/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, 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.
 *
 * THIS SOFTWARE IS 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 THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
import { Color, Vector2 } from "./Utils";
import { SkeletonData } from "./SkeletonData";
import { Slot } from "./Slot";
import { Bone } from "./Bone";
import { IkConstraint } from "./IkConstraint";
import { TransformConstraint } from "./TransformConstraint";
import { PathConstraint } from "./PathConstraint";
import { Skin } from "./Skin";
import { Updatable } from "./Updatable";
import { Attachment } from "./attachments/Attachment";
export declare class Skeleton {
    data: SkeletonData;
    bones: Array<Bone>;
    slots: Array<Slot>;
    drawOrder: Array<Slot>;
    ikConstraints: Array<IkConstraint>;
    transformConstraints: Array<TransformConstraint>;
    pathConstraints: Array<PathConstraint>;
    _updateCache: Updatable[];
    updateCacheReset: Updatable[];
    skin: Skin;
    color: Color;
    time: number;
    scaleX: number;
    scaleY: number;
    x: number;
    y: number;
    constructor(data: SkeletonData);
    updateCache(): void;
    sortIkConstraint(constraint: IkConstraint): void;
    sortPathConstraint(constraint: PathConstraint): void;
    sortTransformConstraint(constraint: TransformConstraint): void;
    sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
    sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
    sortBone(bone: Bone): void;
    sortReset(bones: Array<Bone>): void;
    /** Updates the world transform for each bone and applies constraints. */
    updateWorldTransform(): void;
    /** Sets the bones, constraints, and slots to their setup pose values. */
    setToSetupPose(): void;
    /** Sets the bones and constraints to their setup pose values. */
    setBonesToSetupPose(): void;
    setSlotsToSetupPose(): void;
    /** @return May return null. */
    getRootBone(): Bone;
    /** @return May be null. */
    findBone(boneName: string): Bone;
    /** @return -1 if the bone was not found. */
    findBoneIndex(boneName: string): number;
    /** @return May be null. */
    findSlot(slotName: string): Slot;
    /** @return -1 if the bone was not found. */
    findSlotIndex(slotName: string): number;
    /** Sets a skin by name.
     * @see #setSkin(Skin) */
    setSkinByName(skinName: string): void;
    /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
     * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
     * old skin, each slot's setup mode attachment is attached from the new skin.
     * @param newSkin May be null. */
    setSkin(newSkin: Skin): void;
    /** @return May be null. */
    getAttachmentByName(slotName: string, attachmentName: string): Attachment;
    /** @return May be null. */
    getAttachment(slotIndex: number, attachmentName: string): Attachment;
    /** @param attachmentName May be null. */
    setAttachment(slotName: string, attachmentName: string): void;
    /** @return May be null. */
    findIkConstraint(constraintName: string): IkConstraint;
    /** @return May be null. */
    findTransformConstraint(constraintName: string): TransformConstraint;
    /** @return May be null. */
    findPathConstraint(constraintName: string): PathConstraint;
    /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
     * @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
     * @param size The width and height of the AABB.
     * @param temp Working memory */
    getBounds(offset: Vector2, size: Vector2, temp?: Array<number>): void;
    update(delta: number): void;
}
