import { ColorTransform, Matrix, Rectangle, Point, IAssetAdapter, AssetEvent, IAsset } from '@awayjs/core';
import { UnloadManager, IUnloadable } from './../managers/UnloadManager';
import { Image2D } from './Image2D';
interface LazyImageSymbolTag {
    needParse: boolean;
    lazyParser(): LazyImageSymbolTag;
    definition: {
        width: number;
        height: number;
        data: Uint8ClampedArray;
        isPMA?: boolean;
    };
}
export declare class BitmapImage2D extends Image2D implements IUnloadable {
    static UNLOAD_EVENT: string;
    static assetType: string;
    static _unloadManager: UnloadManager<BitmapImage2D>;
    static getManager(stage: Stage): UnloadManager<BitmapImage2D>;
    private _asyncRead;
    _lazySymbol: LazyImageSymbolTag;
    protected _isSymbolSource: boolean;
    protected _data: Uint8ClampedArray;
    protected _isWeakRef: boolean;
    protected _finalizer: FinalizationRegistry<any>;
    protected _weakRefAdapter: WeakRef<IAssetAdapter>;
    protected _transparent: boolean;
    protected _unpackPMA: boolean;
    protected _stage: Stage;
    protected _locked: boolean;
    protected _floodStack: number[];
    protected _nestedBitmap: BitmapImage2D[];
    protected _sourceBitmap: BitmapImage2D;
    protected _imageDataDirty: boolean;
    protected _initalFillColor: number;
    protected _lastUsedFill: number;
    protected syncData(async?: boolean): boolean | Promise<boolean>;
    getDataInternal(constructEmpty?: boolean, skipSync?: boolean): Uint8ClampedArray;
    needUpload: boolean;
    /**
     * @description Upload flag, marking a image that it was uploaded on GPU
     * and can use GPU operations
     * fillRect can be implemented on GPU or CPU
     */
    wasUpload: boolean;
    get sourceBitmap(): BitmapImage2D;
    invalidateGPU(): void;
    invalidate(): void;
    isUnloaded: boolean;
    lastUsedTime: number;
    get canUnload(): boolean;
    unmarkToUnload(): void;
    markToUnload(): void;
    unload(): void;
    private _customMipLevels;
    addMipLevel(newLevel: BitmapImage2D): void;
    get mipLevels(): BitmapImage2D[];
    /**
     *
     * @returns {string}
     */
    get assetType(): string;
    /**
     * Defines whether the bitmap image supports per-pixel transparency. You can
     * set this value only when you construct a BitmapImage2D object by passing in
     * <code>true</code> for the <code>transparent</code> parameter of the
     * constructor. Then, after you create a BitmapImage2D object, you can check
     * whether it supports per-pixel transparency by determining if the value of
     * the <code>transparent</code> property is <code>true</code>.
     */
    get transparent(): boolean;
    set transparent(value: boolean);
    /**
     * Store a mode, witch should be uploaded to GPU
     * not all case PMA is should be enabled
     */
    get unpackPMA(): boolean;
    /**
     * Creates a BitmapImage2D object with a specified width and height. If you
     * specify a value for the <code>fillColor</code> parameter, every pixel in
     * the bitmap is set to that color.
     *
     * <p>By default, the bitmap is created as transparent, unless you pass
     * the value <code>false</code> for the transparent parameter. After you
     * create an opaque bitmap, you cannot change it to a transparent bitmap.
     * Every pixel in an opaque bitmap uses only 24 bits of color channel
     * information. If you define the bitmap as transparent, every pixel uses 32
     * bits of color channel information, including an alpha transparency
     * channel.</p>
     *
     * @param width       The width of the bitmap image in pixels.
     * @param height      The height of the bitmap image in pixels.
     * @param transparent Specifies whether the bitmap image supports per-pixel
     *                    transparency. The default value is <code>true</code>
     *                    (transparent). To create a fully transparent bitmap,
     *                    set the value of the <code>transparent</code>
     *                    parameter to <code>true</code> and the value of the
     *                    <code>fillColor</code> parameter to 0x00000000(or to
     *                    0). Setting the <code>transparent</code> property to
     *                    <code>false</code> can result in minor improvements
     *                    in rendering performance.
