declare namespace dragonBones {
    /**
     * @internal
     * @private
     */
    const webAssemblyModule: {
        HEAP16: Int16Array;
        _malloc(byteSize: number): number;
        _free(pointer: number): void;
        setDataBinary(data: DragonBonesData, binaryPointer: number, intBytesLength: number, floatBytesLength: number, frameIntBytesLength: number, frameFloatBytesLength: number, frameBytesLength: number, timelineBytesLength: number): void;
    };
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    const enum BinaryOffset {
        WeigthBoneCount = 0,
        WeigthFloatOffset = 1,
        WeigthBoneIndices = 2,
        MeshVertexCount = 0,
        MeshTriangleCount = 1,
        MeshFloatOffset = 2,
        MeshWeightOffset = 3,
        MeshVertexIndices = 4,
        TimelineScale = 0,
        TimelineOffset = 1,
        TimelineKeyFrameCount = 2,
        TimelineFrameValueCount = 3,
        TimelineFrameValueOffset = 4,
        TimelineFrameOffset = 5,
        FramePosition = 0,
        FrameTweenType = 1,
        FrameTweenEasingOrCurveSampleCount = 2,
        FrameCurveSamples = 3,
        DeformVertexOffset = 0,
        DeformCount = 1,
        DeformValueCount = 2,
        DeformValueOffset = 3,
        DeformFloatOffset = 4,
        PathVertexCount = 0,
        PathFloatOffset = 2,
        PathWeightOffset = 3,
    }
    /**
     * @internal
     */
    const enum ArmatureType {
        Armature = 0,
        MovieClip = 1,
        Stage = 2,
    }
    /**
     * @internal
     */
    const enum BoneType {
        Bone = 0,
        Surface = 1,
    }
    /**
     * @private
     */
    const enum DisplayType {
        Image = 0,
        Armature = 1,
        Mesh = 2,
        BoundingBox = 3,
        Path = 4,
    }
    /**
     * - Bounding box type.
     * @version DragonBones 5.0
     * @language en_US
     */
    /**
     * - 边界框类型。
     * @version DragonBones 5.0
     * @language zh_CN
     */
    const enum BoundingBoxType {
        Rectangle = 0,
        Ellipse = 1,
        Polygon = 2,
    }
    /**
     * @internal
     */
    const enum ActionType {
        Play = 0,
        Frame = 10,
        Sound = 11,
    }
    /**
     * @internal
     */
    const enum BlendMode {
        Normal = 0,
        Add = 1,
        Alpha = 2,
        Darken = 3,
        Difference = 4,
        Erase = 5,
        HardLight = 6,
        Invert = 7,
        Layer = 8,
        Lighten = 9,
        Multiply = 10,
        Overlay = 11,
        Screen = 12,
        Subtract = 13,
    }
    /**
     * @internal
     */
    const enum TweenType {
        None = 0,
        Line = 1,
        Curve = 2,
        QuadIn = 3,
        QuadOut = 4,
        QuadInOut = 5,
    }
    /**
     * @internal
     */
    const enum TimelineType {
        Action = 0,
        ZOrder = 1,
        BoneAll = 10,
        BoneTranslate = 11,
        BoneRotate = 12,
        BoneScale = 13,
        Surface = 50,
        SlotDisplay = 20,
        SlotColor = 21,
        SlotDeform = 22,
        IKConstraint = 30,
        AnimationTime = 40,
        AnimationWeight = 41,
    }
    /**
     * - Offset mode.
     * @version DragonBones 5.5
     * @language en_US
     */
    /**
     * - 偏移模式。
     * @version DragonBones 5.5
     * @language zh_CN
     */
    const enum OffsetMode {
        None = 0,
        Additive = 1,
        Override = 2,
    }
    /**
     * - Animation fade out mode.
     * @version DragonBones 4.5
     * @language en_US
     */
    /**
     * - 动画淡出模式。
     * @version DragonBones 4.5
     * @language zh_CN
     */
    const enum AnimationFadeOutMode {
        /**
         * - Do not fade out of any animation states.
         * @language en_US
         */
        /**
         * - 不淡出任何的动画状态。
         * @language zh_CN
         */
        None = 0,
        /**
         * - Fade out the animation states of the same layer.
         * @language en_US
         */
        /**
         * - 淡出同层的动画状态。
         * @language zh_CN
         */
        SameLayer = 1,
        /**
         * - Fade out the animation states of the same group.
         * @language en_US
         */
        /**
         * - 淡出同组的动画状态。
         * @language zh_CN
         */
        SameGroup = 2,
        /**
         * - Fade out the animation states of the same layer and group.
         * @language en_US
         */
        /**
         * - 淡出同层并且同组的动画状态。
         * @language zh_CN
         */
        SameLayerAndGroup = 3,
        /**
         * - Fade out of all animation states.
         * @language en_US
         */
        /**
         * - 淡出所有的动画状态。
         * @language zh_CN
         */
        All = 4,
        /**
         * - Does not replace the animation state with the same name.
         * @language en_US
         */
        /**
         * - 不替换同名的动画状态。
         * @language zh_CN
         */
        Single = 5,
    }
    const enum ConstraintType {
        IK = 0,
        Path = 1,
    }
    const enum PositionMode {
        Fixed = 0,
        Percent = 1,
    }
    const enum SpacingMode {
        Length = 0,
        Fixed = 1,
        Percent = 2,
    }
    const enum RotateMode {
        Tangent = 0,
        Chain = 1,
        ChainScale = 2,
    }
    /**
     * @private
     */
    interface Map<T> {
        [key: string]: T;
    }
    /**
     * @private
     */
    class DragonBones {
        static readonly VERSION: string;
        static yDown: boolean;
        static debug: boolean;
        static debugDraw: boolean;
        static webAssembly: boolean;
        private readonly _clock;
        private readonly _events;
        private readonly _objects;
        private _eventManager;
        constructor(eventManager: IEventDispatcher);
        advanceTime(passedTime: number): void;
        bufferEvent(value: EventObject): void;
        bufferObject(object: BaseObject): void;
        readonly clock: WorldClock;
        readonly eventManager: IEventDispatcher;
    }
}

/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The BaseObject is the base class for all objects in the DragonBones framework.
     * All BaseObject instances are cached to the object pool to reduce the performance consumption of frequent requests for memory or memory recovery.
     * @version DragonBones 4.5
     * @language en_US
     */
    /**
     * - 基础对象，通常 DragonBones 的对象都继承自该类。
     * 所有基础对象的实例都会缓存到对象池，以减少频繁申请内存或内存回收的性能消耗。
     * @version DragonBones 4.5
     * @language zh_CN
     */
    abstract class BaseObject {
        private static _hashCode;
        private static _defaultMaxCount;
        private static readonly _maxCountMap;
        private static readonly _poolsMap;
        private static _returnObject(object);
        static toString(): string;
        /**
         * - Set the maximum cache count of the specify object pool.
         * @param objectConstructor - The specify class. (Set all object pools max cache count if not set)
         * @param maxCount - Max count.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 设置特定对象池的最大缓存数量。
         * @param objectConstructor - 特定的类。 (不设置则设置所有对象池的最大缓存数量)
         * @param maxCount - 最大缓存数量。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static setMaxCount(objectConstructor: (typeof BaseObject) | null, maxCount: number): void;
        /**
         * - Clear the cached instances of a specify object pool.
         * @param objectConstructor - Specify class. (Clear all cached instances if not set)
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 清除特定对象池的缓存实例。
         * @param objectConstructor - 特定的类。 (不设置则清除所有缓存的实例)
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static clearPool(objectConstructor?: (typeof BaseObject) | null): void;
        /**
         * - Get an instance of the specify class from object pool.
         * @param objectConstructor - The specify class.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 从对象池中获取特定类的实例。
         * @param objectConstructor - 特定的类。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static borrowObject<T extends BaseObject>(objectConstructor: {
            new (): T;
        }): T;
        /**
         * - A unique identification number assigned to the object.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 分配给此实例的唯一标识号。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly hashCode: number;
        private _isInPool;
        protected abstract _onClear(): void;
        /**
         * - Clear the object and return it back to object pool。
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 清除该实例的所有数据并将其返还对象池。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        returnToPool(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - 2D Transform matrix.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 2D 转换矩阵。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class Matrix {
        /**
         * - The value that affects the positioning of pixels along the x axis when scaling or rotating an image.
         * @default 1.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 缩放或旋转图像时影响像素沿 x 轴定位的值。
         * @default 1.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        a: number;
        /**
         * - The value that affects the positioning of pixels along the y axis when rotating or skewing an image.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 旋转或倾斜图像时影响像素沿 y 轴定位的值。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        b: number;
        /**
         * - The value that affects the positioning of pixels along the x axis when rotating or skewing an image.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 旋转或倾斜图像时影响像素沿 x 轴定位的值。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        c: number;
        /**
         * - The value that affects the positioning of pixels along the y axis when scaling or rotating an image.
         * @default 1.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 缩放或旋转图像时影响像素沿 y 轴定位的值。
         * @default 1.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        d: number;
        /**
         * - The distance by which to translate each point along the x axis.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 沿 x 轴平移每个点的距离。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        tx: number;
        /**
         * - The distance by which to translate each point along the y axis.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 沿 y 轴平移每个点的距离。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        ty: number;
        /**
         * @private
         */
        constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number);
        toString(): string;
        /**
         * @private
         */
        copyFrom(value: Matrix): Matrix;
        /**
         * @private
         */
        copyFromArray(value: Array<number>, offset?: number): Matrix;
        /**
         * - Convert to unit matrix.
         * The resulting matrix has the following properties: a=1, b=0, c=0, d=1, tx=0, ty=0.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 转换为单位矩阵。
         * 该矩阵具有以下属性：a=1、b=0、c=0、d=1、tx=0、ty=0。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        identity(): Matrix;
        /**
         * - Multiplies the current matrix with another matrix.
         * @param value - The matrix that needs to be multiplied.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 将当前矩阵与另一个矩阵相乘。
         * @param value - 需要相乘的矩阵。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        concat(value: Matrix): Matrix;
        /**
         * - Convert to inverse matrix.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 转换为逆矩阵。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        invert(): Matrix;
        /**
         * - Apply a matrix transformation to a specific point.
         * @param x - X coordinate.
         * @param y - Y coordinate.
         * @param result - The point after the transformation is applied.
         * @param delta - Whether to ignore tx, ty's conversion to point.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 将矩阵转换应用于特定点。
         * @param x - 横坐标。
         * @param y - 纵坐标。
         * @param result - 应用转换之后的点。
         * @param delta - 是否忽略 tx，ty 对点的转换。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        transformPoint(x: number, y: number, result: {
            x: number;
            y: number;
        }, delta?: boolean): void;
        /**
         * @private
         */
        transformRectangle(rectangle: {
            x: number;
            y: number;
            width: number;
            height: number;
        }, delta?: boolean): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - 2D Transform.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 2D 变换。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class Transform {
        /**
         * @private
         */
        static readonly PI: number;
        /**
         * @private
         */
        static readonly PI_D: number;
        /**
         * @private
         */
        static readonly PI_H: number;
        /**
         * @private
         */
        static readonly PI_Q: number;
        /**
         * @private
         */
        static readonly RAD_DEG: number;
        /**
         * @private
         */
        static readonly DEG_RAD: number;
        /**
         * @private
         */
        static normalizeRadian(value: number): number;
        /**
         * - Horizontal translate.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 水平位移。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        x: number;
        /**
         * - Vertical translate.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 垂直位移。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        y: number;
        /**
         * - Skew. (In radians)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 倾斜。 （以弧度为单位）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        skew: number;
        /**
         * - rotation. (In radians)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 旋转。 （以弧度为单位）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        rotation: number;
        /**
         * - Horizontal Scaling.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 水平缩放。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        scaleX: number;
        /**
         * - Vertical scaling.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 垂直缩放。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        scaleY: number;
        /**
         * @private
         */
        constructor(x?: number, y?: number, skew?: number, rotation?: number, scaleX?: number, scaleY?: number);
        toString(): string;
        /**
         * @private
         */
        copyFrom(value: Transform): Transform;
        /**
         * @private
         */
        identity(): Transform;
        /**
         * @private
         */
        add(value: Transform): Transform;
        /**
         * @private
         */
        minus(value: Transform): Transform;
        /**
         * @private
         */
        fromMatrix(matrix: Matrix): Transform;
        /**
         * @private
         */
        toMatrix(matrix: Matrix): Transform;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class ColorTransform {
        alphaMultiplier: number;
        redMultiplier: number;
        greenMultiplier: number;
        blueMultiplier: number;
        alphaOffset: number;
        redOffset: number;
        greenOffset: number;
        blueOffset: number;
        constructor(alphaMultiplier?: number, redMultiplier?: number, greenMultiplier?: number, blueMultiplier?: number, alphaOffset?: number, redOffset?: number, greenOffset?: number, blueOffset?: number);
        copyFrom(value: ColorTransform): void;
        identity(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The Point object represents a location in a two-dimensional coordinate system.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - Point 对象表示二维坐标系统中的某个位置。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class Point {
        /**
         * - The horizontal coordinate.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 该点的水平坐标。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        x: number;
        /**
         * - The vertical coordinate.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 该点的垂直坐标。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        y: number;
        /**
         * - Creates a new point. If you pass no parameters to this method, a point is created at (0,0).
         * @param x - The horizontal coordinate.
