import { IAnimatable } from "../animation/IAnimatable";
import { WorldClock } from "../animation/WorldClock";
import { BaseObject } from "../core/BaseObject";
import { DragonBones } from "../core/DragonBones";
import { EventObject } from "../event/EventObject";
import { IEventDispatcher } from "../event/IEventDispatcher";
import { ArmatureData } from "../model/ArmatureData";
import { TextureAtlasData } from "../model/TextureAtlasData";
import { Bone } from "./Bone";
import { Constraint } from "./Constraint";
import { IArmatureProxy } from "./IArmatureProxy";
import { Slot } from "./Slot";
import { Animation } from "../animation/Animation";
/**
 * - Armature is the core of the skeleton animation system.
 * @see dragonBones.ArmatureData
 * @see dragonBones.Bone
 * @see dragonBones.Slot
 * @see dragonBones.Animation
 * @version DragonBones 3.0
 * @language en_US
 */
export declare class Armature extends BaseObject implements IAnimatable {
    static toString(): string;
    private static _onSortSlots;
    /**
     * - Whether to inherit the animation control of the parent armature.
     * True to try to have the child armature play an animation with the same name when the parent armature play the animation.
     * @default true
     * @version DragonBones 4.5
     * @language en_US
     */
    inheritAnimation: boolean;
    /**
     * @private
     */
    userData: any;
    /**
     * @internal
     */
    _lockUpdate: boolean;
    private _slotsDirty;
    private _zOrderDirty;
    /**
     * @internal
     */
    _zIndexDirty: boolean;
    /**
     * @internal
     */
    _alphaDirty: boolean;
    private _flipX;
    private _flipY;
    /**
     * @internal
     */
    _cacheFrameIndex: number;
    private _alpha;
    /**
     * @internal
     */
    _globalAlpha: number;
    private readonly _bones;
    private readonly _slots;
    /**
     * @internal
     */
    readonly _constraints: Array<Constraint>;
    private readonly _actions;
    /**
     * @internal
     */
    _armatureData: ArmatureData;
    private _animation;
    private _proxy;
    private _display;
    /**
     * @internal
     */
    _replaceTextureAtlasData: TextureAtlasData | null;
    private _replacedTexture;
    /**
     * @internal
     */
    _dragonBones: DragonBones;
    private _clock;
    /**
     * @internal
     */
    _parent: Slot | null;
    protected _onClear(): void;
    /**
     * @internal
     */
    _sortZOrder(slotIndices: Array<number> | Int16Array | null, offset: number): void;
    /**
     * @internal
     */
    _addBone(value: Bone): void;
    /**
     * @internal
     */
    _addSlot(value: Slot): void;
    /**
     * @internal
     */
    _addConstraint(value: Constraint): void;
    /**
     * @internal
     */
    _bufferAction(action: EventObject, append: boolean): void;
    /**
     * - Dispose the armature. (Return to the object pool)
     * @example
     * <pre>
     *     removeChild(armature.display);
     *     armature.dispose();
     * </pre>
     * @version DragonBones 3.0
     * @language en_US
     */
    dispose(): void;
    /**
     * @internal
     */
    init(armatureData: ArmatureData, proxy: IArmatureProxy, display: any, dragonBones: DragonBones): void;
    /**
     * @inheritDoc
     */
    advanceTime(passedTime: number): void;
    /**
     * - Forces a specific bone or its owning slot to update the transform or display property in the next frame.
     * @param boneName - The bone name. (If not set, all bones will be update)
     * @param updateSlot - Whether to update the bone's slots. (Default: false)
     * @see dragonBones.Bone#invalidUpdate()
     * @see dragonBones.Slot#invalidUpdate()
     * @version DragonBones 3.0
     * @language en_US
     */
    invalidUpdate(boneName?: string | null, updateSlot?: boolean): void;
    /**
     * - Check whether a specific point is inside a custom bounding box in a slot.
     * The coordinate system of the point is the inner coordinate system of the armature.
     * Custom bounding boxes need to be customized in Dragonbones Pro.
     * @param x - The horizontal coordinate of the point.
     * @param y - The vertical coordinate of the point.
     * @version DragonBones 5.0
     * @language en_US
     */
    containsPoint(x: number, y: number): Slot | null;
    /**
     * - Check whether a specific segment intersects a custom bounding box for a slot in the armature.
