/**
 * 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 { BaseObject, AnimationBlendType, TimelineType } from "../core/index.js";
import { ArmatureData } from "./ArmatureData.js";
/**
 * [en] The animation data.
 *
 * [zh] 动画数据。
 *
 * @version DragonBones 3.0
 */
export declare class AnimationData extends BaseObject {
    static toString(): string;
    /**
     * - FrameIntArray.
     * @internal
     */
    frameIntOffset: number;
    /**
     * - FrameFloatArray.
     * @internal
     */
    frameFloatOffset: number;
    /**
     * - FrameArray.
     * @internal
     */
    frameOffset: number;
    /**
     * @private
     */
    blendType: AnimationBlendType;
    /**
     * [en] The frame count of the animation.
     *
     * [zh] 动画的帧数。
     *
     * @version DragonBones 3.0
     */
    frameCount: number;
    /**
     * [en] The play times of the animation. [0: Loop play, [1~N]: Play N times]
     *
     * [zh] 动画的播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
     *
     * @version DragonBones 3.0
     */
    playTimes: number;
    /**
     * [en] The duration of the animation. (In seconds)
     *
     * [zh] 动画的持续时间。 （以秒为单位）
     *
     * @version DragonBones 3.0
     */
    duration: number;
    /**
     * @private
     */
    scale: number;
    /**
     * [en] The fade in time of the animation. (In seconds)
     *
     * [zh] 动画的淡入时间。 （以秒为单位）
     *
     * @version DragonBones 3.0
     */
    fadeInTime: number;
    /**
     * @private
     */
    cacheFrameRate: number;
    /**
     * [en] The animation name.
     *
     * [zh] 动画名称。
     *
     * @version DragonBones 3.0
     */
    name: string;
    /**
     * @private
     */
    readonly cachedFrames: Array<boolean>;
    /**
     * @private
     */
    readonly boneTimelines: Record<string, Array<TimelineData>>;
    /**
     * @private
     */
    readonly slotTimelines: Record<string, Array<TimelineData>>;
    /**
     * @private
     */
    readonly constraintTimelines: Record<string, Array<TimelineData>>;
    /**
     * @private
     */
    readonly animationTimelines: Record<string, Array<TimelineData>>;
    /**
     * @private
     */
    readonly boneCachedFrameIndices: Record<string, Array<number>>;
    /**
     * @private
     */
    readonly slotCachedFrameIndices: Record<string, Array<number>>;
    /**
     * @private
     */
    actionTimeline: TimelineData | null;
    /**
     * @private
     */
    zOrderTimeline: TimelineData | null;
    /**
     * @private
     */
    parent: ArmatureData;
    protected _onClear(): void;
    /**
     * @internal
     */
    cacheFrames(frameRate: number): void;
    /**
     * @private
     */
    addBoneTimeline(timelineName: string, timeline: TimelineData): void;
    /**
     * @private
     */
    addSlotTimeline(timelineName: string, timeline: TimelineData): void;
    /**
     * @private
     */
    addConstraintTimeline(timelineName: string, timeline: TimelineData): void;
    /**
     * @private
     */
    addAnimationTimeline(timelineName: string, timeline: TimelineData): void;
    /**
     * @private
     */
    getBoneTimelines(timelineName: string): Array<TimelineData> | null;
    /**
     * @private
     */
    getSlotTimelines(timelineName: string): Array<TimelineData> | null;
    /**
     * @private
     */
    getConstraintTimelines(timelineName: string): Array<TimelineData> | null;
    /**
     * @private
     */
    getAnimationTimelines(timelineName: string): Array<TimelineData> | null;
    /**
     * @private
     */
    getBoneCachedFrameIndices(boneName: string): Array<number> | null;
    /**
     * @private
     */
    getSlotCachedFrameIndices(slotName: string): Array<number> | null;
}
/**
 * @private
 */
export declare class TimelineData extends BaseObject {
    static toString(): string;
    type: TimelineType;
    offset: number;
    frameIndicesOffset: number;
    protected _onClear(): void;
}
/**
 * @internal
 */
export declare class AnimationTimelineData extends TimelineData {
    static toString(): string;
    x: number;
    y: number;
    protected _onClear(): void;
}