         * @param y - The vertical coordinate.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 创建一个 egret.Point 对象.若不传入任何参数，将会创建一个位于（0，0）位置的点。
         * @param x - 该对象的x属性值，默认为 0.0。
         * @param y - 该对象的y属性值，默认为 0.0。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        constructor(x?: number, y?: number);
        /**
         * @private
         */
        copyFrom(value: Point): void;
        /**
         * @private
         */
        clear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - A Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its
     * width and its height.<br/>
     * The x, y, width, and height properties of the Rectangle class are independent of each other; changing the value of
     * one property has no effect on the others. However, the right and bottom properties are integrally related to those
     * four properties. For example, if you change the value of the right property, the value of the width property changes;
     * if you change the bottom property, the value of the height property changes.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - Rectangle 对象是按其位置（由它左上角的点 (x, y) 确定）以及宽度和高度定义的区域。<br/>
     * Rectangle 类的 x、y、width 和 height 属性相互独立；更改一个属性的值不会影响其他属性。
     * 但是，right 和 bottom 属性与这四个属性是整体相关的。例如，如果更改 right 属性的值，则 width
     * 属性的值将发生变化；如果更改 bottom 属性，则 height 属性的值将发生变化。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class Rectangle {
        /**
         * - The x coordinate of the top-left corner of the rectangle.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 矩形左上角的 x 坐标。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        x: number;
        /**
         * - The y coordinate of the top-left corner of the rectangle.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 矩形左上角的 y 坐标。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        y: number;
        /**
         * - The width of the rectangle, in pixels.
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 矩形的宽度（以像素为单位）。
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        width: number;
        /**
         * - 矩形的高度（以像素为单位）。
         * @default 0.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - The height of the rectangle, in pixels.
         * @default 0.0
         * @version DragonBones 3.0
         * @language zh_CN
         */
        height: number;
        /**
         * @private
         */
        constructor(x?: number, y?: number, width?: number, height?: number);
        /**
         * @private
         */
        copyFrom(value: Rectangle): void;
        /**
         * @private
         */
        clear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The user custom data.
     * @version DragonBones 5.0
     * @language en_US
     */
    /**
     * - 用户自定义数据。
     * @version DragonBones 5.0
     * @language zh_CN
     */
    class UserData extends BaseObject {
        static toString(): string;
        /**
         * - The custom int numbers.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 自定义整数。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        readonly ints: Array<number>;
        /**
         * - The custom float numbers.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 自定义浮点数。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        readonly floats: Array<number>;
        /**
         * - The custom strings.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 自定义字符串。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        readonly strings: Array<string>;
        protected _onClear(): void;
        /**
         * @internal
         */
        addInt(value: number): void;
        /**
         * @internal
         */
        addFloat(value: number): void;
        /**
         * @internal
         */
        addString(value: string): void;
        /**
         * - Get the custom int number.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 获取自定义整数。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        getInt(index?: number): number;
        /**
         * - Get the custom float number.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 获取自定义浮点数。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        getFloat(index?: number): number;
        /**
         * - Get the custom string.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 获取自定义字符串。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        getString(index?: number): string;
    }
    /**
     * @internal
     */
    class ActionData extends BaseObject {
        static toString(): string;
        type: ActionType;
        name: string;
        bone: BoneData | null;
        slot: SlotData | null;
        data: UserData | null;
        protected _onClear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The DragonBones data.
     * A DragonBones data contains multiple armature data.
     * @see dragonBones.ArmatureData
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 龙骨数据。
     * 一个龙骨数据包含多个骨架数据。
     * @see dragonBones.ArmatureData
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class DragonBonesData extends BaseObject {
        static toString(): string;
        /**
         * @private
         */
        autoSearch: boolean;
        /**
         * - The animation frame rate.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画帧频。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        frameRate: number;
        /**
         * - The data version.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 数据版本。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        version: string;
        /**
         * - The DragonBones data name.
         * The name is consistent with the DragonBones project name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 龙骨数据名称。
         * 该名称与龙骨项目名保持一致。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        name: string;
        /**
         * @private
         */
        stage: ArmatureData | null;
        /**
         * @internal
         */
        readonly frameIndices: Array<number>;
        /**
         * @internal
         */
        readonly cachedFrames: Array<number>;
        /**
         * - All armature data names.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所有的骨架数据名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly armatureNames: Array<string>;
        /**
         * @private
         */
        readonly armatures: Map<ArmatureData>;
        /**
         * @internal
         */
        binary: ArrayBuffer;
        /**
         * @internal
         */
        intArray: Int16Array;
        /**
         * @internal
         */
        floatArray: Float32Array;
        /**
         * @internal
         */
        frameIntArray: Int16Array;
        /**
         * @internal
         */
        frameFloatArray: Float32Array;
        /**
         * @internal
         */
        frameArray: Int16Array;
        /**
         * @internal
         */
        timelineArray: Uint16Array;
        /**
         * @private
         */
        userData: UserData | null;
        protected _onClear(): void;
        /**
         * @internal
         */
        addArmature(value: ArmatureData): void;
        /**
         * - Get a specific armature data.
         * @param armatureName - The armature data name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的骨架数据。
         * @param armatureName - 骨架数据名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getArmature(armatureName: string): ArmatureData | null;
        /**
         * - Deprecated, please refer to {@link #dragonBones.BaseFactory#removeDragonBonesData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.BaseFactory#removeDragonBonesData()}。
         * @deprecated
         * @language zh_CN
         */
        dispose(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The armature data.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 骨架数据。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class ArmatureData extends BaseObject {
        static toString(): string;
        /**
         * @private
         */
        type: ArmatureType;
        /**
         * - The animation frame rate.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画帧率。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        frameRate: number;
        /**
         * @private
         */
        cacheFrameRate: number;
        /**
         * @private
         */
        scale: number;
        /**
         * - The armature name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 骨架名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        name: string;
        /**
         * @private
         */
        readonly aabb: Rectangle;
        /**
         * - The names of all the animation data.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所有的动画数据名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly animationNames: Array<string>;
        /**
         * @private
         */
        readonly sortedBones: Array<BoneData>;
        /**
         * @private
         */
        readonly sortedSlots: Array<SlotData>;
        /**
         * @private
         */
        readonly defaultActions: Array<ActionData>;
        /**
         * @private
         */
        readonly actions: Array<ActionData>;
        /**
         * @private
         */
        readonly bones: Map<BoneData>;
        /**
         * @private
         */
        readonly slots: Map<SlotData>;
        /**
         * @private
         */
        readonly constraints: Map<ConstraintData>;
        /**
         * @private
         */
        readonly skins: Map<SkinData>;
        /**
         * @private
         */
        readonly animations: Map<AnimationData>;
        /**
         * - The default skin data.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 默认插槽数据。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        defaultSkin: SkinData | null;
        /**
         * - The default animation data.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 默认动画数据。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        defaultAnimation: AnimationData | null;
        /**
         * @private
         */
        canvas: CanvasData | null;
        /**
         * @private
         */
        userData: UserData | null;
        /**
         * @private
         */
        parent: DragonBonesData;
        protected _onClear(): void;
        /**
         * @internal
         */
        sortBones(): void;
        /**
         * @internal
         */
        cacheFrames(frameRate: number): void;
        /**
         * @internal
         */
        setCacheFrame(globalTransformMatrix: Matrix, transform: Transform): number;
        /**
         * @internal
         */
        getCacheFrame(globalTransformMatrix: Matrix, transform: Transform, arrayOffset: number): void;
        /**
         * @internal
         */
        addBone(value: BoneData): void;
        /**
         * @internal
         */
        addSlot(value: SlotData): void;
        /**
         * @internal
         */
        addConstraint(value: ConstraintData): void;
        /**
         * @internal
         */
        addSkin(value: SkinData): void;
        /**
         * @internal
         */
        addAnimation(value: AnimationData): void;
        /**
         * @internal
         */
        addAction(value: ActionData, isDefault: boolean): void;
        /**
         * - Get a specific done data.
         * @param boneName - The bone name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的骨骼数据。
         * @param boneName - 骨骼名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getBone(boneName: string): BoneData | null;
        /**
         * - Get a specific slot data.
         * @param slotName - The slot name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的插槽数据。
         * @param slotName - 插槽名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getSlot(slotName: string): SlotData | null;
        /**
         * @private
         */
        getConstraint(constraintName: string): ConstraintData | null;
        /**
         * - Get a specific skin data.
         * @param skinName - The skin name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定皮肤数据。
         * @param skinName - 皮肤名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getSkin(skinName: string): SkinData | null;
        /**
         * @private
         */
        getMesh(skinName: string, slotName: string, meshName: string): MeshDisplayData | null;
        /**
         * - Get a specific animation data.
         * @param animationName - The animation animationName.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的动画数据。
         * @param animationName - 动画名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getAnimation(animationName: string): AnimationData | null;
    }
    /**
     * - The bone data.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 骨骼数据。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class BoneData extends BaseObject {
        static toString(): string;
        /**
         * @private
         */
        inheritTranslation: boolean;
        /**
         * @private
         */
        inheritRotation: boolean;
        /**
         * @private
         */
        inheritScale: boolean;
        /**
         * @private
         */
        inheritReflection: boolean;
        /**
         * @private
         */
        type: BoneType;
        /**
         * - The bone length.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 骨骼长度。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        length: number;
        /**
         * - The bone name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 骨骼名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        name: string;
        /**
         * @private
         */
        readonly transform: Transform;
        /**
         * @private
         */
        userData: UserData | null;
        /**
         * - The parent bone data.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 父骨骼数据。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        parent: BoneData | null;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class SurfaceData extends BoneData {
        static toString(): string;
        segmentX: number;
        segmentY: number;
        readonly vertices: Array<number>;
        protected _onClear(): void;
    }
    /**
     * - The slot data.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 插槽数据。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class SlotData extends BaseObject {
        /**
         * @internal
         */
        static readonly DEFAULT_COLOR: ColorTransform;
        /**
         * @internal
         */
        static createColor(): ColorTransform;
        static toString(): string;
        /**
         * @private
         */
        blendMode: BlendMode;
        /**
         * @private
         */
        displayIndex: number;
        /**
         * @private
         */
        zOrder: number;
        /**
         * - The slot name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 插槽名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        name: string;
        /**
         * @private
         */
        color: ColorTransform;
        /**
         * @private
         */
        userData: UserData | null;
        /**
         * - The parent bone data.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 父骨骼数据。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        parent: BoneData;
        protected _onClear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class CanvasData extends BaseObject {
        static toString(): string;
        hasBackground: boolean;
        color: number;
        x: number;
        y: number;
        width: number;
        height: number;
        protected _onClear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The skin data, typically a armature data instance contains at least one skinData.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 皮肤数据，通常一个骨架数据至少包含一个皮肤数据。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class SkinData extends BaseObject {
        static toString(): string;
        /**
         * - The skin name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 皮肤名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        name: string;
        /**
         * @private
         */
        readonly displays: Map<Array<DisplayData | null>>;
        /**
         * @private
         */
        parent: ArmatureData;
        protected _onClear(): void;
        /**
         * @internal
         */
        addDisplay(slotName: string, value: DisplayData | null): void;
        /**
         * @private
         */
        getDisplay(slotName: string, displayName: string): DisplayData | null;
        /**
         * @private
         */
        getDisplays(slotName: string): Array<DisplayData | null> | null;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    abstract class ConstraintData extends BaseObject {
        order: number;
        name: string;
        type: ConstraintType;
        target: BoneData;
        root: BoneData;
        bone: BoneData | null;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class IKConstraintData extends ConstraintData {
        static toString(): string;
        scaleEnabled: boolean;
        bendPositive: boolean;
        weight: number;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class PathConstraintData extends ConstraintData {
        static toString(): string;
        pathSlot: SlotData;
        pathDisplayData: PathDisplayData;
        bones: Array<BoneData>;
        positionMode: PositionMode;
        spacingMode: SpacingMode;
        rotateMode: RotateMode;
        position: number;
        spacing: number;
        rotateOffset: number;
        rotateMix: number;
        translateMix: number;
        protected _onClear(): void;
        AddBone(value: BoneData): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class VerticesData {
        isShared: boolean;
        inheritDeform: boolean;
        offset: number;
        data: DragonBonesData;
        weight: WeightData | null;
        clear(): void;
        shareFrom(value: VerticesData): void;
    }
    /**
     * @internal
     */
    abstract class DisplayData extends BaseObject {
        type: DisplayType;
        name: string;
        path: string;
        readonly transform: Transform;
        parent: SkinData;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class ImageDisplayData extends DisplayData {
        static toString(): string;
        readonly pivot: Point;
        texture: TextureData | null;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class ArmatureDisplayData extends DisplayData {
        static toString(): string;
        inheritAnimation: boolean;
        readonly actions: Array<ActionData>;
        armature: ArmatureData | null;
        protected _onClear(): void;
        /**
         * @private
         */
        addAction(value: ActionData): void;
    }
    /**
     * @internal
     */
    class MeshDisplayData extends DisplayData {
        static toString(): string;
        readonly vertices: VerticesData;
        texture: TextureData | null;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class BoundingBoxDisplayData extends DisplayData {
        static toString(): string;
        boundingBox: BoundingBoxData | null;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class PathDisplayData extends DisplayData {
        static toString(): string;
        closed: boolean;
        constantSpeed: boolean;
        readonly vertices: VerticesData;
        readonly curveLengths: Array<number>;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class WeightData extends BaseObject {
        static toString(): string;
        count: number;
        offset: number;
        readonly bones: Array<BoneData>;
        protected _onClear(): void;
        addBone(value: BoneData): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The base class of bounding box data.
