {number}
* @property {number} POINTS -
* @property {number} LINES -
* @property {number} LINE_LOOP -
* @property {number} LINE_STRIP -
* @property {number} TRIANGLES -
* @property {number} TRIANGLE_STRIP -
* @property {number} TRIANGLE_FAN -
*/
export enum DRAW_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
POINTS,
LINES,
LINE_LOOP,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
}
/**
* Various GL texture/resources formats.
* @memberof PIXI
* @static
* @name FORMATS
* @enum {number}
* @property {number} [RGBA=6408] -
* @property {number} [RGB=6407] -
* @property {number} [RG=33319] -
* @property {number} [RED=6403] -
* @property {number} [RGBA_INTEGER=36249] -
* @property {number} [RGB_INTEGER=36248] -
* @property {number} [RG_INTEGER=33320] -
* @property {number} [RED_INTEGER=36244] -
* @property {number} [ALPHA=6406] -
* @property {number} [LUMINANCE=6409] -
* @property {number} [LUMINANCE_ALPHA=6410] -
* @property {number} [DEPTH_COMPONENT=6402] -
* @property {number} [DEPTH_STENCIL=34041] -
*/
export enum FORMATS
// eslint-disable-next-line @typescript-eslint/indent
{
RGBA = 6408,
RGB = 6407,
RG = 33319,
RED = 6403,
RGBA_INTEGER = 36249,
RGB_INTEGER = 36248,
RG_INTEGER = 33320,
RED_INTEGER = 36244,
ALPHA = 6406,
LUMINANCE = 6409,
LUMINANCE_ALPHA = 6410,
DEPTH_COMPONENT = 6402,
DEPTH_STENCIL = 34041,
}
/**
* Various GL target types.
* @memberof PIXI
* @static
* @name TARGETS
* @enum {number}
* @property {number} [TEXTURE_2D=3553] -
* @property {number} [TEXTURE_CUBE_MAP=34067] -
* @property {number} [TEXTURE_2D_ARRAY=35866] -
* @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] -
* @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] -
* @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] -
* @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] -
* @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] -
* @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] -
*/
export enum TARGETS
// eslint-disable-next-line @typescript-eslint/indent
{
TEXTURE_2D = 3553,
TEXTURE_CUBE_MAP = 34067,
TEXTURE_2D_ARRAY = 35866,
TEXTURE_CUBE_MAP_POSITIVE_X = 34069,
TEXTURE_CUBE_MAP_NEGATIVE_X = 34070,
TEXTURE_CUBE_MAP_POSITIVE_Y = 34071,
TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072,
TEXTURE_CUBE_MAP_POSITIVE_Z = 34073,
TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074,
}
/**
* Various GL data format types.
* @memberof PIXI
* @static
* @name TYPES
* @enum {number}
* @property {number} [UNSIGNED_BYTE=5121] -
* @property {number} [UNSIGNED_SHORT=5123] -
* @property {number} [UNSIGNED_SHORT_5_6_5=33635] -
* @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] -
* @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] -
* @property {number} [UNSIGNED_INT=5125] -
* @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] -
* @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] -
* @property {number} [UNSIGNED_INT_24_8=34042] -
* @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] -
* @property {number} [BYTE=5120] -
* @property {number} [SHORT=5122] -
* @property {number} [INT=5124] -
* @property {number} [FLOAT=5126] -
* @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] -
* @property {number} [HALF_FLOAT=36193] -
*/
export enum TYPES
// eslint-disable-next-line @typescript-eslint/indent
{
UNSIGNED_BYTE = 5121,
UNSIGNED_SHORT = 5123,
UNSIGNED_SHORT_5_6_5 = 33635,
UNSIGNED_SHORT_4_4_4_4 = 32819,
UNSIGNED_SHORT_5_5_5_1 = 32820,
UNSIGNED_INT = 5125,
UNSIGNED_INT_10F_11F_11F_REV = 35899,
UNSIGNED_INT_2_10_10_10_REV = 33640,
UNSIGNED_INT_24_8 = 34042,
UNSIGNED_INT_5_9_9_9_REV = 35902,
BYTE = 5120,
SHORT = 5122,
INT = 5124,
FLOAT = 5126,
FLOAT_32_UNSIGNED_INT_24_8_REV = 36269,
HALF_FLOAT = 36193,
}
/**
* Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively.
