/******************************************************************************
 * 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 } from "./Animation";
import { BoneData } from "./BoneData";
import { SlotData } from "./SlotData";
import { Skin } from "./Skin";
import { EventData } from "./EventData";
import { IkConstraintData } from "./IkConstraintData";
import { TransformConstraintData } from "./TransformConstraintData";
import { PathConstraintData } from "./PathConstraintData";
export declare class SkeletonData {
    name: string;
    bones: BoneData[];
    slots: SlotData[];
    skins: Skin[];
    defaultSkin: Skin;
    events: EventData[];
    animations: Animation[];
    ikConstraints: IkConstraintData[];
    transformConstraints: TransformConstraintData[];
    pathConstraints: PathConstraintData[];
    x: number;
    y: number;
    width: number;
    height: number;
    version: string;
    hash: string;
    fps: number;
    imagesPath: string;
    audioPath: string;
    findBone(boneName: string): BoneData;
    findBoneIndex(boneName: string): number;
    findSlot(slotName: string): SlotData;
    findSlotIndex(slotName: string): number;
    findSkin(skinName: string): Skin;
    findEvent(eventDataName: string): EventData;
    findAnimation(animationName: string): Animation;
    findIkConstraint(constraintName: string): IkConstraintData;
    findTransformConstraint(constraintName: string): TransformConstraintData;
    findPathConstraint(constraintName: string): PathConstraintData;
    findPathConstraintIndex(pathConstraintName: string): number;
}