     * @see dragonBones.RectangleData
     * @see dragonBones.EllipseData
     * @see dragonBones.PolygonData
     * @version DragonBones 5.0
     * @language en_US
     */
    /**
     * - 边界框数据基类。
     * @see dragonBones.RectangleData
     * @see dragonBones.EllipseData
     * @see dragonBones.PolygonData
     * @version DragonBones 5.0
     * @language zh_CN
     */
    abstract class BoundingBoxData extends BaseObject {
        /**
         * - The bounding box type.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 边界框类型。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        type: BoundingBoxType;
        /**
         * @private
         */
        color: number;
        /**
         * @private
         */
        width: number;
        /**
         * @private
         */
        height: number;
        protected _onClear(): void;
        /**
         * - Check whether the bounding box contains a specific point. (Local coordinate system)
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 检查边界框是否包含特定点。（本地坐标系）
         * @version DragonBones 5.0
         * @language zh_CN
         */
        abstract containsPoint(pX: number, pY: number): boolean;
        /**
         * - Check whether the bounding box intersects a specific segment. (Local coordinate system)
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 检查边界框是否与特定线段相交。（本地坐标系）
         * @version DragonBones 5.0
         * @language zh_CN
         */
        abstract intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA: {
            x: number;
            y: number;
        } | null, intersectionPointB: {
            x: number;
            y: number;
        } | null, normalRadians: {
            x: number;
            y: number;
        } | null): number;
    }
    /**
     * - The rectangle bounding box data.
     * @version DragonBones 5.1
     * @language en_US
     */
    /**
     * - 矩形边界框数据。
     * @version DragonBones 5.1
     * @language zh_CN
     */
    class RectangleBoundingBoxData extends BoundingBoxData {
        static toString(): string;
        /**
         * - Compute the bit code for a point (x, y) using the clip rectangle
         */
        private static _computeOutCode(x, y, xMin, yMin, xMax, yMax);
        /**
         * @private
         */
        static rectangleIntersectsSegment(xA: number, yA: number, xB: number, yB: number, xMin: number, yMin: number, xMax: number, yMax: number, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): number;
        protected _onClear(): void;
        /**
         * @inheritDoc
         */
        containsPoint(pX: number, pY: number): boolean;
        /**
         * @inheritDoc
         */
        intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): number;
    }
    /**
     * - The ellipse bounding box data.
     * @version DragonBones 5.1
     * @language en_US
     */
    /**
     * - 椭圆边界框数据。
     * @version DragonBones 5.1
     * @language zh_CN
     */
    class EllipseBoundingBoxData extends BoundingBoxData {
        static toString(): string;
        /**
         * @private
         */
        static ellipseIntersectsSegment(xA: number, yA: number, xB: number, yB: number, xC: number, yC: number, widthH: number, heightH: number, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): number;
        protected _onClear(): void;
        /**
         * @inheritDoc
         */
        containsPoint(pX: number, pY: number): boolean;
        /**
         * @inheritDoc
         */
        intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): number;
    }
    /**
     * - The polygon bounding box data.
     * @version DragonBones 5.1
     * @language en_US
     */
    /**
     * - 多边形边界框数据。
     * @version DragonBones 5.1
     * @language zh_CN
     */
    class PolygonBoundingBoxData extends BoundingBoxData {
        static toString(): string;
        /**
         * @private
         */
        static polygonIntersectsSegment(xA: number, yA: number, xB: number, yB: number, vertices: Array<number>, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): number;
        /**
         * @private
         */
        x: number;
        /**
         * @private
         */
        y: number;
        /**
         * - The polygon vertices.
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 多边形顶点。
         * @version DragonBones 5.1
         * @language zh_CN
         */
        readonly vertices: Array<number>;
        protected _onClear(): void;
        /**
         * @inheritDoc
         */
        containsPoint(pX: number, pY: number): boolean;
        /**
         * @inheritDoc
         */
        intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): number;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The animation data.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 动画数据。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class AnimationData extends BaseObject {
        static toString(): string;
        /**
         * - FrameIntArray.
         * @internal
         */
        frameIntOffset: number;
        /**
         * - FrameFloatArray.
         * @internal
         */
        frameFloatOffset: number;
        /**
         * - FrameArray.
         * @internal
         */
        frameOffset: number;
        /**
         * - The frame count of the animation.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画的帧数。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        frameCount: number;
        /**
         * - The play times of the animation. [0: Loop play, [1~N]: Play N times]
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        playTimes: number;
        /**
         * - The duration of the animation. (In seconds)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画的持续时间。 （以秒为单位）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        duration: number;
        /**
         * @private
         */
        scale: number;
        /**
         * - The fade in time of the animation. (In seconds)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画的淡入时间。 （以秒为单位）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        fadeInTime: number;
        /**
         * @private
         */
        cacheFrameRate: number;
        /**
         * - The animation name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        name: string;
        /**
         * @private
         */
        readonly cachedFrames: Array<boolean>;
        /**
         * @private
         */
        readonly boneTimelines: Map<Array<TimelineData>>;
        /**
         * @private
         */
        readonly surfaceTimelines: Map<Array<TimelineData>>;
        /**
         * @private
         */
        readonly slotTimelines: Map<Array<TimelineData>>;
        /**
         * @private
         */
        readonly constraintTimelines: Map<Array<TimelineData>>;
        /**
         * @private
         */
        readonly animationTimelines: Map<Array<TimelineData>>;
        /**
         * @private
         */
        readonly boneCachedFrameIndices: Map<Array<number>>;
        /**
         * @private
         */
        readonly slotCachedFrameIndices: Map<Array<number>>;
        /**
         * @private
         */
        actionTimeline: TimelineData | null;
        /**
         * @private
         */
        zOrderTimeline: TimelineData | null;
        /**
         * @private
         */
        parent: ArmatureData;
        protected _onClear(): void;
        /**
         * @internal
         */
        cacheFrames(frameRate: number): void;
        /**
         * @private
         */
        addBoneTimeline(bone: BoneData, timeline: TimelineData): void;
        /**
         * @private
         */
        addSurfaceTimeline(surface: SurfaceData, timeline: TimelineData): void;
        /**
         * @private
         */
        addSlotTimeline(slot: SlotData, timeline: TimelineData): void;
        /**
         * @private
         */
        addConstraintTimeline(constraint: ConstraintData, timeline: TimelineData): void;
        /**
         * @private
         */
        addAnimationTimeline(timelineName: string, timeline: TimelineData): void;
        /**
         * @private
         */
        getBoneTimelines(timelineName: string): Array<TimelineData> | null;
        /**
         * @private
         */
        getSurfaceTimelines(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;
    }
    /**
     * @internal
     */
    class TimelineData extends BaseObject {
        static toString(): string;
        type: TimelineType;
        offset: number;
        frameIndicesOffset: number;
        protected _onClear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The animation config is used to describe all the information needed to play an animation state.
     * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used.
     * @see dragonBones.AnimationState
     * @beta
     * @version DragonBones 5.0
     * @language en_US
     */
    /**
     * - 动画配置用来描述播放一个动画状态所需要的全部信息。
     * 该 API 仍在实验阶段，使用时可能遭遇 bug 或稳定性或兼容性问题。
     * @see dragonBones.AnimationState
     * @beta
     * @version DragonBones 5.0
     * @language zh_CN
     */
    class AnimationConfig extends BaseObject {
        static toString(): string;
        /**
         * @private
         */
        pauseFadeOut: boolean;
        /**
         * - Fade out the pattern of other animation states when the animation state is fade in.
         * This property is typically used to specify the substitution of multiple animation states blend.
         * @default dragonBones.AnimationFadeOutMode.All
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 淡入动画状态时淡出其他动画状态的模式。
         * 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。
         * @default dragonBones.AnimationFadeOutMode.All
         * @version DragonBones 5.0
         * @language zh_CN
         */
        fadeOutMode: AnimationFadeOutMode;
        /**
         * @private
         */
        fadeOutTweenType: TweenType;
        /**
         * @private
         */
        fadeOutTime: number;
        /**
         * @private
         */
        pauseFadeIn: boolean;
        /**
         * @private
         */
        actionEnabled: boolean;
        /**
         * @private
         */
        additiveBlending: boolean;
        /**
         * - Whether the animation state has control over the display property of the slots.
         * Sometimes blend a animation state does not want it to control the display properties of the slots,
         * especially if other animation state are controlling the display properties of the slots.
         * @default true
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        displayControl: boolean;
        /**
         * - 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.
         * @default true
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        resetToPose: boolean;
        /**
         * @private
         */
        fadeInTweenType: TweenType;
        /**
         * - The play times. [0: Loop play, [1~N]: Play N times]
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
         * @version DragonBones 3.0
         * @language zh_CN
         */
        playTimes: number;
        /**
         * - 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.
         * @readonly
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        layer: number;
        /**
         * - The start time of play. (In seconds)
         * @default 0.0
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 播放的开始时间。 （以秒为单位）
         * @default 0.0
         * @version DragonBones 5.0
         * @language zh_CN
         */
        position: number;
        /**
         * - The duration of play.
         * [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds)
         * @default -1.0
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 播放的持续时间。
         * [-1: 使用动画数据默认值, 0: 动画停止, (0~N]: 持续时间] （以秒为单位）
         * @default -1.0
         * @version DragonBones 5.0
         * @language zh_CN
         */
        duration: number;
        /**
         * - The play speed.
         * The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
         * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
         * @default 1.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 播放速度。
         * 该值与 {@link dragonBones.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
         * @language zh_CN
         */
        timeScale: number;
        /**
         * - The blend weight.
         * @default 1.0
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 混合权重。
         * @default 1.0
         * @version DragonBones 5.0
         * @language zh_CN
         */
        weight: number;
        /**
         * - The fade in time.
         * [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds)
         * @default -1.0
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 淡入时间。
         * [-1: 使用动画数据默认值, [0~N]: 淡入时间] （以秒为单位）
         * @default -1.0
         * @version DragonBones 5.0
         * @language zh_CN
         */
        fadeInTime: number;
        /**
         * - 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)
         * @default -1.0
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        autoFadeOutTime: number;
        /**
         * - The name of the animation state. (Can be different from the name of the animation data)
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 动画状态名称。 （可以不同于动画数据）
         * @version DragonBones 5.0
         * @language zh_CN
         */
        name: string;
        /**
         * - The animation data name.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 动画数据名称。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        animation: string;
        /**
         * - The blend group name of the animation state.
         * This property is typically used to specify the substitution of multiple animation states blend.
         * @readonly
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        group: string;
        /**
         * @private
         */
        readonly boneMask: Array<string>;
        protected _onClear(): void;
        /**
         * @private
         */
        clear(): void;
        /**
         * @private
         */
        copyFrom(value: AnimationConfig): void;
        /**
         * @private
         */
        containsBoneMask(boneName: string): boolean;
        /**
         * @private
         */
        addBoneMask(armature: Armature, boneName: string, recursive?: boolean): void;
        /**
         * @private
         */
        removeBoneMask(armature: Armature, boneName: string, recursive?: boolean): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The texture atlas data.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 贴图集数据。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    abstract class TextureAtlasData extends BaseObject {
        /**
         * @private
         */
        autoSearch: boolean;
        /**
         * @private
         */
        width: number;
        /**
         * @private
         */
        height: number;
        /**
         * @private
         */
        scale: number;
        /**
         * - The texture atlas name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 贴图集名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        name: string;
        /**
         * - The image path of the texture atlas.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 贴图集图片路径。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        imagePath: string;
        /**
         * @private
         */
        readonly textures: Map<TextureData>;
        protected _onClear(): void;
        /**
         * @private
         */
        copyFrom(value: TextureAtlasData): void;
        /**
         * @internal
         */
        abstract createTexture(): TextureData;
        /**
         * @internal
         */
        addTexture(value: TextureData): void;
        /**
         * @private
         */
        getTexture(textureName: string): TextureData | null;
    }
    /**
     * @internal
     */
    abstract class TextureData extends BaseObject {
        static createRectangle(): Rectangle;
        rotated: boolean;
        name: string;
        readonly region: Rectangle;
        parent: TextureAtlasData;
        frame: Rectangle | null;
        protected _onClear(): void;
        copyFrom(value: TextureData): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class DeformVertices extends BaseObject {
        static toString(): string;
        verticesDirty: boolean;
        readonly vertices: Array<number>;
        readonly bones: Array<Bone | null>;
        verticesData: VerticesData | null;
        protected _onClear(): void;
        init(verticesDataValue: VerticesData | null, armature: Armature): void;
        isBonesUpdate(): boolean;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The armature proxy interface, the docking engine needs to implement it concretely.
     * @see dragonBones.Armature
     * @version DragonBones 5.0
     * @language en_US
     */
    /**
     * - 骨架代理接口，对接的引擎需要对其进行具体实现。
     * @see dragonBones.Armature
     * @version DragonBones 5.0
     * @language zh_CN
     */
    interface IArmatureProxy extends IEventDispatcher {
        /**
         * @internal
         */
        dbInit(armature: Armature): void;
        /**
         * @internal
         */
        dbClear(): void;
        /**
         * @internal
         */
        dbUpdate(): void;
        /**
         * - Dispose the instance and the Armature instance. (The Armature instance will return to the object pool)
         * @example
         * <pre>
         *     removeChild(armatureDisplay);
         *     armatureDisplay.dispose();
         * </pre>
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 释放该实例和骨架。 （骨架会回收到对象池）
         * @example
         * <pre>
         *     removeChild(armatureDisplay);
         *     armatureDisplay.dispose();
         * </pre>
         * @version DragonBones 4.5
         * @language zh_CN
         */
        dispose(disposeProxy: boolean): void;
        /**
         * - The armature.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 骨架。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly armature: Armature;
        /**
         * - The animation player.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画播放器。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly animation: Animation;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - Armature is the core of the skeleton animation system.
     * @see dragonBones.ArmatureData
     * @see dragonBones.Bone
     * @see dragonBones.Slot
     * @see dragonBones.Animation
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 骨架是骨骼动画系统的核心。
     * @see dragonBones.ArmatureData
     * @see dragonBones.Bone
     * @see dragonBones.Slot
     * @see dragonBones.Animation
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class Armature extends BaseObject implements IAnimatable {
        static toString(): string;
        private static _onSortSlots(a, b);
        /**
         * - Whether to inherit the animation control of the parent armature.
