import { PAGSurface } from './pag-surface';
import { Matrix } from './core/matrix';
import type { PAGLayer } from './pag-layer';
import { PAGComposition } from './pag-composition';
import type { PAGScaleMode, Rect } from './types';
export declare class PAGPlayer {
    static create(): PAGPlayer;
    wasmIns: any;
    isDestroyed: boolean;
    constructor(wasmIns: any);
    /**
     * Set the progress of play position, the value is from 0.0 to 1.0.
     */
    setProgress(progress: number): void;
    /**
     * Apply all pending changes to the target surface immediately. Returns true if the content has
     * changed.
     */
    flush(): Promise<boolean>;
    /**
     * [Internal] Apply all pending changes to the target surface immediately. Returns true if the content has
     * changed.
     */
    flushInternal(callback: (res: boolean) => void): Promise<boolean>;
    /**
     * The duration of current composition in microseconds.
     */
    duration(): number;
    /**
     * Returns the current progress of play position, the value is from 0.0 to 1.0.
     */
    getProgress(): number;
    /**
     * If set to false, the player skips rendering for video composition.
     */
    videoEnabled(): boolean;
    /**
     * Set the value of videoEnabled property.
     */
    setVideoEnabled(enabled: boolean): void;
    /**
     * If set to true, PAGPlayer caches an internal bitmap representation of the static content for each
     * layer. This caching can increase performance for layers that contain complex vector content. The
     * execution speed can be significantly faster depending on the complexity of the content, but it
     * requires extra graphics memory. The default value is true.
     */
    cacheEnabled(): boolean;
    /**
     * Set the value of cacheEnabled property.
     */
    setCacheEnabled(enabled: boolean): void;
    /**
     * This value defines the scale factor for internal graphics caches, ranges from 0.0 to 1.0. The
     * scale factors less than 1.0 may result in blurred output, but it can reduce the usage of graphics
     * memory which leads to better performance. The default value is 1.0.
     */
    cacheScale(): number;
    /**
     * Set the value of cacheScale property.
     */
    setCacheScale(value: number): void;
    /**
     * The maximum frame rate for rendering, ranges from 1 to 60. If set to a value less than the actual
     * frame rate from composition, it drops frames but increases performance. Otherwise, it has no
     * effect. The default value is 60.
     */
    maxFrameRate(): number;
    /**
     * Set the maximum frame rate for rendering.
     */
    setMaxFrameRate(value: number): void;
    /**
     * Returns the current scale mode.
     */
    scaleMode(): PAGScaleMode;
    /**
     * Specifies the rule of how to scale the pag content to fit the surface size. The matrix
     * changes when this method is called.
     */
    setScaleMode(value: PAGScaleMode): void;
    /**
     * Set the PAGSurface object for PAGPlayer to render onto.
     */
    setSurface(pagSurface: PAGSurface | null): void;
    /**
     *
     * Returns the current PAGComposition for PAGPlayer to render as content.
     */
    getComposition(): PAGComposition;
    /**
     *
     * Sets a new PAGComposition for PAGPlayer to render as content.
     */
    setComposition(pagComposition: PAGComposition | null): void;
    /**
     * Returns the PAGSurface object for PAGPlayer to render onto.
     */
    getSurface(): PAGSurface;
    /**
     * Returns a copy of current matrix.
     */
    matrix(): Matrix;
    /**
     * Set the transformation which will be applied to the composition. The scaleMode property
     * will be set to PAGScaleMode::None when this method is called.
     */
    setMatrix(matrix: Matrix): void;
    /**
     * Set the progress of play position to next frame. It is applied only when the composition is not
     * null.
     */
    nextFrame(): void;
    /**
     * Set the progress of play position to previous frame. It is applied only when the composition is
     * not null.
     */
    preFrame(): void;
    /**
     * If true, PAGPlayer clears the whole content of PAGSurface before drawing anything new to it.
     * The default value is true.
     */
    autoClear(): boolean;
    /**
     * Sets the autoClear property.
     */
    setAutoClear(value: boolean): void;
    /**
     * Returns a rectangle that defines the original area of the layer, which is not transformed by
     * the matrix.
     */
    getBounds(pagLayer: PAGLayer): Rect;
    /**
     * Returns an array of layers that lie under the specified point. The point is in pixels and from
     *
     * this PAGComposition's local coordinates.
     */
    getLayersUnderPoint(localX: number, localY: number): import("./types").Vector<import("./pag-image-layer").PAGImageLayer | PAGLayer | import("./pag-solid-layer").PAGSolidLayer | import("./pag-text-layer").PAGTextLayer>;
    /**
     * Evaluates the PAGLayer to see if it overlaps or intersects with the specified point. The point
     *
     * is in the coordinate space of the PAGSurface, not the PAGComposition that contains the
     * PAGLayer. It always returns false if the PAGLayer or its parent (or parent's parent...) has not
     * been added to this PAGPlayer. The pixelHitTest parameter indicates whether or not to check
     * against the actual pixels of the object (true) or the bounding box (false). Returns true if the
     * PAGLayer overlaps or intersects with the specified point.
     */
    hitTestPoint(pagLayer: PAGLayer, surfaceX: number, surfaceY: number, pixelHitTest?: boolean): boolean;
    /**
     * The time cost by rendering in microseconds.
     */
    renderingTime(): number;
    /**
     * The time cost by image decoding in microseconds.
     */
    imageDecodingTime(): number;
    /**
     * The time cost by presenting in microseconds.
     */
    presentingTime(): number;
    /**
     * The memory cost by graphics in bytes.
     */
    graphicsMemory(): number;
    /**
     * Prepares the player for the next flush() call. It collects all CPU tasks from the current
     * progress of the composition and runs them asynchronously in parallel. It is usually used for
     * speeding up the first frame rendering.
     */
    prepare(): Promise<void>;
    destroy(): void;
}