* WebGL1 works only with FLOAT.
* @memberof PIXI
* @static
* @name SAMPLER_TYPES
* @enum {number}
* @property {number} [FLOAT=0] -
* @property {number} [INT=1] -
* @property {number} [UINT=2] -
*/
export enum SAMPLER_TYPES
// eslint-disable-next-line @typescript-eslint/indent
{
FLOAT = 0,
INT = 1,
UINT = 2,
}
/**
* The scale modes that are supported by pixi.
*
* The PIXI.settings.SCALE_MODE scale mode affects the default scaling mode of future operations.
* It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.
* @memberof PIXI
* @static
* @name SCALE_MODES
* @enum {number}
* @property {number} LINEAR Smooth scaling
* @property {number} NEAREST Pixelating scaling
*/
export enum SCALE_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
NEAREST,
LINEAR,
}
/**
* The wrap modes that are supported by pixi.
*
* The PIXI.settings.WRAP_MODE wrap mode affects the default wrapping mode of future operations.
* It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.
* If the texture is non power of two then clamp will be used regardless as WebGL can
* only use REPEAT if the texture is po2.
*
* This property only affects WebGL.
* @name WRAP_MODES
* @memberof PIXI
* @static
* @enum {number}
* @property {number} CLAMP - The textures uvs are clamped
* @property {number} REPEAT - The texture uvs tile and repeat
* @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring
*/
export enum WRAP_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
CLAMP = 33071,
REPEAT = 10497,
MIRRORED_REPEAT = 33648,
}
/**
* Mipmap filtering modes that are supported by pixi.
*
* The PIXI.settings.MIPMAP_TEXTURES affects default texture filtering.
* Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,
* or its `POW2` and texture dimensions are powers of 2.
* Due to platform restriction, `ON` option will work like `POW2` for webgl-1.
*
* This property only affects WebGL.
* @name MIPMAP_MODES
* @memberof PIXI
* @static
* @enum {number}
* @property {number} OFF - No mipmaps
* @property {number} POW2 - Generate mipmaps if texture dimensions are pow2
* @property {number} ON - Always generate mipmaps
* @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource
* that supports buffering each level-of-detail.
*/
export enum MIPMAP_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
OFF,
POW2,
ON,
ON_MANUAL
}
/**
* How to treat textures with premultiplied alpha
* @name ALPHA_MODES
* @memberof PIXI
* @static
* @enum {number}
* @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.
* Option for compressed and data textures that are created from typed arrays.
* @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.
* Default option, used for all loaded images.
* @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied
* Example: spine atlases with `_pma` suffix.
* @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.
* @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.
* @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.
*/
export enum ALPHA_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
NPM = 0,
UNPACK = 1,
PMA = 2,
NO_PREMULTIPLIED_ALPHA = 0,
PREMULTIPLY_ON_UPLOAD = 1,
PREMULTIPLY_ALPHA = 2, // deprecated, undocumented
PREMULTIPLIED_ALPHA = 2,
}
/**
* Configure whether filter textures are cleared after binding.
*
* Filter textures need not be cleared if the filter does not use pixel blending. CLEAR_MODES.BLIT will detect
* this and skip clearing as an optimization.
* @name CLEAR_MODES
* @memberof PIXI
* @static
* @enum {number}
* @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture.
* @property {number} CLEAR - Always clear the filter texture.
* @property {number} BLIT - Clear only if FilterSystem.forceClear is set or if the filter uses pixel blending.