         * True to try to have the child armature play an animation with the same name when the parent armature play the animation.
         * @default true
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 是否继承父骨架的动画控制。
         * 如果该值为 true，当父骨架播放动画时，会尝试让子骨架播放同名动画。
         * @default true
         * @version DragonBones 4.5
         * @language zh_CN
         */
        inheritAnimation: boolean;
        /**
         * @private
         */
        userData: any;
        private _lockUpdate;
        private _slotsDirty;
        private _zOrderDirty;
        private _flipX;
        private _flipY;
        /**
         * @internal
         */
        _cacheFrameIndex: number;
        private readonly _bones;
        private readonly _slots;
        /**
         * @internal
         */
        readonly _constraints: Array<Constraint>;
        private readonly _actions;
        /**
         * @internal
         */
        _armatureData: ArmatureData;
        private _animation;
        private _proxy;
        private _display;
        /**
         * @internal
         */
        _replaceTextureAtlasData: TextureAtlasData | null;
        private _replacedTexture;
        /**
         * @internal
         */
        _dragonBones: DragonBones;
        private _clock;
        /**
         * @internal
         */
        _parent: Slot | null;
        protected _onClear(): void;
        /**
         * @internal
         */
        _sortZOrder(slotIndices: Array<number> | Int16Array | null, offset: number): void;
        /**
         * @internal
         */
        _addBone(value: Bone): void;
        /**
         * @internal
         */
        _addSlot(value: Slot): void;
        /**
         * @internal
         */
        _addConstraint(value: Constraint): void;
        /**
         * @internal
         */
        _bufferAction(action: EventObject, append: boolean): void;
        /**
         * - Dispose the armature. (Return to the object pool)
         * @example
         * <pre>
         *     removeChild(armature.display);
         *     armature.dispose();
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 释放骨架。 （回收到对象池）
         * @example
         * <pre>
         *     removeChild(armature.display);
         *     armature.dispose();
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        dispose(): void;
        /**
         * @internal
         */
        init(armatureData: ArmatureData, proxy: IArmatureProxy, display: any, dragonBones: DragonBones): void;
        /**
         * @inheritDoc
         */
        advanceTime(passedTime: number): void;
        /**
         * - Forces a specific bone or its owning slot to update the transform or display property in the next frame.
         * @param boneName - The bone name. (If not set, all bones will be update)
         * @param updateSlot - Whether to update the bone's slots. (Default: false)
         * @see dragonBones.Bone#invalidUpdate()
         * @see dragonBones.Slot#invalidUpdate()
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。
         * @param boneName - 骨骼名称。 （如果未设置，将更新所有骨骼）
         * @param updateSlot - 是否更新骨骼的插槽。 （默认: false）
         * @see dragonBones.Bone#invalidUpdate()
         * @see dragonBones.Slot#invalidUpdate()
         * @version DragonBones 3.0
         * @language zh_CN
         */
        invalidUpdate(boneName?: string | null, updateSlot?: boolean): void;
        /**
         * - Check whether a specific point is inside a custom bounding box in a slot.
         * The coordinate system of the point is the inner coordinate system of the armature.
         * Custom bounding boxes need to be customized in Dragonbones Pro.
         * @param x - The horizontal coordinate of the point.
         * @param y - The vertical coordinate of the point.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 检查特定点是否在某个插槽的自定义边界框内。
         * 点的坐标系为骨架内坐标系。
         * 自定义边界框需要在 DragonBones Pro 中自定义。
         * @param x - 点的水平坐标。
         * @param y - 点的垂直坐标。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        containsPoint(x: number, y: number): Slot | null;
        /**
         * - Check whether a specific segment intersects a custom bounding box for a slot in the armature.
         * The coordinate system of the segment and intersection is the inner coordinate system of the armature.
         * Custom bounding boxes need to be customized in Dragonbones Pro.
         * @param xA - The horizontal coordinate of the beginning of the segment.
         * @param yA - The vertical coordinate of the beginning of the segment.
         * @param xB - The horizontal coordinate of the end point of the segment.
         * @param yB - The vertical coordinate of the end point of the segment.
         * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated)
         * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated)
         * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated)
         * @returns The slot of the first custom bounding box where the segment intersects from the start point to the end point.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 检查特定线段是否与骨架的某个插槽的自定义边界框相交。
         * 线段和交点的坐标系均为骨架内坐标系。
         * 自定义边界框需要在 DragonBones Pro 中自定义。
         * @param xA - 线段起点的水平坐标。
         * @param yA - 线段起点的垂直坐标。
         * @param xB - 线段终点的水平坐标。
         * @param yB - 线段终点的垂直坐标。
         * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 （如果未设置，则不计算交点）
         * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 （如果未设置，则不计算交点）
         * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] （如果未设置，则不计算法线）
         * @returns 线段从起点到终点相交的第一个自定义边界框的插槽。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): Slot | null;
        /**
         * - Get a specific bone.
         * @param name - The bone name.
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的骨骼。
         * @param name - 骨骼名称。
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getBone(name: string): Bone | null;
        /**
         * - Get a specific bone by the display.
         * @param display - The display object.
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 通过显示对象获取特定的骨骼。
         * @param display - 显示对象。
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getBoneByDisplay(display: any): Bone | null;
        /**
         * - Get a specific slot.
         * @param name - The slot name.
         * @see dragonBones.Slot
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的插槽。
         * @param name - 插槽名称。
         * @see dragonBones.Slot
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getSlot(name: string): Slot | null;
        /**
         * - Get a specific slot by the display.
         * @param display - The display object.
         * @see dragonBones.Slot
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 通过显示对象获取特定的插槽。
         * @param display - 显示对象。
         * @see dragonBones.Slot
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getSlotByDisplay(display: any): Slot | null;
        /**
         * - Get all bones.
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取所有的骨骼。
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getBones(): Array<Bone>;
        /**
         * - Get all slots.
         * @see dragonBones.Slot
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取所有的插槽。
         * @see dragonBones.Slot
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getSlots(): Array<Slot>;
        /**
         * - Whether to flip the armature horizontally.
         * @version DragonBones 5.5
         * @language en_US
         */
        /**
         * - 是否将骨架水平翻转。
         * @version DragonBones 5.5
         * @language zh_CN
         */
        flipX: boolean;
        /**
         * - Whether to flip the armature vertically.
         * @version DragonBones 5.5
         * @language en_US
         */
        /**
         * - 是否将骨架垂直翻转。
         * @version DragonBones 5.5
         * @language zh_CN
         */
        flipY: boolean;
        /**
         * - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0.
         * There is a certain amount of memory overhead to improve performance by caching animation data in memory.
         * The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate.
         * When the animation cache is turned on, some features will fail, such as the offset property of bone.
         * @example
         * <pre>
         *     armature.cacheFrameRate = 24;
         * </pre>
         * @see dragonBones.DragonBonesData#frameRate
         * @see dragonBones.ArmatureData#frameRate
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画缓存帧率，当设置的值大于 0 的时，将会开启动画缓存。
         * 通过将动画数据缓存在内存中来提高运行性能，会有一定的内存开销。
         * 帧率不宜设置的过高，通常跟动画的帧率相当且低于程序运行的帧率。
         * 开启动画缓存后，某些功能将会失效，比如骨骼的 offset 属性等。
         * @example
         * <pre>
         *     armature.cacheFrameRate = 24;
         * </pre>
         * @see dragonBones.DragonBonesData#frameRate
         * @see dragonBones.ArmatureData#frameRate
         * @version DragonBones 4.5
         * @language zh_CN
         */
        cacheFrameRate: number;
        /**
         * - The armature name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 骨架名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly name: string;
        /**
         * - The armature data.
         * @see dragonBones.ArmatureData
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 骨架数据。
         * @see dragonBones.ArmatureData
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly armatureData: ArmatureData;
        /**
         * - The animation player.
         * @see dragonBones.Animation
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画播放器。
         * @see dragonBones.Animation
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly animation: Animation;
        /**
         * @pivate
         */
        readonly proxy: IArmatureProxy;
        /**
         * - The EventDispatcher instance of the armature.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 该骨架的 EventDispatcher 实例。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly eventDispatcher: IEventDispatcher;
        /**
         * - The display container.
         * The display of the slot is displayed as the parent.
         * Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 显示容器实例。
         * 插槽的显示对象都会以此显示容器为父级。
         * 根据渲染引擎的不同，类型会不同，通常是 DisplayObjectContainer 类型。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly display: any;
        /**
         * @private
         */
        replacedTexture: any;
        /**
         * @inheritDoc
         */
        clock: WorldClock | null;
        /**
         * - Get the parent slot which the armature belongs to.
         * @see dragonBones.Slot
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 该骨架所属的父插槽。
         * @see dragonBones.Slot
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly parent: Slot | null;
        /**
         * @deprecated
         * @private
         */
        replaceTexture(texture: any): void;
        /**
         * - Deprecated, please refer to {@link #eventDispatcher}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventDispatcher}。
         * @deprecated
         * @language zh_CN
         */
        hasEventListener(type: EventStringType): boolean;
        /**
         * - Deprecated, please refer to {@link #eventDispatcher}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventDispatcher}。
         * @deprecated
         * @language zh_CN
         */
        addEventListener(type: EventStringType, listener: Function, target: any): void;
        /**
         * - Deprecated, please refer to {@link #eventDispatcher}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventDispatcher}。
         * @deprecated
         * @language zh_CN
         */
        removeEventListener(type: EventStringType, listener: Function, target: any): void;
        /**
         * - Deprecated, please refer to {@link #cacheFrameRate}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #cacheFrameRate}。
         * @deprecated
         * @language zh_CN
         */
        enableAnimationCache(frameRate: number): void;
        /**
         * - Deprecated, please refer to {@link #display}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #display}。
         * @deprecated
         * @language zh_CN
         */
        getDisplay(): any;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The base class of the transform object.
     * @see dragonBones.Transform
     * @version DragonBones 4.5
     * @language en_US
     */
    /**
     * - 变换对象的基类。
     * @see dragonBones.Transform
     * @version DragonBones 4.5
     * @language zh_CN
     */
    abstract class TransformObject extends BaseObject {
        protected static readonly _helpMatrix: Matrix;
        protected static readonly _helpTransform: Transform;
        protected static readonly _helpPoint: Point;
        /**
         * - A matrix relative to the armature coordinate system.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 相对于骨架坐标系的矩阵。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly globalTransformMatrix: Matrix;
        /**
         * - A transform relative to the armature coordinate system.
         * @see #updateGlobalTransform()
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 相对于骨架坐标系的变换。
         * @see #updateGlobalTransform()
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly global: Transform;
        /**
         * - The offset transform relative to the armature or the parent bone coordinate system.
         * @see #dragonBones.Bone#invalidUpdate()
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 相对于骨架或父骨骼坐标系的偏移变换。
         * @see #dragonBones.Bone#invalidUpdate()
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly offset: Transform;
        /**
         * @private
         */
        origin: Transform | null;
        /**
         * @private
         */
        userData: any;
        protected _globalDirty: boolean;
        /**
         * @internal
         */
        _armature: Armature;
        /**
         */
        protected _onClear(): void;
        /**
         * - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible,
         * some engines do not rely on these attributes to update rendering, such as Egret.
         * The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale.
         * @example
         * <pre>
         *     bone.updateGlobalTransform();
         *     let rotation = bone.global.rotation;
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 出于性能的考虑，骨骼或插槽的 {@link #global} 属性中的旋转或缩放并不总是正确可访问的，有些引擎并不依赖这些属性更新渲染，比如 Egret。
         * 使用此方法可以保证访问到 {@link #global} 属性中正确的旋转或缩放。
         * @example
         * <pre>
         *     bone.updateGlobalTransform();
         *     let rotation = bone.global.rotation;
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        updateGlobalTransform(): void;
        /**
         * - The armature to which it belongs.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所属的骨架。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly armature: Armature;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - Bone is one of the most important logical units in the armature animation system,
     * and is responsible for the realization of translate, rotation, scaling in the animations.
     * A armature can contain multiple bones.
     * @see dragonBones.BoneData
     * @see dragonBones.Armature
     * @see dragonBones.Slot
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 骨骼在骨骼动画体系中是最重要的逻辑单元之一，负责动画中的平移、旋转、缩放的实现。
     * 一个骨架中可以包含多个骨骼。
     * @see dragonBones.BoneData
     * @see dragonBones.Armature
     * @see dragonBones.Slot
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class Bone extends TransformObject {
        static toString(): string;
        /**
         * - The offset mode.
         * @see #offset
         * @version DragonBones 5.5
         * @language en_US
         */
        /**
         * - 偏移模式。
         * @see #offset
         * @version DragonBones 5.5
         * @language zh_CN
         */
        offsetMode: OffsetMode;
        /**
         * @internal
         */
        readonly animationPose: Transform;
        /**
         * @internal
         */
        _transformDirty: boolean;
        /**
         * @internal
         */
        _childrenTransformDirty: boolean;
        protected _localDirty: boolean;
        /**
         * @internal
         */
        _hasConstraint: boolean;
        protected _visible: boolean;
        protected _cachedFrameIndex: number;
        /**
         * @internal
         */
        readonly _blendState: BlendState;
        /**
         * @internal
         */
        _boneData: BoneData;
        /**
         * @private
         */
        protected _parent: Bone | null;
        /**
         * @internal
         */
        _cachedFrameIndices: Array<number> | null;
        protected _onClear(): void;
        protected _updateGlobalTransformMatrix(isCache: boolean): void;
        /**
         * @internal
         */
        init(boneData: BoneData, armatureValue: Armature): void;
        /**
         * @internal
         */
        update(cacheFrameIndex: number): void;
        /**
         * @internal
         */
        updateByConstraint(): void;
        /**
         * - Forces the bone to update the transform in the next frame.
