import { BaseObject } from "../core/BaseObject";
import { BlendMode } from "../core/DragonBones";
import { ColorTransform } from "../geom/ColorTransform";
import { Matrix } from "../geom/Matrix";
import { SlotData } from "../model/ArmatureData";
import { BoundingBoxData } from "../model/BoundingBoxData";
import { DisplayData, GeometryData } from "../model/DisplayData";
import { TextureData } from "../model/TextureAtlasData";
import { Armature } from "./Armature";
import { Bone } from "./Bone";
import { TransformObject } from "./TransformObject";
/**
 * @private
 */
export declare class DisplayFrame extends BaseObject {
    static toString(): string;
    rawDisplayData: DisplayData | null;
    displayData: DisplayData | null;
    textureData: TextureData | null;
    display: any | Armature | null;
    readonly deformVertices: Array<number>;
    protected _onClear(): void;
    updateDeformVertices(): void;
    getGeometryData(): GeometryData | null;
    getBoundingBox(): BoundingBoxData | null;
    getTextureData(): TextureData | null;
}
/**
 * - The slot attached to the armature, controls the display status and properties of the display object.
 * A bone can contain multiple slots.
 * A slot can contain multiple display objects, displaying only one of the display objects at a time,
 * but you can toggle the display object into frame animation while the animation is playing.
 * The display object can be a normal texture, or it can be a display of a child armature, a grid display object,
 * and a custom other display object.
 * @see dragonBones.Armature
 * @see dragonBones.Bone
 * @see dragonBones.SlotData
 * @version DragonBones 3.0
 * @language en_US
 */
export declare abstract class Slot extends TransformObject {
    /**
     * - Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all animation states.
     * @default null
     * @see dragonBones.AnimationState#displayControl
     * @see dragonBones.AnimationState#name
     * @see dragonBones.AnimationState#group
     * @version DragonBones 4.5
     * @language en_US
     */
    displayController: string | null;
    protected _displayDataDirty: boolean;
    protected _displayDirty: boolean;
    protected _geometryDirty: boolean;
    protected _textureDirty: boolean;
    protected _visibleDirty: boolean;
    protected _blendModeDirty: boolean;
    protected _zOrderDirty: boolean;
    /**
     * @internal
     */
    _colorDirty: boolean;
    /**
     * @internal
     */
    _verticesDirty: boolean;
    protected _transformDirty: boolean;
    protected _visible: boolean;
    protected _blendMode: BlendMode;
    protected _displayIndex: number;
    protected _animationDisplayIndex: number;
    protected _cachedFrameIndex: number;
    /**
     * @internal
     */
    _zOrder: number;
    /**
     * @internal
     */
    _zIndex: number;
    /**
     * @internal
     */
    _pivotX: number;
    /**
     * @internal
     */
    _pivotY: number;
    protected readonly _localMatrix: Matrix;
    /**
     * @internal
     */
    readonly _colorTransform: ColorTransform;
    /**
     * @internal
     */
    readonly _displayFrames: Array<DisplayFrame>;
    /**
     * @internal
     */
    readonly _geometryBones: Array<Bone | null>;
    /**
     * @internal
     */
    _slotData: SlotData;
    /**
     * @internal
     */
    _displayFrame: DisplayFrame | null;
    /**
     * @internal
     */
    _geometryData: GeometryData | null;
    protected _boundingBoxData: BoundingBoxData | null;
    protected _textureData: TextureData | null;
    protected _rawDisplay: any;
    protected _meshDisplay: any;
    protected _display: any | null;
    protected _childArmature: Armature | null;
    /**
     * @private
     */
    protected _parent: Bone;
    /**
     * @internal
     */
    _cachedFrameIndices: Array<number> | null;
    protected _onClear(): void;
    protected abstract _initDisplay(value: any, isRetain: boolean): void;
    protected abstract _disposeDisplay(value: any, isRelease: boolean): void;
    protected abstract _onUpdateDisplay(): void;
    protected abstract _addDisplay(): void;
    protected abstract _replaceDisplay(value: any): void;
    protected abstract _removeDisplay(): void;
    protected abstract _updateZOrder(): void;
    /**
     * @internal
     */
    abstract _updateVisible(): void;
    protected abstract _updateBlendMode(): void;
    protected abstract _updateColor(): void;
    protected abstract _updateFrame(): void;
    protected abstract _updateMesh(): void;
    protected abstract _updateTransform(): void;
    protected abstract _identityTransform(): void;
    protected _hasDisplay(display: any): boolean;
    /**
     * @internal
     */
    _isBonesUpdate(): boolean;
    /**
     * @internal
     */
    _updateAlpha(): void;
    protected _updateDisplayData(): void;
    protected _updateDisplay(): void;
    protected _updateGlobalTransformMatrix(isCache: boolean): void;
    /**
     * @internal
     */
    _setDisplayIndex(value: number, isAnimation?: boolean): void;
    /**
     * @internal
     */
    _setZOrder(value: number): boolean;
    /**
     * @internal
     */
    _setColor(value: ColorTransform): boolean;
    /**
     * @internal
     */
    init(slotData: SlotData, armatureValue: Armature, rawDisplay: any, meshDisplay: any): void;
    /**
     * @internal
     */
    update(cacheFrameIndex: number): void;
    /**
     * - Forces the slot to update the state of the display object in the next frame.
