/**
 * The MIT License (MIT)
 *
 * Copyright (c) 2012-2018 DragonBones team and other contributors
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of
 * this software and associated documentation files (the "Software"), to deal in
 * the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 * the Software, and to permit persons to whom the Software is furnished to do so,
 * subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
import { Armature } from "../armature/index.js";
import { BaseObject, AnimationBlendType } from "../core/index.js";
import { AnimationData, AnimationConfig, TimelineData } from "../model/index.js";
import { ActionTimelineState } from "./TimelineState.js";
/**
 * [en] The animation state is generated when the animation data is played.
 *
 * [zh] 动画状态由播放动画数据时产生。
 *
 * @see Animation
 * @see AnimationData
 * @version DragonBones 3.0
 */
export declare class AnimationState extends BaseObject {
    static toString(): string;
    /**
     * @private
     */
    actionEnabled: boolean;
    /**
     * @private
     */
    additive: boolean;
    /**
     * [en] Whether the animation state has control over the display object properties of the slots.
     * Sometimes blend a animation state does not want it to control the display object properties of the slots,
     * especially if other animation state are controlling the display object properties of the slots.
     *
     * [zh] 动画状态是否对插槽的显示对象属性有控制权。
     * 有时混合一个动画状态并不希望其控制插槽的显示对象属性，
     * 尤其是其他动画状态正在控制这些插槽的显示对象属性时。
     *
     * @default true
     * @version DragonBones 5.0
     */
    displayControl: boolean;
    /**
     * [en] Whether to reset the objects without animation to the armature pose when the animation state is start to play.
     * This property should usually be set to false when blend multiple animation states.
     *
     * [zh] 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。
     * 通常在混合多个动画状态时应该将该属性设置为 false。
     *
     * @default true
     * @version DragonBones 5.1
     */
    resetToPose: boolean;
    /**
     * @private
     */
    blendType: AnimationBlendType;
    /**
     * [en] The play times. [0: Loop play, [1~N]: Play N times]
     *
     * [zh] 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
     *
     * @version DragonBones 3.0
     */
    playTimes: number;
    /**
     * [en] The blend layer.
     * High layer animation state will get the blend weight first.
     * When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned.
     *
     * [zh] 混合图层。
     * 图层高的动画状态会优先获取混合权重。
     * 当混合权重分配超过 1 时，剩余的动画状态将不再获得权重分配。
     *
     * @readonly
     * @version DragonBones 5.0
     */
    layer: number;
    /**
     * [en] The play speed.
     * The value is an overlay relationship with {@link Animation#timeScale}.
     * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
     *
     * [zh] 播放速度。
     * 该值与 {@link Animation#timeScale} 是叠加关系。
     * [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放]
     *
     * @default 1.0
     * @version DragonBones 3.0
     */
    timeScale: number;
    /**
     * @private
     */
    parameterX: number;
    /**
     * @private
     */
    parameterY: number;
    /**
     * @private
     */
    positionX: number;
    /**
     * @private
     */
    positionY: number;
    /**
     * [en] The auto fade out time when the animation state play completed.
     * [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
     *
     * [zh] 动画状态播放完成后的自动淡出时间。
     * [-1: 不自动淡出, [0~N]: 淡出时间] （以秒为单位）
     *
     * @default -1.0
     * @version DragonBones 5.0
     */
    autoFadeOutTime: number;
    /**
     * @private
     */
    fadeTotalTime: number;
    /**
     * [en] The name of the animation state. (Can be different from the name of the animation data)
     *
     * [zh] 动画状态名称。 （可以不同于动画数据）
     *
     * @readonly
     * @version DragonBones 5.0
     */
    name: string;
    /**
     * [en] The blend group name of the animation state.
     * This property is typically used to specify the substitution of multiple animation states blend.
     *
     * [zh] 混合组名称。
     * 该属性通常用来指定多个动画状态混合时的相互替换关系。
     *
     * @readonly
     * @version DragonBones 5.0
     */
    group: string;
    private _timelineDirty;
    /**
     * - xx: Play Enabled, Fade Play Enabled
     * @internal
     */
    _playheadState: number;
    /**
     * -1: Fade in, 0: Fade complete, 1: Fade out;
     * @internal
     */
    _fadeState: number;
    /**
     * -1: Fade start, 0: Fading, 1: Fade complete;
     * @internal
     */
    _subFadeState: number;
    /**
     * @internal
     */
    _position: number;
    /**
     * @internal
     */
    _duration: number;
    private _weight;
    private _fadeTime;
    private _time;
    /**
     * @internal
     */
    _fadeProgress: number;
    /**
     * @internal
     */
    _weightResult: number;
    private readonly _boneMask;
    private readonly _boneTimelines;
    private readonly _boneBlendTimelines;
    private readonly _slotTimelines;
    private readonly _slotBlendTimelines;
    private readonly _constraintTimelines;
    private readonly _animationTimelines;
    private readonly _poseTimelines;
    private _animationData;
    private _armature;
    /**
     * @internal
     */
    _actionTimeline: ActionTimelineState;
    private _zOrderTimeline;
    private _activeChildA;
    private _activeChildB;
    /**
     * @internal
     */
    _parent: AnimationState | null;
    protected _onClear(): void;
    private _updateTimelines;
    private _updateBoneAndSlotTimelines;
    private _advanceFadeTime;
    /**
     * @internal
     */
    init(armature: Armature, animationData: AnimationData, animationConfig: AnimationConfig): void;
    /**
     * @internal
     */
    advanceTime(passedTime: number, cacheFrameRate: number): void;
    /**
     * [en] Continue play.