     * @param fillColor   A 32-bit ARGB color value that you use to fill the
     *                    bitmap image area. The default value is
     *                    0xFFFFFFFF(solid white).
     */
    constructor(width: number, height: number, transparent?: boolean, fillColor?: number, powerOfTwo?: boolean, stage?: Stage);
    addLazySymbol(tag: LazyImageSymbolTag): void;
    applySymbol(): boolean;
    /**
     * @description transfer adapter to weak mode
     * Reference will dropped, and adapter destroyed after collecting a adapter
     */
    useWeakRef(): void;
    unuseWeakRef(): void;
    get isWeakRef(): boolean;
    set adapter(v: IAssetAdapter);
    get adapter(): IAssetAdapter;
    private onAdapterDropped;
    addNestedReference(child: BitmapImage2D): void;
    dropNestedReference(child: BitmapImage2D): boolean;
    /**
     * @description Detach clone from source, and apply texture directly
     */
    dropAllReferences(fireDroping?: boolean): void;
    protected deepClone(from: BitmapImage2D): void;
    copyTo(target: BitmapImage2D): BitmapImage2D;
    /**
     * Returns a new BitmapImage2D object that is a clone of the original instance
     * with an exact copy of the contained bitmap.
     *
     * @return A new BitmapImage2D object that is identical to the original.
     */
    clone(): BitmapImage2D;
    /**
     * Adjusts the color values in a specified area of a bitmap image by using a
     * <code>ColorTransform</code> object. If the rectangle matches the
     * boundaries of the bitmap image, this method transforms the color values of
     * the entire image.
     *
     * @param rect           A Rectangle object that defines the area of the
     *                       image in which the ColorTransform object is applied.
     * @param colorTransform A ColorTransform object that describes the color
     *                       transformation values to apply.
     */
    colorTransform(rect: Rectangle, colorTransform: ColorTransform): void;
    /**
     * Transfers data from one channel of another BitmapImage2D object or the
     * current BitmapImage2D object into a channel of the current BitmapImage2D object.
     * All of the data in the other channels in the destination BitmapImage2D object
     * are preserved.
     *
     * <p>The source channel value and destination channel value can be one of
     * following values: </p>
     *
     * <ul>
     *   <li><code>BitmapImage2DChannel.RED</code></li>
     *   <li><code>BitmapImage2DChannel.GREEN</code></li>
     *   <li><code>BitmapImage2DChannel.BLUE</code></li>
     *   <li><code>BitmapImage2DChannel.ALPHA</code></li>
     * </ul>
     *
     * @param sourceBitmapImage2D The input bitmap image to use. The source image
     *                         can be a different BitmapImage2D object or it can
     *                         refer to the current BitmapImage2D object.
     * @param sourceRect       The source Rectangle object. To copy only channel
     *                         data from a smaller area within the bitmap,
     *                         specify a source rectangle that is smaller than
     *                         the overall size of the BitmapImage2D object.
     * @param destPoint        The destination Point object that represents the
     *                         upper-left corner of the rectangular area where
     *                         the new channel data is placed. To copy only
     *                         channel data from one area to a different area in
     *                         the destination image, specify a point other than
     *                        (0,0).
     * @param sourceChannel    The source channel. Use a value from the
     *                         BitmapImage2DChannel class
     *                        (<code>BitmapImage2DChannel.RED</code>,
     *                         <code>BitmapImage2DChannel.BLUE</code>,
     *                         <code>BitmapImage2DChannel.GREEN</code>,
     *                         <code>BitmapImage2DChannel.ALPHA</code>).
     * @param destChannel      The destination channel. Use a value from the
     *                         BitmapImage2DChannel class
     *                        (<code>BitmapImage2DChannel.RED</code>,
     *                         <code>BitmapImage2DChannel.BLUE</code>,
     *                         <code>BitmapImage2DChannel.GREEN</code>,
     *                         <code>BitmapImage2DChannel.ALPHA</code>).