         * When the bone is not animated or its animation state is finished, the bone will not continue to update,
         * and when the skeleton must be updated for some reason, the method needs to be called explicitly.
         * @example
         * <pre>
         *     let bone = armature.getBone("arm");
         *     bone.offset.scaleX = 2.0;
         *     bone.invalidUpdate();
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 强制骨骼在下一帧更新变换。
         * 当该骨骼没有动画状态或其动画状态播放完成时，骨骼将不在继续更新，而此时由于某些原因必须更新骨骼时，则需要显式调用该方法。
         * @example
         * <pre>
         *     let bone = armature.getBone("arm");
         *     bone.offset.scaleX = 2.0;
         *     bone.invalidUpdate();
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        invalidUpdate(): void;
        /**
         * - Check whether the bone contains a specific bone.
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 检查该骨骼是否包含特定的骨骼。
         * @see dragonBones.Bone
         * @version DragonBones 3.0
         * @language zh_CN
         */
        contains(value: Bone): boolean;
        /**
         * - The bone data.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 骨骼数据。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly boneData: BoneData;
        /**
         * - The visible of all slots in the bone.
         * @default true
         * @see dragonBones.Slot#visible
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 此骨骼所有插槽的可见。
         * @default true
         * @see dragonBones.Slot#visible
         * @version DragonBones 3.0
         * @language zh_CN
         */
        visible: boolean;
        /**
         * - The bone name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 骨骼名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly name: string;
        /**
         * - The parent bone to which it belongs.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所属的父骨骼。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly parent: Bone | null;
        /**
         * - Deprecated, please refer to {@link dragonBones.Armature#getBones()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.Armature#getBones()}。
         * @deprecated
         * @language zh_CN
         */
        getBones(): Array<Bone>;
        /**
         * - Deprecated, please refer to {@link dragonBones.Armature#getSlots()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.Armature#getSlots()}。
         * @deprecated
         * @language zh_CN
         */
        getSlots(): Array<Slot>;
        /**
         * - Deprecated, please refer to {@link dragonBones.Armature#getSlot()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.Armature#getSlot()}。
         * @deprecated
         * @language zh_CN
         */
        readonly slot: Slot | null;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class Surface extends Bone {
        static toString(): string;
        private _dX;
        private _dY;
        private _k;
        private _kX;
        private _kY;
        readonly _vertices: Array<number>;
        readonly _deformVertices: Array<number>;
        /**
         * - x1, y1, x2, y2, x3, y3, x4, y4, d1X, d1Y, d2X, d2Y
         */
        private readonly _hullCache;
        /**
         * - Inside [flag, a, b, c, d, tx, ty], Outside [flag, a, b, c, d, tx, ty]
         */
        private readonly _matrixCahce;
        protected _onClear(): void;
        private _getAffineTransform(x, y, lX, lY, aX, aY, bX, bY, cX, cY, transform, matrix, isDown);
        private _updateVertices();
        protected _updateGlobalTransformMatrix(isCache: boolean): void;
        _getGlobalTransformMatrix(x: number, y: number): Matrix;
        /**
         * @internal
         * @private
         */
        init(surfaceData: SurfaceData, armatureValue: Armature): void;
        /**
         * @internal
         */
        update(cacheFrameIndex: number): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The slot attached to the armature, controls the display status and properties of the display object.
     * A bone can contain multiple slots.
     * A slot can contain multiple display objects, displaying only one of the display objects at a time,
     * but you can toggle the display object into frame animation while the animation is playing.
     * The display object can be a normal texture, or it can be a display of a child armature, a grid display object,
     * and a custom other display object.
     * @see dragonBones.Armature
     * @see dragonBones.Bone
     * @see dragonBones.SlotData
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 插槽附着在骨骼上，控制显示对象的显示状态和属性。
     * 一个骨骼上可以包含多个插槽。
     * 一个插槽中可以包含多个显示对象，同一时间只能显示其中的一个显示对象，但可以在动画播放的过程中切换显示对象实现帧动画。
     * 显示对象可以是普通的图片纹理，也可以是子骨架的显示容器，网格显示对象，还可以是自定义的其他显示对象。
     * @see dragonBones.Armature
     * @see dragonBones.Bone
     * @see dragonBones.SlotData
     * @version DragonBones 3.0
     * @language zh_CN
     */
    abstract class Slot extends TransformObject {
        /**
         * - Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all animation states.
         * @default null
         * @see dragonBones.AnimationState#displayControl
         * @see dragonBones.AnimationState#name
         * @see dragonBones.AnimationState#group
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 显示对象受到控制的动画状态或混合组名称，设置为 null 则表示受所有的动画状态控制。
         * @default null
         * @see dragonBones.AnimationState#displayControl
         * @see dragonBones.AnimationState#name
         * @see dragonBones.AnimationState#group
         * @version DragonBones 4.5
         * @language zh_CN
         */
        displayController: string | null;
        protected _displayDirty: boolean;
        protected _zOrderDirty: boolean;
        protected _visibleDirty: boolean;
        protected _blendModeDirty: boolean;
        /**
         * @internal
         */
        _colorDirty: boolean;
        protected _transformDirty: boolean;
        protected _visible: boolean;
        protected _blendMode: BlendMode;
        protected _displayIndex: number;
        protected _animationDisplayIndex: number;
        /**
         * @internal
         */
        _zOrder: number;
        protected _cachedFrameIndex: number;
        /**
         * @internal
         */
        _pivotX: number;
        /**
         * @internal
         */
        _pivotY: number;
        protected readonly _localMatrix: Matrix;
        /**
         * @internal
         */
        readonly _colorTransform: ColorTransform;
        protected readonly _displayDatas: Array<DisplayData | null>;
        protected readonly _displayList: Array<any | Armature>;
        /**
         * @internal
         */
        _slotData: SlotData;
        protected _rawDisplayDatas: Array<DisplayData | null> | null;
        /**
         * @internal
         */
        _displayData: DisplayData | null;
        protected _boundingBoxData: BoundingBoxData | null;
        protected _textureData: TextureData | null;
        /**
         * @internal
         */
        _deformVertices: DeformVertices | null;
        protected _rawDisplay: any;
        protected _meshDisplay: any;
        protected _display: any;
        protected _childArmature: Armature | null;
        /**
         * @private
         */
        protected _parent: Bone;
        /**
         * @internal
         */
        _cachedFrameIndices: Array<number> | null;
        protected _onClear(): void;
        protected abstract _initDisplay(value: any, isRetain: boolean): void;
        protected abstract _disposeDisplay(value: any, isRelease: boolean): void;
        protected abstract _onUpdateDisplay(): void;
        protected abstract _addDisplay(): void;
        protected abstract _replaceDisplay(value: any): void;
        protected abstract _removeDisplay(): void;
        protected abstract _updateZOrder(): void;
        /**
         * @internal
         */
        abstract _updateVisible(): void;
        protected abstract _updateBlendMode(): void;
        protected abstract _updateColor(): void;
        protected abstract _updateFrame(): void;
        protected abstract _updateMesh(): void;
        /**
         * @internal
         */
        abstract _updateGlueMesh(): void;
        protected abstract _updateTransform(): void;
        protected abstract _identityTransform(): void;
        /**
         * - Support default skin data.
         */
        protected _getDefaultRawDisplayData(displayIndex: number): DisplayData | null;
        protected _updateDisplayData(): void;
        protected _updateDisplay(): void;
        protected _updateGlobalTransformMatrix(isCache: boolean): void;
        /**
         * @internal
         */
        _setDisplayIndex(value: number, isAnimation?: boolean): boolean;
        /**
         * @internal
         */
        _setZorder(value: number): boolean;
        /**
         * @internal
         */
        _setColor(value: ColorTransform): boolean;
        /**
         * @internal
         */
        _setDisplayList(value: Array<any> | null): boolean;
        /**
         * @internal
         */
        init(slotData: SlotData, armatureValue: Armature, rawDisplay: any, meshDisplay: any): void;
        /**
         * @internal
         */
        update(cacheFrameIndex: number): void;
        /**
         * @private
         */
        updateTransformAndMatrix(): void;
        /**
         * @private
         */
        replaceDisplayData(value: DisplayData | null, displayIndex?: number): void;
        /**
         * - Check whether a specific point is inside a custom bounding box in the slot.
         * The coordinate system of the point is the inner coordinate system of the armature.
         * Custom bounding boxes need to be customized in Dragonbones Pro.
         * @param x - The horizontal coordinate of the point.
         * @param y - The vertical coordinate of the point.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 检查特定点是否在插槽的自定义边界框内。
         * 点的坐标系为骨架内坐标系。
         * 自定义边界框需要在 DragonBones Pro 中自定义。
         * @param x - 点的水平坐标。
         * @param y - 点的垂直坐标。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        containsPoint(x: number, y: number): boolean;
        /**
         * - Check whether a specific segment intersects a custom bounding box for the slot.
         * The coordinate system of the segment and intersection is the inner coordinate system of the armature.
         * Custom bounding boxes need to be customized in Dragonbones Pro.
         * @param xA - The horizontal coordinate of the beginning of the segment.
         * @param yA - The vertical coordinate of the beginning of the segment.
         * @param xB - The horizontal coordinate of the end point of the segment.
         * @param yB - The vertical coordinate of the end point of the segment.
         * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated)
         * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated)
         * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated)
         * @returns Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections]
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 检查特定线段是否与插槽的自定义边界框相交。
         * 线段和交点的坐标系均为骨架内坐标系。
         * 自定义边界框需要在 DragonBones Pro 中自定义。
         * @param xA - 线段起点的水平坐标。
         * @param yA - 线段起点的垂直坐标。
         * @param xB - 线段终点的水平坐标。
         * @param yB - 线段终点的垂直坐标。
         * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 （如果未设置，则不计算交点）
         * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 （如果未设置，则不计算交点）
         * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] （如果未设置，则不计算法线）
         * @returns 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点]
         * @version DragonBones 5.0
         * @language zh_CN
         */
        intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: {
            x: number;
            y: number;
        } | null, intersectionPointB?: {
            x: number;
            y: number;
        } | null, normalRadians?: {
            x: number;
            y: number;
        } | null): number;
        /**
         * - Forces the slot to update the state of the display object in the next frame.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 强制插槽在下一帧更新显示对象的状态。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        invalidUpdate(): void;
        /**
         * - The visible of slot's display object.
         * @default true
         * @version DragonBones 5.6
         * @language en_US
         */
        /**
         * - 插槽的显示对象的可见。
         * @default true
         * @version DragonBones 5.6
         * @language zh_CN
         */
        visible: boolean;
        /**
         * - The index of the display object displayed in the display list.
         * @example
         * <pre>
         *     let slot = armature.getSlot("weapon");
         *     slot.displayIndex = 3;
         *     slot.displayController = "none";
         * </pre>
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 此时显示的显示对象在显示列表中的索引。
         * @example
         * <pre>
         *     let slot = armature.getSlot("weapon");
         *     slot.displayIndex = 3;
         *     slot.displayController = "none";
         * </pre>
         * @version DragonBones 4.5
         * @language zh_CN
         */
        displayIndex: number;
        /**
         * - The slot name.
         * @see dragonBones.SlotData#name
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 插槽名称。
         * @see dragonBones.SlotData#name
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly name: string;
        /**
         * - Contains a display list of display objects or child armatures.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 包含显示对象或子骨架的显示列表。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        displayList: Array<any>;
        /**
         * - The slot data.
         * @see dragonBones.SlotData
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 插槽数据。
         * @see dragonBones.SlotData
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly slotData: SlotData;
        /**
         * @private
         */
        rawDisplayDatas: Array<DisplayData | null> | null;
        /**
         * @private
         */
        readonly displayData: DisplayData | null;
        /**
         * - The custom bounding box data for the slot at current time.
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 插槽此时的自定义包围盒数据。
         * @version DragonBones 5.0
         * @language zh_CN
         */
        readonly boundingBoxData: BoundingBoxData | null;
        /**
         * @private
         */
        readonly rawDisplay: any;
        /**
         * @private
         */
        readonly meshDisplay: any;
        /**
         * - The display object that the slot displays at this time.
         * @example
         * <pre>
         *     let slot = armature.getSlot("text");
         *     slot.display = new yourEngine.TextField();
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 插槽此时显示的显示对象。
         * @example
         * <pre>
         *     let slot = armature.getSlot("text");
         *     slot.display = new yourEngine.TextField();
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        display: any;
        /**
         * - The child armature that the slot displayed at current time.
         * @example
         * <pre>
         *     let slot = armature.getSlot("weapon");
         * let prevChildArmature = slot.childArmature;
         * if (prevChildArmature) {
         * prevChildArmature.dispose();
         *     }
         *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 插槽此时显示的子骨架。
         * 注意，被替换的对象或子骨架并不会被回收，根据语言和引擎的不同，需要额外处理。
         * @example
         * <pre>
         *     let slot = armature.getSlot("weapon");
         * let prevChildArmature = slot.childArmature;
         * if (prevChildArmature) {
         * prevChildArmature.dispose();
         *     }
         *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        childArmature: Armature | null;
        /**
         * - The parent bone to which it belongs.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所属的父骨骼。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly parent: Bone;
        /**
         * - Deprecated, please refer to {@link #display}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #display}。
         * @deprecated
         * @language zh_CN
         */
        getDisplay(): any;
        /**
         * - Deprecated, please refer to {@link #display}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #display}。
         * @deprecated
         * @language zh_CN
         */
        setDisplay(value: any): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    abstract class Constraint extends BaseObject {
        protected static readonly _helpMatrix: Matrix;
        protected static readonly _helpTransform: Transform;
        protected static readonly _helpPoint: Point;
        /**
         * - For timeline state.
