/******************************************************************************
 * 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 { Map } from "./Utils";
import { Attachment } from "./attachments/Attachment";
import { BoneData } from "./BoneData";
import { ConstraintData } from "./Constraint";
import { Skeleton } from "./Skeleton";
export declare class SkinEntry {
    slotIndex: number;
    name: string;
    attachment: Attachment;
    constructor(slotIndex: number, name: string, attachment: Attachment);
}
export declare class Skin {
    name: string;
    attachments: Map<Attachment>[];
    bones: BoneData[];
    constraints: ConstraintData[];
    constructor(name: string);
    setAttachment(slotIndex: number, name: string, attachment: Attachment): void;
    addSkin(skin: Skin): void;
    copySkin(skin: Skin): void;
    /** @return May be null. */
    getAttachment(slotIndex: number, name: string): Attachment;
    removeAttachment(slotIndex: number, name: string): void;
    getAttachments(): Array<SkinEntry>;
    getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void;
    clear(): void;
    /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
    attachAll(skeleton: Skeleton, oldSkin: Skin): void;
}