     * @throws TypeError The sourceBitmapImage2D, sourceRect or destPoint are null.
     */
    copyChannel(sourceBitmap: BitmapImage2D, sourceRect: Rectangle, destPoint: Point, sourceChannel: number, destChannel: number): void;
    merge(source: BitmapImage2D, sourceRect: Rectangle, destPoint: Point, redMultiplier: number, greenMultiplier: number, blueMultiplier: number, alphaMultiplier: number): void;
    /**
     * Frees memory that is used to store the BitmapImage2D object.
     *
     * <p>When the <code>dispose()</code> method is called on an image, the width
     * and height of the image are set to 0. All subsequent calls to methods or
     * properties of this BitmapImage2D instance fail, and an exception is thrown.
     * </p>
     *
     * <p><code>BitmapImage2D.dispose()</code> releases the memory occupied by the
     * actual bitmap data, immediately(a bitmap can consume up to 64 MB of
     * memory). After using <code>BitmapImage2D.dispose()</code>, the BitmapImage2D
     * object is no longer usable and an exception may be thrown if
     * you call functions on the BitmapImage2D object. However,
     * <code>BitmapImage2D.dispose()</code> does not garbage collect the BitmapImage2D
     * object(approximately 128 bytes); the memory occupied by the actual
     * BitmapImage2D object is released at the time the BitmapImage2D object is
     * collected by the garbage collector.</p>
     *
     */
    dispose(): void;
    getColorBoundsRect(mask: number, color: number, findColor?: boolean): Rectangle;
    hitTest(firstPoint: Point, firstAlphaThreshold: ui8, secondObject: Point | Rectangle | BitmapImage2D, secondBitmapDataPoint?: Point, secondAlphaThreshold?: ui8): boolean;
    floodFill(x: number, y: number, color: number): void;
    /**
     * Ruffle port of noise
     * @see https://github.com/ruffle-rs/ruffle/blob/d43b033caa98ed201f37558c25f9ce5f2da189d0/core/src/avm1/object/bitmap_data.rs#L326
     */
    noise(randomSeed: number, low?: ui8, high?: ui8, channelOptions?: ui8, grayScale?: boolean): void;
    /**
     * Ruffle port of perlinNoise
     * There are not guarantees that it valid =)
     * RESULT IS NOT EQUAL A FLASH RESULT, SEED IS WRONG!!
     * @see https://github.com/ruffle-rs/ruffle/blob/d43b033caa98ed201f37558c25f9ce5f2da189d0/core/src/avm1/object/bitmap_data.rs#L713
     */
    perlinNoise(baseX: number, baseY: number, numOctaves: number, randomSeed: number, stitch: boolean, fractalNoise: boolean, channelOptions?: ui8, grayScale?: boolean, offsets?: Array<number | Point>): void;
    drawBitmap(source: Uint8ClampedArray, offsetX: number, offsetY: number, width: number, height: number, matrix?: Matrix): void;
    /**
     * Fills a rectangular area of pixels with a specified ARGB color.
     *
     * @param rect  The rectangular area to fill.
     * @param color The ARGB color value that fills the area. ARGB colors are
     *              often specified in hexadecimal format; for example,
     *              0xFF336699.
     * @throws TypeError The rect is null.
     */
    fillRect(rect: Rectangle, color: number, useCPU?: boolean): void;
    /**
     * Returns an integer that represents an RGB pixel value from a BitmapImage2D
     * object at a specific point(<i>x</i>, <i>y</i>). The
     * <code>getPixel()</code> method returns an unmultiplied pixel value. No
     * alpha information is returned.
     *
     * <p>All pixels in a BitmapImage2D object are stored as premultiplied color
     * values. A premultiplied image pixel has the red, green, and blue color
     * channel values already multiplied by the alpha data. For example, if the
     * alpha value is 0, the values for the RGB channels are also 0, independent
     * of their unmultiplied values. This loss of data can cause some problems
     * when you perform operations. All BitmapImage2D methods take and return
     * unmultiplied values. The internal pixel representation is converted from
     * premultiplied to unmultiplied before it is returned as a value. During a
     * set operation, the pixel value is premultiplied before the raw image pixel
     * is set.</p>
     *
     * @param x The <i>x</i> position of the pixel.