         * @internal
         */
        _constraintData: ConstraintData;
        protected _armature: Armature;
        /**
         * - For sort bones.
         * @internal
         */
        _target: Bone;
        /**
         * - For sort bones.
         * @internal
         */
        _root: Bone;
        protected _bone: Bone | null;
        protected _onClear(): void;
        abstract init(constraintData: ConstraintData, armature: Armature): void;
        abstract update(): void;
        abstract invalidUpdate(): void;
        readonly name: string;
    }
    /**
     * @internal
     */
    class IKConstraint extends Constraint {
        static toString(): string;
        private _scaleEnabled;
        /**
         * - For timeline state.
         * @internal
         */
        _bendPositive: boolean;
        /**
         * - For timeline state.
         * @internal
         */
        _weight: number;
        protected _onClear(): void;
        private _computeA();
        private _computeB();
        init(constraintData: ConstraintData, armature: Armature): void;
        update(): void;
        invalidUpdate(): void;
    }
    /**
     * @internal
     */
    class PathConstraint extends Constraint {
        dirty: boolean;
        pathOffset: number;
        position: number;
        spacing: number;
        rotateOffset: number;
        rotateMix: number;
        translateMix: number;
        private _pathSlot;
        private _bones;
        private _spaces;
        private _positions;
        private _curves;
        private _boneLengths;
        private _pathGlobalVertices;
        private _segments;
        static toString(): string;
        protected _onClear(): void;
        protected _updatePathVertices(verticesData: VerticesData): void;
        protected _computeVertices(start: number, count: number, offset: number, out: Array<number>): void;
        protected _computeBezierCurve(pathDisplayDta: PathDisplayData, spaceCount: number, tangents: boolean, percentPosition: boolean, percentSpacing: boolean): void;
        private addCurvePosition(t, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, offset, tangents);
        init(constraintData: ConstraintData, armature: Armature): void;
        update(): void;
        invalidUpdate(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - Play animation interface. (Both Armature and Wordclock implement the interface)
     * Any instance that implements the interface can be added to the Worldclock instance and advance time by Worldclock instance uniformly.
     * @see dragonBones.WorldClock
     * @see dragonBones.Armature
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 播放动画接口。 (Armature 和 WordClock 都实现了该接口)
     * 任何实现了此接口的实例都可以添加到 WorldClock 实例中，由 WorldClock 实例统一更新时间。
     * @see dragonBones.WorldClock
     * @see dragonBones.Armature
     * @version DragonBones 3.0
     * @language zh_CN
     */
    interface IAnimatable {
        /**
         * - Advance time.
         * @param passedTime - Passed time. (In seconds)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 更新时间。
         * @param passedTime - 前进的时间。 （以秒为单位）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        advanceTime(passedTime: number): void;
        /**
         * - The Wordclock instance to which the current belongs.
         * @example
         * <pre>
         *     armature.clock = factory.clock; // Add armature to clock.
         *     armature.clock = null; // Remove armature from clock.
         * </pre>
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 当前所属的 WordClock 实例。
         * @example
         * <pre>
         *     armature.clock = factory.clock; // 将骨架添加到时钟。
         *     armature.clock = null; // 将骨架从时钟移除。
         * </pre>
         * @version DragonBones 5.0
         * @language zh_CN
         */
        clock: WorldClock | null;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance.
     * @see dragonBones.IAnimateble
     * @see dragonBones.Armature
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - WorldClock 对动画提供时钟支持，为每个加入到该实例的 IAnimatable 对象更新时间。
     * @see dragonBones.IAnimateble
     * @see dragonBones.Armature
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class WorldClock implements IAnimatable {
        /**
         * - Current time. (In seconds)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 当前的时间。 (以秒为单位)
         * @version DragonBones 3.0
         * @language zh_CN
         */
        time: number;
        /**
         * - The play speed, used to control animation speed-shift play.
         * [0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
         * @default 1.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 播放速度，用于控制动画变速播放。
         * [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
         * @language zh_CN
         */
        timeScale: number;
        private _systemTime;
        private readonly _animatebles;
        private _clock;
        /**
         * - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance.
         * When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 创建一个 WorldClock 实例。通常并不需要创建 WorldClock 实例。
         * 当多个 WorldClock 实例使用不同的速度运行时，可以实现一些特殊的动画效果，比如子弹时间等。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        constructor(time?: number);
        /**
         * - Advance time for all IAnimatable instances.
         * @param passedTime - Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 为所有的 IAnimatable 实例更新时间。
         * @param passedTime - 前进的时间。 [-1: 自动计算当前帧与上一帧的时间差, [0~N): 前进的时间] (以秒为单位)
         * @version DragonBones 3.0
         * @language zh_CN
         */
        advanceTime(passedTime: number): void;
        /**
         * - Check whether contains a specific instance of IAnimatable.
         * @param value - The IAnimatable instance.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 检查是否包含特定的 IAnimatable 实例。
         * @param value - IAnimatable 实例。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        contains(value: IAnimatable): boolean;
        /**
         * - Add IAnimatable instance.
         * @param value - The IAnimatable instance.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 添加 IAnimatable 实例。
         * @param value - IAnimatable 实例。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        add(value: IAnimatable): void;
        /**
         * - Removes a specified IAnimatable instance.
         * @param value - The IAnimatable instance.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 移除特定的 IAnimatable 实例。
         * @param value - IAnimatable 实例。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        remove(value: IAnimatable): void;
        /**
         * - Clear all IAnimatable instances.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 清除所有的 IAnimatable 实例。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        clear(): void;
        /**
         * @inheritDoc
         */
        clock: WorldClock | null;
        /**
         * - Deprecated, please refer to {@link dragonBones.BaseFactory#clock}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.BaseFactory#clock}。
         * @deprecated
         * @language zh_CN
         */
        static readonly clock: WorldClock;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The animation player is used to play the animation data and manage the animation states.
     * @see dragonBones.AnimationData
     * @see dragonBones.AnimationState
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 动画播放器用来播放动画数据和管理动画状态。
     * @see dragonBones.AnimationData
     * @see dragonBones.AnimationState
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class Animation extends BaseObject {
        static toString(): string;
        /**
         * - The play speed of all animations. [0: Stop, (0~1): Slow, 1: Normal, (1~N): Fast]
         * @default 1.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 所有动画的播放速度。 [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
         * @language zh_CN
         */
        timeScale: number;
        private _lockUpdate;
        private _animationDirty;
        private _inheritTimeScale;
        private readonly _animationNames;
        private readonly _animationStates;
        private readonly _animations;
        private _armature;
        private _animationConfig;
        private _lastAnimationState;
        protected _onClear(): void;
        private _fadeOut(animationConfig);
        /**
         * @internal
         */
        init(armature: Armature): void;
        /**
         * @internal
         */
        advanceTime(passedTime: number): void;
        /**
         * - Clear all animations states.
         * @see dragonBones.AnimationState
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 清除所有的动画状态。
         * @see dragonBones.AnimationState
         * @version DragonBones 4.5
         * @language zh_CN
         */
        reset(): void;
        /**
         * - Pause a specific animation state.
         * @param animationName - The name of animation state. (If not set, it will pause all animations)
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 暂停指定动画状态的播放。
         * @param animationName - 动画状态名称。 （如果未设置，则暂停所有动画）
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language zh_CN
         */
        stop(animationName?: string | null): void;
        /**
         * - Play animation with a specific animation config.
         * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used.
         * @param animationConfig - The animation config.
         * @returns The playing animation state.
         * @see dragonBones.AnimationConfig
         * @beta
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 通过指定的动画配置来播放动画。
         * 该 API 仍在实验阶段，使用时可能遭遇 bug 或稳定性或兼容性问题。
         * @param animationConfig - 动画配置。
         * @returns 播放的动画状态。
         * @see dragonBones.AnimationConfig
         * @beta
         * @version DragonBones 5.0
         * @language zh_CN
         */
        playConfig(animationConfig: AnimationConfig): AnimationState | null;
        /**
         * - Play a specific animation.
         * @param animationName - The name of animation data. (If not set, The default animation will be played, or resume the animation playing from pause status, or replay the last playing animation)
         * @param playTimes - Playing repeat times. [-1: Use default value of the animation data, 0: No end loop playing, [1~N]: Repeat N times] (default: -1)
         * @returns The playing animation state.
         * @example
         * <pre>
         *     armature.animation.play("walk");
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 播放指定动画。
         * @param animationName - 动画数据名称。 （如果未设置，则播放默认动画，或将暂停状态切换为播放状态，或重新播放之前播放的动画）
         * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] （默认: -1）
         * @returns 播放的动画状态。
         * @example
         * <pre>
         *     armature.animation.play("walk");
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        play(animationName?: string | null, playTimes?: number): AnimationState | null;
        /**
         * - Fade in a specific animation.
         * @param animationName - The name of animation data.
         * @param fadeInTime - The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In seconds)] (Default: -1)
         * @param playTimes - playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1)
         * @param layer - The blending layer, the animation states in high level layer will get the blending weights with high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated to the other animation states. (Default: 0)
         * @param group - The blending group name, it is typically used to specify the substitution of multiple animation states blending. (Default: null)
         * @param fadeOutMode - The fade out mode, which is typically used to specify alternate mode of multiple animation states blending. (Default: AnimationFadeOutMode.SameLayerAndGroup)
         * @returns The playing animation state.
         * @example
         * <pre>
         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
         * </pre>
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 淡入播放指定的动画。
         * @param animationName - 动画数据名称。
         * @param fadeInTime - 淡入时间。 [-1: 使用动画数据默认值, [0~N]: 淡入时间 (以秒为单位)] （默认: -1）
         * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] （默认: -1）
         * @param layer - 混合图层，图层高的动画状态会优先获取混合权重，当混合权重分配总和超过 1.0 时，剩余的动画状态将不能再获得权重分配。 （默认: 0）
         * @param group - 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。 （默认: null）
         * @param fadeOutMode - 淡出模式，该属性通常用来指定多个动画状态混合时的相互替换模式。 （默认: AnimationFadeOutMode.SameLayerAndGroup）
         * @returns 播放的动画状态。
         * @example
         * <pre>
         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
         * </pre>
         * @version DragonBones 4.5
         * @language zh_CN
         */
        fadeIn(animationName: string, fadeInTime?: number, playTimes?: number, layer?: number, group?: string | null, fadeOutMode?: AnimationFadeOutMode): AnimationState | null;
        /**
         * - Play a specific animation from the specific time.
         * @param animationName - The name of animation data.
         * @param time - The start time point of playing. (In seconds)
         * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1)
         * @returns The played animation state.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 从指定时间开始播放指定的动画。
         * @param animationName - 动画数据名称。
         * @param time - 播放开始的时间。 (以秒为单位)
         * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] （默认: -1）
         * @returns 播放的动画状态。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        gotoAndPlayByTime(animationName: string, time?: number, playTimes?: number): AnimationState | null;
        /**
         * - Play a specific animation from the specific frame.
         * @param animationName - The name of animation data.
         * @param frame - The start frame of playing.
         * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1)
         * @returns The played animation state.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 从指定帧开始播放指定的动画。
         * @param animationName - 动画数据名称。
         * @param frame - 播放开始的帧数。
         * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] （默认: -1）
         * @returns 播放的动画状态。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        gotoAndPlayByFrame(animationName: string, frame?: number, playTimes?: number): AnimationState | null;
        /**
         * - Play a specific animation from the specific progress.
         * @param animationName - The name of animation data.
         * @param progress - The start progress value of playing.
         * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1)
         * @returns The played animation state.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 从指定进度开始播放指定的动画。
         * @param animationName - 动画数据名称。
         * @param progress - 开始播放的进度。
         * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] （默认: -1）
         * @returns 播放的动画状态。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        gotoAndPlayByProgress(animationName: string, progress?: number, playTimes?: number): AnimationState | null;
        /**
         * - Stop a specific animation at the specific time.
         * @param animationName - The name of animation data.
         * @param time - The stop time. (In seconds)
         * @returns The played animation state.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 在指定时间停止指定动画播放
         * @param animationName - 动画数据名称。
         * @param time - 停止的时间。 (以秒为单位)
         * @returns 播放的动画状态。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        gotoAndStopByTime(animationName: string, time?: number): AnimationState | null;
        /**
         * - Stop a specific animation at the specific frame.
         * @param animationName - The name of animation data.
         * @param frame - The stop frame.
         * @returns The played animation state.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 在指定帧停止指定动画的播放
         * @param animationName - 动画数据名称。
         * @param frame - 停止的帧数。
         * @returns 播放的动画状态。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        gotoAndStopByFrame(animationName: string, frame?: number): AnimationState | null;
        /**
         * - Stop a specific animation at the specific progress.
         * @param animationName - The name of animation data.
         * @param progress - The stop progress value.
         * @returns The played animation state.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 在指定的进度停止指定的动画播放。
         * @param animationName - 动画数据名称。
         * @param progress - 停止进度。
         * @returns 播放的动画状态。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        gotoAndStopByProgress(animationName: string, progress?: number): AnimationState | null;
        /**
         * - Get a specific animation state.
         * @param animationName - The name of animation state.
         * @example
         * <pre>
         *     armature.animation.play("walk");
         *     let walkState = armature.animation.getState("walk");
         *     walkState.timeScale = 0.5;
         * </pre>
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取指定的动画状态
         * @param animationName - 动画状态名称。
         * @example
         * <pre>
         *     armature.animation.play("walk");
         *     let walkState = armature.animation.getState("walk");
         *     walkState.timeScale = 0.5;
         * </pre>
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getState(animationName: string): AnimationState | null;
        /**
         * - Check whether a specific animation data is included.
