/** ****************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
import { AttachmentCacheData, Spine } from './Spine.js';
import type { Batch, Batcher, BLEND_MODES, DefaultBatchableMeshElement, Matrix, Texture, Topology } from 'pixi.js';
export declare class BatchableSpineSlot implements DefaultBatchableMeshElement {
    indexOffset: number;
    attributeOffset: number;
    indexSize: number;
    attributeSize: number;
    batcherName: string;
    topology: Topology;
    readonly packAsQuad = false;
    renderable: Spine;
    positions: Float32Array;
    indices: number[] | Uint16Array;
    uvs: Float32Array;
    roundPixels: 0 | 1;
    data: AttachmentCacheData;
    blendMode: BLEND_MODES;
    darkTint: number;
    texture: Texture;
    transform: Matrix;
    _textureId: number;
    _attributeStart: number;
    _indexStart: number;
    _batcher: Batcher;
    _batch: Batch;
    get color(): number;
    get darkColor(): number;
    get groupTransform(): Matrix;
    setData(renderable: Spine, data: AttachmentCacheData, blendMode: BLEND_MODES, roundPixels: 0 | 1): void;
}