     * @param y The <i>y</i> position of the pixel.
     * @return A number that represents an RGB pixel value. If the(<i>x</i>,
     *         <i>y</i>) coordinates are outside the bounds of the image, the
     *         method returns 0.
     */
    getPixel(x: any, y: any): number;
    /**
     * Returns an ARGB color value that contains alpha channel data and RGB data.
     * This method is similar to the <code>getPixel()</code> method, which
     * returns an RGB color without alpha channel data.
     *
     * <p>All pixels in a BitmapImage2D object are stored as premultiplied color
     * values. A premultiplied image pixel has the red, green, and blue color
     * channel values already multiplied by the alpha data. For example, if the
     * alpha value is 0, the values for the RGB channels are also 0, independent
     * of their unmultiplied values. This loss of data can cause some problems
     * when you perform operations. All BitmapImage2D methods take and return
     * unmultiplied values. The internal pixel representation is converted from
     * premultiplied to unmultiplied before it is returned as a value. During a
     * set operation, the pixel value is premultiplied before the raw image pixel
     * is set.</p>
     *
     * @param x The <i>x</i> position of the pixel.
     * @param y The <i>y</i> position of the pixel.
     * @return A number representing an ARGB pixel value. If the(<i>x</i>,
     *         <i>y</i>) coordinates are outside the bounds of the image, 0 is
     *         returned.
     */
    getPixel32(x: any, y: any): number;
    getPixels(rect: Rectangle): Uint8ClampedArray;
    getPixelData(x: any, y: any, imagePixel: Uint8ClampedArray): void;
    setPixelData(x: any, y: any, imagePixel: Uint8ClampedArray): void;
    /**
     * Locks an image so that any objects that reference the BitmapImage2D object,
     * such as Bitmap objects, are not updated when this BitmapImage2D object
     * changes. To improve performance, use this method along with the
     * <code>unlock()</code> method before and after numerous calls to the
     * <code>setPixel()</code> or <code>setPixel32()</code> method.
     *
     */
    lock(): void;
    /**
     * Converts an Array into a rectangular region of pixel data. For each pixel,
     * an Array element is read and written into the BitmapImage2D pixel. The data
     * in the Array is expected to be 32-bit ARGB pixel values.
     *
     * @param rect        Specifies the rectangular region of the BitmapImage2D
     *                    object.
     * @param inputArray  An Array that consists of 32-bit unmultiplied pixel
     *                    values to be used in the rectangular region.
     * @throws RangeError The vector array is not large enough to read all the
     *                    pixel data.
     */
    setArray(rect: Rectangle, inputArray: Array<number>): void;
    /**
     * Sets a single pixel of a BitmapImage2D object. The current alpha channel
     * value of the image pixel is preserved during this operation. The value of
     * the RGB color parameter is treated as an unmultiplied color value.
     *
     * <p><b>Note:</b> To increase performance, when you use the
     * <code>setPixel()</code> or <code>setPixel32()</code> method repeatedly,
     * call the <code>lock()</code> method before you call the
     * <code>setPixel()</code> or <code>setPixel32()</code> method, and then call
     * the <code>unlock()</code> method when you have made all pixel changes.
     * This process prevents objects that reference this BitmapImage2D instance from
     * updating until you finish making the pixel changes.</p>
     *
     * @param x     The <i>x</i> position of the pixel whose value changes.
     * @param y     The <i>y</i> position of the pixel whose value changes.
     * @param color The resulting RGB color for the pixel.
     */
    setPixel(x: number, y: number, color: number): void;
    setPixelFromArray(x: number, y: number, colors: number[]): void;
    /**
     * Sets the color and alpha transparency values of a single pixel of a
     * BitmapImage2D object. This method is similar to the <code>setPixel()</code>
     * method; the main difference is that the <code>setPixel32()</code> method
     * takes an ARGB color value that contains alpha channel information.