     * The coordinate system of the segment and intersection is the inner coordinate system of the armature.
     * Custom bounding boxes need to be customized in Dragonbones Pro.
     * @param xA - The horizontal coordinate of the beginning of the segment.
     * @param yA - The vertical coordinate of the beginning of the segment.
     * @param xB - The horizontal coordinate of the end point of the segment.
     * @param yB - The vertical coordinate of the end point of the segment.
     * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated)
     * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated)
     * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated)
     * @returns The slot of the first custom bounding box where the segment intersects from the start point to the end point.
     * @version DragonBones 5.0
     * @language en_US
     */
    intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: {
        x: number;
        y: number;
    } | null, intersectionPointB?: {
        x: number;
        y: number;
    } | null, normalRadians?: {
        x: number;
        y: number;
    } | null): Slot | null;
    /**
     * - Get a specific bone.
     * @param name - The bone name.
     * @see dragonBones.Bone
     * @version DragonBones 3.0
     * @language en_US
     */
    getBone(name: string): Bone | null;
    /**
     * - Get a specific bone by the display.
     * @param display - The display object.
     * @see dragonBones.Bone
     * @version DragonBones 3.0
     * @language en_US
     */
    getBoneByDisplay(display: any): Bone | null;
    /**
     * - Get a specific slot.
     * @param name - The slot name.
     * @see dragonBones.Slot
     * @version DragonBones 3.0
     * @language en_US
     */
    getSlot(name: string): Slot | null;
    /**
     * - Get a specific slot by the display.
     * @param display - The display object.
     * @see dragonBones.Slot
     * @version DragonBones 3.0
     * @language en_US
     */
    getSlotByDisplay(display: any): Slot | null;
    /**
     * - Get all bones.
     * @see dragonBones.Bone
     * @version DragonBones 3.0
     * @language en_US
     */
    getBones(): Array<Bone>;
    /**
     * - Get all slots.
     * @see dragonBones.Slot
     * @version DragonBones 3.0
     * @language en_US
     */
    getSlots(): Array<Slot>;
    /**
     * - Whether to flip the armature horizontally.
     * @version DragonBones 5.5
     * @language en_US
     */
    get flipX(): boolean;
    set flipX(value: boolean);
    /**
     * - Whether to flip the armature vertically.
     * @version DragonBones 5.5
     * @language en_US
     */
    get flipY(): boolean;
    set flipY(value: boolean);
    /**
     * - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0.
     * There is a certain amount of memory overhead to improve performance by caching animation data in memory.
     * The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate.
     * When the animation cache is turned on, some features will fail, such as the offset property of bone.
     * @example
     * <pre>
     *     armature.cacheFrameRate = 24;
     * </pre>
     * @see dragonBones.DragonBonesData#frameRate
     * @see dragonBones.ArmatureData#frameRate
     * @version DragonBones 4.5
     * @language en_US
     */
    get cacheFrameRate(): number;
    set cacheFrameRate(value: number);
    /**
     * - The armature name.
     * @version DragonBones 3.0
     * @language en_US
     */
    get name(): string;
    /**
     * - The armature data.
     * @see dragonBones.ArmatureData
     * @version DragonBones 4.5
     * @language en_US
     */
    get armatureData(): ArmatureData;
    /**
     * - The animation player.
     * @see dragonBones.Animation
     * @version DragonBones 3.0
     * @language en_US
     */
    get animation(): Animation;
    /**
     * @pivate
     */
    get proxy(): IArmatureProxy;
    /**
     * - The EventDispatcher instance of the armature.
     * @version DragonBones 4.5
     * @language en_US
     */
    get eventDispatcher(): IEventDispatcher;
    /**
     * - The display container.
     * The display of the slot is displayed as the parent.
     * Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type.
     * @version DragonBones 3.0
     * @language en_US
     */
    get display(): any;
    /**
     * @private
     */
    get replacedTexture(): any;
    set replacedTexture(value: any);
    /**
     * @inheritDoc
     */
    get clock(): WorldClock | null;
    set clock(value: WorldClock | null);
    /**
     * - Get the parent slot which the armature belongs to.
     * @see dragonBones.Slot
     * @version DragonBones 4.5
     * @language en_US
     */
    get parent(): Slot | null;
    /**
     * - Deprecated, please refer to {@link #display}.
     * @deprecated
     * @language en_US
     */
    getDisplay(): any;
}