     * @version DragonBones 4.5
     * @language en_US
     */
    invalidUpdate(): void;
    /**
     * @private
     */
    updateTransformAndMatrix(): void;
    /**
     * @private
     */
    replaceRawDisplayData(displayData: DisplayData | null, index?: number): void;
    /**
     * @private
     */
    replaceDisplayData(displayData: DisplayData | null, index?: number): void;
    /**
     * @private
     */
    replaceTextureData(textureData: TextureData | null, index?: number): void;
    /**
     * @private
     */
    replaceDisplay(value: any | Armature | null, index?: number): void;
    /**
     * - Check whether a specific point is inside a custom bounding box in the 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): boolean;
    /**
     * - Check whether a specific segment intersects a custom bounding box for the slot.
     * 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 Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections]
     * @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): number;
    /**
     * @private
     */
    getDisplayFrameAt(index: number): DisplayFrame;
    /**
     * - The visible of slot's display object.
     * @default true
     * @version DragonBones 5.6
     * @language en_US
     */
    /**
     * - 插槽的显示对象的可见。
     * @default true
     * @version DragonBones 5.6
     * @language zh_CN
     */
    get visible(): boolean;
    set visible(value: boolean);
    /**
     * @private
     */
    get displayFrameCount(): number;
    set displayFrameCount(value: number);
    /**
     * - The index of the display object displayed in the display list.
     * @example
     * <pre>
     *     let slot = armature.getSlot("weapon");
     *     slot.displayIndex = 3;
     *     slot.displayController = "none";
     * </pre>
     * @version DragonBones 4.5
     * @language en_US
     */
    get displayIndex(): number;
    set displayIndex(value: number);
    /**
     * - The slot name.
     * @see dragonBones.SlotData#name
     * @version DragonBones 3.0
     * @language en_US
     */
    get name(): string;
    /**
     * - Contains a display list of display objects or child armatures.
     * @version DragonBones 3.0
     * @language en_US
     */
    get displayList(): Array<any>;
    set displayList(value: Array<any>);
    /**
     * - The slot data.
     * @see dragonBones.SlotData
     * @version DragonBones 4.5
     * @language en_US
     */
    get slotData(): SlotData;
    /**
     * - The custom bounding box data for the slot at current time.
     * @version DragonBones 5.0
     * @language en_US
     */
    get boundingBoxData(): BoundingBoxData | null;
    /**
     * @private
     */
    get rawDisplay(): any;
    /**
     * @private
     */
    get meshDisplay(): any;
    /**
     * - The display object that the slot displays at this time.
     * @example
     * <pre>
     *     let slot = armature.getSlot("text");
     *     slot.display = new yourEngine.TextField();
     * </pre>
     * @version DragonBones 3.0
     * @language en_US
     */
    get display(): any;
    set display(value: any);
    /**
     * - The child armature that the slot displayed at current time.
     * @example
     * <pre>
     *     let slot = armature.getSlot("weapon");
     *     let prevChildArmature = slot.childArmature;
     *     if (prevChildArmature) {
     *         prevChildArmature.dispose();
     *     }
     *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
     * </pre>
     * @version DragonBones 3.0
     * @language en_US
     */
    get childArmature(): Armature | null;
    set childArmature(value: Armature | null);
    /**
     * - The parent bone to which it belongs.
     * @version DragonBones 3.0
     * @language en_US
     */
    get parent(): Bone;
    /**
     * - Deprecated, please refer to {@link #display}.
     * @deprecated
     * @language en_US
     */
    getDisplay(): any;
    /**
     * - Deprecated, please refer to {@link #display}.
     * @deprecated
     * @language en_US
     */
    setDisplay(value: any): void;
}