     *
     * [zh] 继续播放。
     *
     * @version DragonBones 3.0
     */
    play(): void;
    /**
     * [en] Stop play.
     *
     * [zh] 暂停播放。
     *
     * @version DragonBones 3.0
     */
    stop(): void;
    /**
     * [en] Fade out the animation state.
     *
     * [zh] 淡出动画状态。
     *
     * @param fadeOutTime - [en] The fade out time. (In seconds)
     * @param fadeOutTime - [zh] 淡出时间。 （以秒为单位）
     *
     * @param pausePlayhead - [en] Whether to pause the animation playing when fade out.
     * @param pausePlayhead - [zh] 淡出时是否暂停播放。
     *
     * @version DragonBones 3.0
     */
    fadeOut(fadeOutTime: number, pausePlayhead?: boolean): void;
    /**
     * [en] Check if a specific bone mask is included.
     *
     * [zh] 检查是否包含特定骨骼遮罩。
     *
     * @param boneName - [en] The bone name.
     * @param boneName - [zh] 骨骼名称。
     *
     * @version DragonBones 3.0
     */
    containsBoneMask(boneName: string): boolean;
    /**
     * [en] Add a specific bone mask.
     *
     * [zh] 添加特定的骨骼遮罩。
     *
     * @param boneName - [en] The bone name.
     * @param boneName - [zh] 骨骼名称。
     *
     * @param recursive - [en] Whether or not to add a mask to the bone's sub-bone.
     * @param recursive - [zh] 是否为该骨骼的子骨骼添加遮罩。
     *
     * @version DragonBones 3.0
     */
    addBoneMask(boneName: string, recursive?: boolean): void;
    /**
     * [en] Remove the mask of a specific bone.
     *
     * [zh] 删除特定骨骼的遮罩。
     *
     * @param boneName - [en] The bone name.
     * @param boneName - [zh] 骨骼名称。
     *
     * @param recursive - [en] Whether to remove the bone's sub-bone mask.
     * @param recursive - [zh] 是否删除该骨骼的子骨骼遮罩。
     *
     * @version DragonBones 3.0
     */
    removeBoneMask(boneName: string, recursive?: boolean): void;
    /**
     * [en] Remove all bone masks.
     *
     * [zh] 删除所有骨骼遮罩。
     *
     * @version DragonBones 3.0
     */
    removeAllBoneMask(): void;
    /**
     * @private
     */
    addState(animationState: AnimationState, timelineDatas?: TimelineData[] | null): void;
    /**
     * @internal
     */
    activeTimeline(): void;
    /**
     * [en] Whether the animation state is fading in.
     *
     * [zh] 是否正在淡入。
     *
     * @version DragonBones 5.1
     */
    get isFadeIn(): boolean;
    /**
     * [en] Whether the animation state is fading out.
     *
     * [zh] 是否正在淡出。
     *
     * @version DragonBones 5.1
     */
    get isFadeOut(): boolean;
    /**
     * [en] Whether the animation state is fade completed.
     *
     * [zh] 是否淡入或淡出完毕。
     *
     * @version DragonBones 5.1
     */
    get isFadeComplete(): boolean;
    /**
     * [en] Whether the animation state is playing.
     *
     * [zh] 是否正在播放。
     *
     * @version DragonBones 3.0
     */
    get isPlaying(): boolean;
    /**
     * [en] Whether the animation state is play completed.
     *
     * [zh] 是否播放完毕。
     *
     * @version DragonBones 3.0
     */
    get isCompleted(): boolean;
    /**
     * [en] The times has been played.
     *
     * [zh] 已经循环播放的次数。
     *
     * @version DragonBones 3.0
     */
    get currentPlayTimes(): number;
    /**
     * [en] The total time. (In seconds)
     *
     * [zh] 总播放时间。 （以秒为单位）
     *
     * @version DragonBones 3.0
     */
    get totalTime(): number;
    /**
     * [en] The time is currently playing. (In seconds)
     *
     * [zh] 当前播放的时间。 （以秒为单位）
     *
     * @version DragonBones 3.0
     */
    get currentTime(): number;
    set currentTime(value: number);
    /**
     * [en] The blend weight.
     *
     * [zh] 混合权重。
     *
     * @default 1.0
     * @version DragonBones 5.0
     */
    get weight(): number;
    set weight(value: number);
    /**
     * [en] The animation data.
     *
     * [zh] 动画数据。
     *
     * @see AnimationData
     * @version DragonBones 3.0
     */
    get animationData(): AnimationData;
}
/**
 * @internal
 */
export declare class BlendState extends BaseObject {
    static readonly BONE_TRANSFORM: string;
    static readonly BONE_ALPHA: string;
    static readonly SURFACE: string;
    static readonly SLOT_DEFORM: string;
    static readonly SLOT_ALPHA: string;
    static readonly SLOT_Z_INDEX: string;
    static toString(): string;
    dirty: number;
    layer: number;
    leftWeight: number;
    layerWeight: number;
    blendWeight: number;
    target: BaseObject;
    protected _onClear(): void;
    update(animationState: AnimationState): boolean;
    reset(): void;
}
