/******************************************************************************
 * 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 { Animation, CurveTimeline } from "./Animation";
import { TransformMode } from "./BoneData";
import { PositionMode, SpacingMode, RotateMode } from "./PathConstraintData";
import { SkeletonData } from "./SkeletonData";
import { Attachment } from "./attachments/Attachment";
import { Skin } from "./Skin";
import { BlendMode } from "./BlendMode";
import { AttachmentLoader } from "./attachments/AttachmentLoader";
import { MeshAttachment } from "./attachments/MeshAttachment";
export declare class SkeletonBinary {
    static AttachmentTypeValues: number[];
    static TransformModeValues: TransformMode[];
    static PositionModeValues: PositionMode[];
    static SpacingModeValues: SpacingMode[];
    static RotateModeValues: RotateMode[];
    static BlendModeValues: BlendMode[];
    static BONE_ROTATE: number;
    static BONE_TRANSLATE: number;
    static BONE_SCALE: number;
    static BONE_SHEAR: number;
    static SLOT_ATTACHMENT: number;
    static SLOT_COLOR: number;
    static SLOT_TWO_COLOR: number;
    static PATH_POSITION: number;
    static PATH_SPACING: number;
    static PATH_MIX: number;
    static CURVE_LINEAR: number;
    static CURVE_STEPPED: number;
    static CURVE_BEZIER: number;
    attachmentLoader: AttachmentLoader;
    scale: number;
    protected linkedMeshes: LinkedMesh[];
    constructor(attachmentLoader: AttachmentLoader);
    readSkeletonData(binary: Uint8Array): SkeletonData;
    protected readSkin(input: BinaryInput, skeletonData: SkeletonData, defaultSkin: boolean, nonessential: boolean): Skin;
    protected readAttachment(input: BinaryInput, skeletonData: SkeletonData, skin: Skin, slotIndex: number, attachmentName: string, nonessential: boolean): Attachment;
    protected readVertices(input: BinaryInput, vertexCount: number): Vertices;
    protected readFloatArray(input: BinaryInput, n: number, scale: number): number[];
    protected readShortArray(input: BinaryInput): number[];
    protected readAnimation(input: BinaryInput, name: string, skeletonData: SkeletonData): Animation;
    protected readCurve(input: BinaryInput, frameIndex: number, timeline: CurveTimeline): void;
    setCurve(timeline: CurveTimeline, frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
}
declare class BinaryInput {
    strings: string[];
    private index;
    private buffer;
    constructor(data: Uint8Array, strings?: string[], index?: number, buffer?: DataView);
    readByte(): number;
    readShort(): number;
    readInt32(): number;
    readInt(optimizePositive: boolean): number;
    readStringRef(): string;
    readString(): string;
    readFloat(): number;
    readBoolean(): boolean;
}
declare class LinkedMesh {
    parent: string;
    skin: string;
    slotIndex: number;
    mesh: MeshAttachment;
    inheritDeform: boolean;
    constructor(mesh: MeshAttachment, skin: string, slotIndex: number, parent: string, inheritDeform: boolean);
}
declare class Vertices {
    bones: Array<number>;
    vertices: Array<number> | Float32Array;
    constructor(bones?: Array<number>, vertices?: Array<number> | Float32Array);
}
export {};