* @property {number} NO - Alias for BLEND, same as `false` in earlier versions
* @property {number} YES - Alias for CLEAR, same as `true` in earlier versions
* @property {number} AUTO - Alias for BLIT
*/
export enum CLEAR_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
NO = 0,
YES = 1,
AUTO = 2,
BLEND = 0,
CLEAR = 1,
BLIT = 2,
}
/**
* The gc modes that are supported by pixi.
*
* The PIXI.settings.GC_MODE Garbage Collection mode for PixiJS textures is AUTO
* If set to GC_MODE, the renderer will occasionally check textures usage. If they are not
* used for a specified period of time they will be removed from the GPU. They will of course
* be uploaded again when they are required. This is a silent behind the scenes process that
* should ensure that the GPU does not get filled up.
*
* Handy for mobile devices!
* This property only affects WebGL.
* @name GC_MODES
* @enum {number}
* @static
* @memberof PIXI
* @property {number} AUTO - Garbage collection will happen periodically automatically
* @property {number} MANUAL - Garbage collection will need to be called manually
*/
export enum GC_MODES
// eslint-disable-next-line @typescript-eslint/indent
{
AUTO,
MANUAL,
}
/**
* Constants that specify float precision in shaders.
* @name PRECISION
* @memberof PIXI
* @constant
* @static
* @enum {string}
* @property {string} [LOW='lowp'] -
* @property {string} [MEDIUM='mediump'] -
* @property {string} [HIGH='highp'] -
*/
export enum PRECISION
// eslint-disable-next-line @typescript-eslint/indent
{
LOW = 'lowp',
MEDIUM = 'mediump',
HIGH = 'highp',
}
/**
* Constants for mask implementations.
* We use `type` suffix because it leads to very different behaviours
* @name MASK_TYPES
* @memberof PIXI
* @static
* @enum {number}
* @property {number} NONE - Mask is ignored
* @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap
* @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil
* @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture
* @property {number} COLOR - Color mask (RGBA)
*/
export enum MASK_TYPES
// eslint-disable-next-line @typescript-eslint/indent
{
NONE = 0,
SCISSOR = 1,
STENCIL = 2,
SPRITE = 3,
COLOR = 4,
}
/**
* Bitwise OR of masks that indicate the color channels that are rendered to.
* @static
* @memberof PIXI
* @name COLOR_MASK_BITS
* @enum {number}
* @property {number} RED - Red channel.
* @property {number} GREEN - Green channel
* @property {number} BLUE - Blue channel.
* @property {number} ALPHA - Alpha channel.
*/
export enum COLOR_MASK_BITS
// eslint-disable-next-line @typescript-eslint/indent
{
RED = 0x1,
GREEN = 0x2,
BLUE = 0x4,
ALPHA = 0x8
}
/**
* Constants for multi-sampling antialiasing.
* @see PIXI.Framebuffer#multisample
* @name MSAA_QUALITY
* @memberof PIXI
* @static
* @enum {number}
* @property {number} NONE - No multisampling for this renderTexture
* @property {number} LOW - Try 2 samples
* @property {number} MEDIUM - Try 4 samples
* @property {number} HIGH - Try 8 samples
*/
export enum MSAA_QUALITY
// eslint-disable-next-line @typescript-eslint/indent
{
NONE = 0,
LOW = 2,
MEDIUM = 4,
HIGH = 8
}
/**
* Constants for various buffer types in Pixi
* @see PIXI.BUFFER_TYPE
* @name BUFFER_TYPE
* @memberof PIXI
* @static
* @enum {number}
* @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer
* @property {number} ARRAY_BUFFER - buffer type for using attribute data
* @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects
*/
export enum BUFFER_TYPE
// eslint-disable-next-line @typescript-eslint/indent
{
ELEMENT_ARRAY_BUFFER = 34963,
ARRAY_BUFFER = 34962,
// NOT YET SUPPORTED
UNIFORM_BUFFER = 35345,
}