         * @param animationName - The name of animation data.
         * @see dragonBones.AnimationData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 检查是否包含指定的动画数据
         * @param animationName - 动画数据名称。
         * @see dragonBones.AnimationData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        hasAnimation(animationName: string): boolean;
        /**
         * - Get all the animation states.
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 获取所有的动画状态
         * @version DragonBones 5.1
         * @language zh_CN
         */
        getStates(): Array<AnimationState>;
        /**
         * - Check whether there is an animation state is playing
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 检查是否有动画状态正在播放
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly isPlaying: boolean;
        /**
         * - Check whether all the animation states' playing were finished.
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 检查是否所有的动画状态均已播放完毕。
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly isCompleted: boolean;
        /**
         * - The name of the last playing animation state.
         * @see #lastAnimationState
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 上一个播放的动画状态名称
         * @see #lastAnimationState
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly lastAnimationName: string;
        /**
         * - The name of all animation data
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 所有动画数据的名称
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly animationNames: Array<string>;
        /**
         * - All animation data.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 所有的动画数据。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        animations: Map<AnimationData>;
        /**
         * - An AnimationConfig instance that can be used quickly.
         * @see dragonBones.AnimationConfig
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 一个可以快速使用的动画配置实例。
         * @see dragonBones.AnimationConfig
         * @version DragonBones 5.0
         * @language zh_CN
         */
        readonly animationConfig: AnimationConfig;
        /**
         * - The last playing animation state
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 上一个播放的动画状态
         * @see dragonBones.AnimationState
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly lastAnimationState: AnimationState | null;
        /**
         * - Deprecated, please refer to {@link #play()} {@link #fadeIn()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #play()} {@link #fadeIn()}。
         * @deprecated
         * @language zh_CN
         */
        gotoAndPlay(animationName: string, fadeInTime?: number, duration?: number, playTimes?: number, layer?: number, group?: string | null, fadeOutMode?: AnimationFadeOutMode, pauseFadeOut?: boolean, pauseFadeIn?: boolean): AnimationState | null;
        /**
         * - Deprecated, please refer to {@link #gotoAndStopByTime()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #gotoAndStopByTime()}。
         * @deprecated
         * @language zh_CN
         */
        gotoAndStop(animationName: string, time?: number): AnimationState | null;
        /**
         * - Deprecated, please refer to {@link #animationNames}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #animationNames}。
         * @deprecated
         * @language zh_CN
         */
        readonly animationList: Array<string>;
        /**
         * - Deprecated, please refer to {@link #animationNames}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #animationNames}。
         * @deprecated
         * @language zh_CN
         */
        readonly animationDataList: Array<AnimationData>;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The animation state is generated when the animation data is played.
     * @see dragonBones.Animation
     * @see dragonBones.AnimationData
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 动画状态由播放动画数据时产生。
     * @see dragonBones.Animation
     * @see dragonBones.AnimationData
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class AnimationState extends BaseObject {
        static toString(): string;
        /**
         * @private
         */
        actionEnabled: boolean;
        /**
         * @private
         */
        additiveBlending: boolean;
        /**
         * - 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.
         * @default true
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        displayControl: boolean;
        /**
         * - 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.
         * @default true
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        resetToPose: boolean;
        /**
         * - The play times. [0: Loop play, [1~N]: Play N times]
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
         * @version DragonBones 3.0
         * @language zh_CN
         */
        playTimes: number;
        /**
         * - 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.
         * @readonly
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        layer: number;
        /**
         * - The play speed.
         * The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
         * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
         * @default 1.0
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 播放速度。
         * 该值与 {@link dragonBones.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
         * @language zh_CN
         */
        timeScale: number;
        /**
         * - The blend weight.
         * @default 1.0
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 混合权重。
         * @default 1.0
         * @version DragonBones 5.0
         * @language zh_CN
         */
        weight: number;
        /**
         * - 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)
         * @default -1.0
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        autoFadeOutTime: number;
        /**
         * @private
         */
        fadeTotalTime: number;
        /**
         * - The name of the animation state. (Can be different from the name of the animation data)
         * @readonly
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 动画状态名称。 （可以不同于动画数据）
         * @readonly
         * @version DragonBones 5.0
         * @language zh_CN
         */
        name: string;
        /**
         * - The blend group name of the animation state.
         * This property is typically used to specify the substitution of multiple animation states blend.
         * @readonly
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 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
         * @language zh_CN
         */
        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 _fadeTime;
        private _time;
        /**
         * @internal
         */
        _fadeProgress: number;
        /**
         * @internal
         */
        _weightResult: number;
        /**
         * @internal
         */
        readonly _blendState: BlendState;
        private readonly _boneMask;
        private readonly _boneTimelines;
        private readonly _surfaceTimelines;
        private readonly _slotTimelines;
        private readonly _constraintTimelines;
        private readonly _animationTimelines;
        private readonly _poseTimelines;
        private readonly _bonePoses;
        /**
         * @internal
         */
        _animationData: AnimationData;
        private _armature;
        /**
         * @internal
         */
        _actionTimeline: ActionTimelineState;
        private _zOrderTimeline;
        /**
         * @internal
         */
        _parent: AnimationState;
        protected _onClear(): void;
        private _updateTimelines();
        private _updateBoneAndSlotTimelines();
        private _advanceFadeTime(passedTime);
        /**
         * @internal
         */
        init(armature: Armature, animationData: AnimationData, animationConfig: AnimationConfig): void;
        /**
         * @internal
         */
        advanceTime(passedTime: number, cacheFrameRate: number): void;
        /**
         * - Continue play.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 继续播放。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        play(): void;
        /**
         * - Stop play.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 暂停播放。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        stop(): void;
        /**
         * - Fade out the animation state.
         * @param fadeOutTime - The fade out time. (In seconds)
         * @param pausePlayhead - Whether to pause the animation playing when fade out.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 淡出动画状态。
         * @param fadeOutTime - 淡出时间。 （以秒为单位）
         * @param pausePlayhead - 淡出时是否暂停播放。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        fadeOut(fadeOutTime: number, pausePlayhead?: boolean): void;
        /**
         * - Check if a specific bone mask is included.
         * @param boneName - The bone name.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 检查是否包含特定骨骼遮罩。
         * @param boneName - 骨骼名称。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        containsBoneMask(boneName: string): boolean;
        /**
         * - Add a specific bone mask.
         * @param boneName - The bone name.
         * @param recursive - Whether or not to add a mask to the bone's sub-bone.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 添加特定的骨骼遮罩。
         * @param boneName - 骨骼名称。
         * @param recursive - 是否为该骨骼的子骨骼添加遮罩。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        addBoneMask(boneName: string, recursive?: boolean): void;
        /**
         * - Remove the mask of a specific bone.
         * @param boneName - The bone name.
         * @param recursive - Whether to remove the bone's sub-bone mask.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 删除特定骨骼的遮罩。
         * @param boneName - 骨骼名称。
         * @param recursive - 是否删除该骨骼的子骨骼遮罩。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        removeBoneMask(boneName: string, recursive?: boolean): void;
        /**
         * - Remove all bone masks.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 删除所有骨骼遮罩。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        removeAllBoneMask(): void;
        /**
         * - Whether the animation state is fading in.
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 是否正在淡入。
         * @version DragonBones 5.1
         * @language zh_CN
         */
        readonly isFadeIn: boolean;
        /**
         * - Whether the animation state is fading out.
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 是否正在淡出。
         * @version DragonBones 5.1
         * @language zh_CN
         */
        readonly isFadeOut: boolean;
        /**
         * - Whether the animation state is fade completed.
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 是否淡入或淡出完毕。
         * @version DragonBones 5.1
         * @language zh_CN
         */
        readonly isFadeComplete: boolean;
        /**
         * - Whether the animation state is playing.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 是否正在播放。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly isPlaying: boolean;
        /**
         * - Whether the animation state is play completed.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 是否播放完毕。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly isCompleted: boolean;
        /**
         * - The times has been played.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 已经循环播放的次数。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly currentPlayTimes: number;
        /**
         * - The total time. (In seconds)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 总播放时间。 （以秒为单位）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly totalTime: number;
        /**
         * - The time is currently playing. (In seconds)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 当前播放的时间。 （以秒为单位）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        currentTime: number;
        /**
         * - The animation data.
         * @see dragonBones.AnimationData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 动画数据。
         * @see dragonBones.AnimationData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        readonly animationData: AnimationData;
    }
    /**
     * @internal
     */
    class BonePose extends BaseObject {
        static toString(): string;
        readonly current: Transform;
        readonly delta: Transform;
        readonly result: Transform;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    class BlendState {
        dirty: boolean;
        layer: number;
        leftWeight: number;
        layerWeight: number;
        blendWeight: number;
        /**
         * -1: First blending, 0: No blending, 1: Blending.
         */
        update(weight: number, p_layer: number): number;
        clear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    const enum TweenState {
        None = 0,
        Once = 1,
        Always = 2,
    }
    /**
     * @internal
     */
    abstract class TimelineState extends BaseObject {
        /**
         * -1: start, 0: play, 1: complete;
         */
        playState: number;
        currentPlayTimes: number;
        currentTime: number;
        protected _tweenState: TweenState;
        protected _frameRate: number;
        protected _frameValueOffset: number;
        protected _frameCount: number;
        protected _frameOffset: number;
        protected _frameIndex: number;
        protected _frameRateR: number;
        protected _position: number;
        protected _duration: number;
        protected _timeScale: number;
        protected _timeOffset: number;
        protected _dragonBonesData: DragonBonesData;
        protected _animationData: AnimationData;
        protected _timelineData: TimelineData | null;
        protected _armature: Armature;
        protected _animationState: AnimationState;
        protected _actionTimeline: TimelineState;
        protected _frameArray: Array<number> | Int16Array;
        protected _frameIntArray: Array<number> | Int16Array;
        protected _frameFloatArray: Array<number> | Int16Array;
        protected _timelineArray: Array<number> | Uint16Array;
        protected _frameIndices: Array<number>;
        protected _onClear(): void;
        protected abstract _onArriveAtFrame(): void;
        protected abstract _onUpdateFrame(): void;
        protected _setCurrentTime(passedTime: number): boolean;
        init(armature: Armature, animationState: AnimationState, timelineData: TimelineData | null): void;
        fadeOut(): void;
        update(passedTime: number): void;
    }
    /**
     * @internal
     */
    abstract class TweenTimelineState extends TimelineState {
        private static _getEasingValue(tweenType, progress, easing);
        private static _getEasingCurveValue(progress, samples, count, offset);
        protected _tweenType: TweenType;
        protected _curveCount: number;
        protected _framePosition: number;
        protected _frameDurationR: number;
        protected _tweenProgress: number;
        protected _tweenEasing: number;
        protected _onClear(): void;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
    }
    /**
     * @internal
     */
    abstract class BoneTimelineState extends TweenTimelineState {
        bone: Bone;
        bonePose: BonePose;
        protected _onClear(): void;
        blend(state: number): void;
    }
    /**
     * @internal
     */
    abstract class SlotTimelineState extends TweenTimelineState {
        slot: Slot;
        protected _onClear(): void;
    }
    /**
     * @internal
     */
    abstract class ConstraintTimelineState extends TweenTimelineState {
        constraint: Constraint;
        protected _onClear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class ActionTimelineState extends TimelineState {
        static toString(): string;
        private _onCrossFrame(frameIndex);
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
        update(passedTime: number): void;
        setCurrentTime(value: number): void;
    }
    /**
     * @internal
     */
    class ZOrderTimelineState extends TimelineState {
        static toString(): string;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
    }
    /**
     * @internal
     */
    class BoneAllTimelineState extends BoneTimelineState {
        static toString(): string;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
        fadeOut(): void;
    }
    /**
     * @internal
     */
    class BoneTranslateTimelineState extends BoneTimelineState {
        static toString(): string;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
    }
    /**
     * @internal
     */
    class BoneRotateTimelineState extends BoneTimelineState {
        static toString(): string;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
        fadeOut(): void;
    }
    /**
     * @internal
     */
    class BoneScaleTimelineState extends BoneTimelineState {
        static toString(): string;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
    }
    /**
     * @internal
     */
    class SurfaceTimelineState extends TweenTimelineState {
        static toString(): string;
        surface: Surface;
        private _frameFloatOffset;
        private _valueCount;
        private _deformCount;
        private _valueOffset;
        private readonly _current;
        private readonly _delta;
        private readonly _result;
        protected _onClear(): void;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
        init(armature: Armature, animationState: AnimationState, timelineData: TimelineData | null): void;
        blend(state: number): void;
    }
    /**
     * @internal
     */
    class SlotDislayTimelineState extends SlotTimelineState {
        static toString(): string;
        protected _onArriveAtFrame(): void;
    }
    /**
     * @internal
     */
    class SlotColorTimelineState extends SlotTimelineState {
        static toString(): string;
        private _dirty;
        private readonly _current;
        private readonly _delta;
        private readonly _result;
        protected _onClear(): void;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
        fadeOut(): void;
        update(passedTime: number): void;
    }
    /**
     * @internal
     */
    class DeformTimelineState extends SlotTimelineState {
        static toString(): string;
        vertexOffset: number;
        private _dirty;
        private _frameFloatOffset;
        private _valueCount;
        private _deformCount;
        private _valueOffset;
        private readonly _current;
        private readonly _delta;
        private readonly _result;
        protected _onClear(): void;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
        init(armature: Armature, animationState: AnimationState, timelineData: TimelineData | null): void;
        fadeOut(): void;
        update(passedTime: number): void;
    }
    /**
     * @internal
     */
    class IKConstraintTimelineState extends ConstraintTimelineState {
        static toString(): string;
        private _current;
        private _delta;
        protected _onClear(): void;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
    }
    /**
     * @internal
     */
    class AnimationTimelineState extends TweenTimelineState {
        static toString(): string;
        animationState: AnimationState;
        private readonly _floats;
        protected _onClear(): void;
        protected _onArriveAtFrame(): void;
        protected _onUpdateFrame(): void;
        blend(state: number): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The properties of the object carry basic information about an event,
     * which are passed as parameter or parameter's parameter to event listeners when an event occurs.
