Files
Foundry-VTT-Docker/resources/app/node_modules/@pixi/constants/lib/index.mjs.map

1 line
26 KiB
Plaintext
Raw Normal View History

2025-01-04 00:34:03 +01:00
{"version":3,"file":"index.mjs","sources":["../src/index.ts"],"sourcesContent":["/**\n * Different types of environments for WebGL.\n * @static\n * @memberof PIXI\n * @enum {number}\n */\nexport enum ENV\n// eslint-disable-next-line @typescript-eslint/indent\n{\n /**\n * Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @default 0\n */\n WEBGL_LEGACY,\n /**\n * Version 1 of WebGL\n * @default 1\n */\n WEBGL,\n /**\n * Version 2 of WebGL\n * @default 2\n */\n WEBGL2,\n}\n\n/**\n * Constant to identify the Renderer Type.\n * @static\n * @memberof PIXI\n * @enum {number}\n */\nexport enum RENDERER_TYPE\n// eslint-disable-next-line @typescript-eslint/indent\n{\n /**\n * Unknown render type.\n * @default 0\n */\n UNKNOWN,\n /**\n * WebGL render type.\n * @default 1\n */\n WEBGL,\n /**\n * Canvas render type.\n * @default 2\n */\n CANVAS,\n}\n\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n * @static\n * @memberof PIXI\n * @enum {number}\n */\nexport enum BUFFER_BITS\n// eslint-disable-next-line @typescript-eslint/indent\n{\n /**\n * Indicates the buffers currently enabled for color writing.\n * @default 0x00004000\n */\n COLOR = 0x00004000,\n /**\n * Indicates the depth buffer.\n * @default 0x00000100\n */\n DEPTH = 0x00000100,\n /**\n * Indicates the stencil buffer.\n * @default 0x00000400\n */\n STENCIL = 0x00000400\n}\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n * @memberof PIXI\n * @enum {number}\n */\nexport enum BLEND_MODES\n// eslint-disable-next-line @typescript-eslint/indent\n{\n /**\n * @default 0\n */\n NORMAL = 0,\n /**\n * @default 1\n */\n ADD = 1,\n /**\n * The pixels of the top layer are multiplied with the corresponding pixel of the bottom layer.\n * A darker picture is the result.\n * @default 2\n */\n MULTIPLY = 2,\n /**\n * The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)\n * @default 3\n */\n SCREEN = 3,\n /**\n * A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.\n *\n * Canvas Renderer only.\n * @default 4\n */\n OVERLAY = 4,\n /**\n * Retains the darkest pixels of both layers.\n *\n * Canvas Renderer only.\n * @default 5\n */\n DARKEN = 5,\n /**\n * Retains the lightest pixels of both layers.\n *\n * Canvas Renderer only.\n * @default 6\n */\n LIGHTEN = 6,\n /**\n * Divides the bottom layer by the inverted top layer.\n *\n * Canvas Renderer only.\n * @default 7\n */\n COLOR_DODGE = 7,\n /**\n * Divides the inverted bottom layer by the top layer, and then inverts the result.\n *\n * Canvas Renderer only.\n * @default 8\n */\n COLOR_BURN = 8,\n /**\n * A combination of multiply and screen like overlay, but with top and bottom layer swapped.\n *\n * Canvas Renderer only.\n * @default 9\n */\n HARD_LIGHT = 9,\n /**\n * A softer version of hard-light. Pure black or white does not result in pure black or white.\n *\n * Canvas Renderer only.\n * @default 10\n */\n SOFT_LIGHT = 10,\n /**\n * Subtracts the bottom layer from the top layer or the other way round to always get a positive value.\n *\n * Canvas Renderer only.\n * @default 11\n */\n DIFFERENCE = 11,\n /**\n * Like difference, but with lower contrast.\n *\n * Canvas Renderer only.\n * @default 12\n */\n EXCLUSION = 12,\n /**\n * Preserves the luma and