import type { Nullable } from "../../types"; import type { Scene } from "../../scene"; import { Texture } from "../../Materials/Textures/texture"; import "../../Engines/Extensions/engine.dynamicTexture"; import type { ICanvasRenderingContext } from "../../Engines/ICanvas"; /** * A class extending Texture allowing drawing on a texture * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture */ export declare class DynamicTexture extends Texture { private _generateMipMaps; private _canvas; private _ownCanvas; private _context; /** * Creates a DynamicTexture * @param name defines the name of the texture * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height * @param scene defines the scene where you want the texture * @param generateMipMaps defines the use of MinMaps or not (default is false) * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE) * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA) * @param invertY defines if the texture needs to be inverted on the y axis during loading */ constructor(name: string, options: any, scene?: Nullable, generateMipMaps?: boolean, samplingMode?: number, format?: number, invertY?: boolean); /** * Get the current class name of the texture useful for serialization or dynamic coding. * @returns "DynamicTexture" */ getClassName(): string; /** * Gets the current state of canRescale */ get canRescale(): boolean; private _recreate; /** * Scales the texture * @param ratio the scale factor to apply to both width and height */ scale(ratio: number): void; /** * Resizes the texture * @param width the new width * @param height the new height */ scaleTo(width: number, height: number): void; /** * Gets the context of the canvas used by the texture * @returns the canvas context of the dynamic texture */ getContext(): ICanvasRenderingContext; /** * Clears the texture * @param clearColor Defines the clear color to use */ clear(clearColor?: string): void; /** * Updates the texture * @param invertY defines the direction for the Y axis (default is true - y increases downwards) * @param premulAlpha defines if alpha is stored as premultiplied (default is false) * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature "allowGPUOptimizationsForGUI" being true) */ update(invertY?: boolean, premulAlpha?: boolean, allowGPUOptimization?: boolean): void; /** * Draws text onto the texture * @param text defines the text to be drawn * @param x defines the placement of the text from the left * @param y defines the placement of the text from the top when invertY is true and from the bottom when false * @param font defines the font to be used with font-style, font-size, font-name * @param color defines the color used for the text * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function) * @param invertY defines the direction for the Y axis (default is true - y increases downwards) * @param update defines whether texture is immediately update (default is true) */ drawText(text: string, x: number | null | undefined, y: number | null | undefined, font: string, color: string | null, fillColor: string | null, invertY?: boolean, update?: boolean): void; /** * Disposes the dynamic texture. */ dispose(): void; /** * Clones the texture * @returns the clone of the texture. */ clone(): DynamicTexture; /** * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized * @returns a serialized dynamic texture object */ serialize(): any; private static _IsCanvasElement; /** @internal */ _rebuild(): void; }