     *
     * <p>All pixels in a BitmapImage2D object are stored as premultiplied color
     * values. A premultiplied image pixel has the red, green, and blue color
     * channel values already multiplied by the alpha data. For example, if the
     * alpha value is 0, the values for the RGB channels are also 0, independent
     * of their unmultiplied values. This loss of data can cause some problems
     * when you perform operations. All BitmapImage2D methods take and return
     * unmultiplied values. The internal pixel representation is converted from
     * premultiplied to unmultiplied before it is returned as a value. During a
     * set operation, the pixel value is premultiplied before the raw image pixel
     * is set.</p>
     *
     * <p><b>Note:</b> To increase performance, when you use the
     * <code>setPixel()</code> or <code>setPixel32()</code> method repeatedly,
     * call the <code>lock()</code> method before you call the
     * <code>setPixel()</code> or <code>setPixel32()</code> method, and then call
     * the <code>unlock()</code> method when you have made all pixel changes.
     * This process prevents objects that reference this BitmapImage2D instance from
     * updating until you finish making the pixel changes.</p>
     *
     * @param x     The <i>x</i> position of the pixel whose value changes.
     * @param y     The <i>y</i> position of the pixel whose value changes.
     * @param color The resulting ARGB color for the pixel. If the bitmap is
     *              opaque(not transparent), the alpha transparency portion of
     *              this color value is ignored.
     */
    setPixel32(x: number, y: number, color: number): void;
    /**
     * Converts a byte array into a rectangular region of pixel data. For each
     * pixel, the <code>ByteArray.readUnsignedInt()</code> method is called and
     * the return value is written into the pixel. If the byte array ends before
     * the full rectangle is written, the function returns. The data in the byte
     * array is expected to be 32-bit ARGB pixel values. No seeking is performed
     * on the byte array before or after the pixels are read.
     *
     * @param rect           Specifies the rectangular region of the BitmapImage2D
     *                       object.
     * @param input A ByteArray object that consists of 32-bit
     *                       unmultiplied pixel values to be used in the
     *                       rectangular region.
     * @throws EOFError  The <code>inputByteArray</code> object does not include
     *                   enough data to fill the area of the <code>rect</code>
     *                   rectangle. The method fills as many pixels as possible
     *                   before throwing the exception.
     * @throws TypeError The rect or inputByteArray are null.
     */
    setPixels(rect: Rectangle, input: Uint8ClampedArray): void;
    applyFilter(source: BitmapImage2D, sourceRect: Rectangle, destPoint: Point, filter: any): boolean;
    /**
     * Unlocks an image so that any objects that reference the BitmapImage2D object,
     * such as Bitmap objects, are updated when this BitmapImage2D object changes.
     * To improve performance, use this method along with the <code>lock()</code>
     * method before and after numerous calls to the <code>setPixel()</code> or
     * <code>setPixel32()</code> method.
     *
     * @param changeRect The area of the BitmapImage2D object that has changed. If
     *                   you do not specify a value for this parameter, the
     *                   entire area of the BitmapImage2D object is considered
     *                   changed.
     */
    unlock(): void;
    /**
     * @inheritdoc
     */
    set alphaChannel(buff: Uint8Array);
    /**
     *
     * @returns {ImageData}
     */
    get data(): Uint8ClampedArray;
    /**
     *
     * @param width
     * @param height
     * @private
     */
    _setSize(width: number, height: number): void;
    private getDebugCanvas;
    private getDebugImage;
}
import { ITextureBase } from '../base/ITextureBase';
import { _Stage_Image2D } from './Image2D';
import { Stage } from '../Stage';
/**
 *
 * @class away.pool.ImageObjectBase
 */
export declare class _Stage_BitmapImage2D extends _Stage_Image2D {
    private onUnload;
    init(asset: IAsset, pool: Stage): void;
    onClear(event: AssetEvent): void;
    getTexture(): ITextureBase;
}
export {};
//# sourceMappingURL=BitmapImage2D.d.ts.map