/******************************************************************************
 * 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 { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input, StringMap } from "./index.js";
/** An app running inside a {@link SpineCanvas}. The app life-cycle
 * is as follows:
 *
 * 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas.assetManager}.
 * 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
 * 3. `update()` is called periodically at screen refresh rate. The app can update its state.
 * 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas.renderer} or directly via the WebGL context in {@link SpineCanvas.gl}.
 *
 * The `error()` method is called in case the assets could not be loaded. The `dispose()` method is called in case the canvas has been disposed via {@link SpineCanvas.dispose}.
 */
export interface SpineCanvasApp {
    loadAssets?(canvas: SpineCanvas): void;
    initialize?(canvas: SpineCanvas): void;
    update?(canvas: SpineCanvas, delta: number): void;
    render?(canvas: SpineCanvas): void;
    error?(canvas: SpineCanvas, errors: StringMap<string>): void;
    dispose?(canvas: SpineCanvas): void;
}
/** Configuration passed to the {@link SpineCanvas} constructor */
export interface SpineCanvasConfig {
    app: SpineCanvasApp;
    pathPrefix?: string;
    webglConfig?: any;
}
/** Manages the life-cycle and WebGL context of a {@link SpineCanvasApp}. The app loads
 * assets and initializes itself, then updates and renders its state at the screen refresh rate. */
export declare class SpineCanvas {
    private config;
    readonly context: ManagedWebGLRenderingContext;
    /** Tracks the current time, delta, and other time related statistics. */
    readonly time: TimeKeeper;
    /** The HTML canvas to render to. */
    readonly htmlCanvas: HTMLCanvasElement;
    /** The WebGL rendering context. */
    readonly gl: WebGLRenderingContext;
    /** The scene renderer for easy drawing of skeletons, shapes, and images. */
    readonly renderer: SceneRenderer;
    /** The asset manager to load assets with. */
    readonly assetManager: AssetManager;
    /** The input processor used to listen to mouse, touch, and keyboard events. */
    readonly input: Input;
    private disposed;
    /** Constructs a new spine canvas, rendering to the provided HTML canvas. */
    constructor(canvas: HTMLCanvasElement, config: SpineCanvasConfig);
    /** Clears the canvas with the given color. The color values are given in the range [0,1]. */
    clear(r: number, g: number, b: number, a: number): void;
    /** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
    dispose(): void;
}