     * @version DragonBones 4.5
     * @language en_US
     */
    /**
     * - 事件对象，包含有关事件的基本信息，当发生事件时，该实例将作为参数或参数的参数传递给事件侦听器。
     * @version DragonBones 4.5
     * @language zh_CN
     */
    class EventObject extends BaseObject {
        /**
         * - Animation start play.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画开始播放。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly START: string;
        /**
         * - Animation loop play complete once.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画循环播放完成一次。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly LOOP_COMPLETE: string;
        /**
         * - Animation play complete.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画播放完成。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly COMPLETE: string;
        /**
         * - Animation fade in start.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画淡入开始。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly FADE_IN: string;
        /**
         * - Animation fade in complete.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画淡入完成。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly FADE_IN_COMPLETE: string;
        /**
         * - Animation fade out start.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画淡出开始。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly FADE_OUT: string;
        /**
         * - Animation fade out complete.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画淡出完成。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly FADE_OUT_COMPLETE: string;
        /**
         * - Animation frame event.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画帧事件。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly FRAME_EVENT: string;
        /**
         * - Animation frame sound event.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 动画帧声音事件。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        static readonly SOUND_EVENT: string;
        /**
         * @internal
         * @private
         */
        static actionDataToInstance(data: ActionData, instance: EventObject, armature: Armature): void;
        static toString(): string;
        /**
         * - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In seconds)
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 如果是帧事件，此值用来描述该事件在动画时间轴中所处的时间。（以秒为单位）
         * @version DragonBones 4.5
         * @language zh_CN
         */
        time: number;
        /**
         * - The event type。
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 事件类型。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        type: EventStringType;
        /**
         * - The event name. (The frame event name or the frame sound name)
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 事件名称。 (帧事件的名称或帧声音的名称)
         * @version DragonBones 4.5
         * @language zh_CN
         */
        name: string;
        /**
         * - The armature that dispatch the event.
         * @see dragonBones.Armature
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 发出该事件的骨架。
         * @see dragonBones.Armature
         * @version DragonBones 4.5
         * @language zh_CN
         */
        armature: Armature;
        /**
         * - The bone that dispatch the event.
         * @see dragonBones.Bone
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 发出该事件的骨骼。
         * @see dragonBones.Bone
         * @version DragonBones 4.5
         * @language zh_CN
         */
        bone: Bone | null;
        /**
         * - The slot that dispatch the event.
         * @see dragonBones.Slot
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 发出该事件的插槽。
         * @see dragonBones.Slot
         * @version DragonBones 4.5
         * @language zh_CN
         */
        slot: Slot | null;
        /**
         * - The animation state that dispatch the event.
         * @see dragonBones.AnimationState
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 发出该事件的动画状态。
         * @see dragonBones.AnimationState
         * @version DragonBones 4.5
         * @language zh_CN
         */
        animationState: AnimationState;
        /**
         * @private
         */
        actionData: ActionData | null;
        /**
         * @private
         */
        /**
         * - The custom data.
         * @see dragonBones.CustomData
         * @version DragonBones 5.0
         * @language en_US
         */
        /**
         * - 自定义数据。
         * @see dragonBones.CustomData
         * @version DragonBones 5.0
         * @language zh_CN
         */
        data: UserData | null;
        protected _onClear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @private
     */
    type EventStringType = string | "start" | "loopComplete" | "complete" | "fadeIn" | "fadeInComplete" | "fadeOut" | "fadeOutComplete" | "frameEvent" | "soundEvent";
    /**
     * - The event dispatcher interface.
     * Dragonbones event dispatch usually relies on docking engine to implement, which defines the event method to be implemented when docking the engine.
     * @version DragonBones 4.5
     * @language en_US
     */
    /**
     * - 事件派发接口。
     * DragonBones 的事件派发通常依赖于对接的引擎来实现，该接口定义了对接引擎时需要实现的事件方法。
     * @version DragonBones 4.5
     * @language zh_CN
     */
    interface IEventDispatcher {
        /**
         * - Checks whether the object has any listeners registered for a specific type of event。
         * @param type - Event type.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 检查是否为特定的事件类型注册了任何侦听器。
         * @param type - 事件类型。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        hasDBEventListener(type: EventStringType): boolean;
        /**
         * - Dispatches an event into the event flow.
         * @param type - Event type.
         * @param eventObject - Event object.
         * @see dragonBones.EventObject
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 分派特定的事件到事件流中。
         * @param type - 事件类型。
         * @param eventObject - 事件数据。
         * @see dragonBones.EventObject
         * @version DragonBones 4.5
         * @language zh_CN
         */
        dispatchDBEvent(type: EventStringType, eventObject: EventObject): void;
        /**
         * - Add an event listener object so that the listener receives notification of an event.
         * @param type - Event type.
         * @param listener - Event listener.
         * @param thisObject - The listener function's "this".
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 添加特定事件类型的事件侦听器，以使侦听器能够接收事件通知。
         * @param type - 事件类型。
         * @param listener - 事件侦听器。
         * @param thisObject - 侦听函数绑定的 this 对象。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        addDBEventListener(type: EventStringType, listener: Function, thisObject: any): void;
        /**
         * - Removes a listener from the object.
         * @param type - Event type.
         * @param listener - Event listener.
         * @param thisObject - The listener function's "this".
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 删除特定事件类型的侦听器。
         * @param type - 事件类型。
         * @param listener - 事件侦听器。
         * @param thisObject - 侦听函数绑定的 this 对象。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        removeDBEventListener(type: EventStringType, listener: Function, thisObject: any): void;
        /**
         * - Deprecated, please refer to {@link #hasDBEventListener()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #hasDBEventListener()}。
         * @deprecated
         * @language zh_CN
         */
        hasEvent(type: EventStringType): boolean;
        /**
         * - Deprecated, please refer to {@link #addDBEventListener()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #addDBEventListener()}。
         * @deprecated
         * @language zh_CN
         */
        addEvent(type: EventStringType, listener: Function, thisObject: any): void;
        /**
         * - Deprecated, please refer to {@link #removeDBEventListener()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #removeDBEventListener()}。
         * @deprecated
         * @language zh_CN
         */
        removeEvent(type: EventStringType, listener: Function, thisObject: any): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    abstract class DataParser {
        protected static readonly DATA_VERSION_2_3: string;
        protected static readonly DATA_VERSION_3_0: string;
        protected static readonly DATA_VERSION_4_0: string;
        protected static readonly DATA_VERSION_4_5: string;
        protected static readonly DATA_VERSION_5_0: string;
        protected static readonly DATA_VERSION_5_5: string;
        protected static readonly DATA_VERSION: string;
        protected static readonly DATA_VERSIONS: Array<string>;
        protected static readonly TEXTURE_ATLAS: string;
        protected static readonly SUB_TEXTURE: string;
        protected static readonly FORMAT: string;
        protected static readonly IMAGE_PATH: string;
        protected static readonly WIDTH: string;
        protected static readonly HEIGHT: string;
        protected static readonly ROTATED: string;
        protected static readonly FRAME_X: string;
        protected static readonly FRAME_Y: string;
        protected static readonly FRAME_WIDTH: string;
        protected static readonly FRAME_HEIGHT: string;
        protected static readonly DRADON_BONES: string;
        protected static readonly USER_DATA: string;
        protected static readonly ARMATURE: string;
        protected static readonly BONE: string;
        protected static readonly SURFACE: string;
        protected static readonly SLOT: string;
        protected static readonly CONSTRAINT: string;
        protected static readonly IK: string;
        protected static readonly PATH_CONSTRAINT: string;
        protected static readonly SKIN: string;
        protected static readonly DISPLAY: string;
        protected static readonly ANIMATION: string;
        protected static readonly Z_ORDER: string;
        protected static readonly FFD: string;
        protected static readonly FRAME: string;
        protected static readonly TRANSLATE_FRAME: string;
        protected static readonly ROTATE_FRAME: string;
        protected static readonly SCALE_FRAME: string;
        protected static readonly DISPLAY_FRAME: string;
        protected static readonly COLOR_FRAME: string;
        protected static readonly DEFAULT_ACTIONS: string;
        protected static readonly ACTIONS: string;
        protected static readonly EVENTS: string;
        protected static readonly INTS: string;
        protected static readonly FLOATS: string;
        protected static readonly STRINGS: string;
        protected static readonly CANVAS: string;
        protected static readonly TRANSFORM: string;
        protected static readonly PIVOT: string;
        protected static readonly AABB: string;
        protected static readonly COLOR: string;
        protected static readonly VERSION: string;
        protected static readonly COMPATIBLE_VERSION: string;
        protected static readonly FRAME_RATE: string;
        protected static readonly TYPE: string;
        protected static readonly SUB_TYPE: string;
        protected static readonly NAME: string;
        protected static readonly PARENT: string;
        protected static readonly TARGET: string;
        protected static readonly STAGE: string;
        protected static readonly SHARE: string;
        protected static readonly PATH: string;
        protected static readonly LENGTH: string;
        protected static readonly DISPLAY_INDEX: string;
        protected static readonly BLEND_MODE: string;
        protected static readonly INHERIT_TRANSLATION: string;
        protected static readonly INHERIT_ROTATION: string;
        protected static readonly INHERIT_SCALE: string;
        protected static readonly INHERIT_REFLECTION: string;
        protected static readonly INHERIT_ANIMATION: string;
        protected static readonly INHERIT_DEFORM: string;
        protected static readonly SEGMENT_X: string;
        protected static readonly SEGMENT_Y: string;
        protected static readonly BEND_POSITIVE: string;
        protected static readonly CHAIN: string;
        protected static readonly WEIGHT: string;
        protected static readonly FADE_IN_TIME: string;
        protected static readonly PLAY_TIMES: string;
        protected static readonly SCALE: string;
        protected static readonly OFFSET: string;
        protected static readonly POSITION: string;
        protected static readonly DURATION: string;
        protected static readonly TWEEN_EASING: string;
        protected static readonly TWEEN_ROTATE: string;
        protected static readonly TWEEN_SCALE: string;
        protected static readonly CLOCK_WISE: string;
        protected static readonly CURVE: string;
        protected static readonly SOUND: string;
        protected static readonly EVENT: string;
        protected static readonly ACTION: string;
        protected static readonly X: string;
        protected static readonly Y: string;
        protected static readonly SKEW_X: string;
        protected static readonly SKEW_Y: string;
        protected static readonly SCALE_X: string;
        protected static readonly SCALE_Y: string;
        protected static readonly VALUE: string;
        protected static readonly ROTATE: string;
        protected static readonly SKEW: string;
        protected static readonly ALPHA_OFFSET: string;
        protected static readonly RED_OFFSET: string;
        protected static readonly GREEN_OFFSET: string;
        protected static readonly BLUE_OFFSET: string;
        protected static readonly ALPHA_MULTIPLIER: string;
        protected static readonly RED_MULTIPLIER: string;
        protected static readonly GREEN_MULTIPLIER: string;
        protected static readonly BLUE_MULTIPLIER: string;
        protected static readonly UVS: string;
        protected static readonly VERTICES: string;
        protected static readonly TRIANGLES: string;
        protected static readonly WEIGHTS: string;
        protected static readonly SLOT_POSE: string;
        protected static readonly BONE_POSE: string;
        protected static readonly GLUE_WEIGHTS: string;
        protected static readonly GLUE_MESHES: string;
        protected static readonly BONES: string;
        protected static readonly POSITION_MODE: string;
        protected static readonly SPACING_MODE: string;
        protected static readonly ROTATE_MODE: string;
        protected static readonly SPACING: string;
        protected static readonly ROTATE_OFFSET: string;
        protected static readonly ROTATE_MIX: string;
        protected static readonly TRANSLATE_MIX: string;
        protected static readonly TARGET_DISPLAY: string;
        protected static readonly CLOSED: string;
        protected static readonly CONSTANT_SPEED: string;
        protected static readonly VERTEX_COUNT: string;
        protected static readonly LENGTHS: string;
        protected static readonly GOTO_AND_PLAY: string;
        protected static readonly DEFAULT_NAME: string;
        protected static _getArmatureType(value: string): ArmatureType;
        protected static _getBoneType(value: string): BoneType;
        protected static _getDisplayType(value: string): DisplayType;
        protected static _getBoundingBoxType(value: string): BoundingBoxType;
        protected static _getActionType(value: string): ActionType;
        protected static _getBlendMode(value: string): BlendMode;
        protected static _getPositionMode(value: string): PositionMode;
        protected static _getSpacingMode(value: string): SpacingMode;
        protected static _getRotateMode(value: string): RotateMode;
        abstract parseDragonBonesData(rawData: any, scale: number): DragonBonesData | null;
        abstract parseTextureAtlasData(rawData: any, textureAtlasData: TextureAtlasData, scale: number): boolean;
        /**
         * - Deprecated, please refer to {@link dragonBones.BaseFactory#parsetTextureAtlasData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.BaseFactory#parsetTextureAtlasData()}。
         * @deprecated
         * @language zh_CN
         */
        static parseDragonBonesData(rawData: any): DragonBonesData | null;
        /**
         * - Deprecated, please refer to {@link dragonBones.BaseFactory#parsetTextureAtlasData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.BaseFactory#parsetTextureAtlasData()}。
         * @deprecated
         * @language zh_CN
         */
        static parseTextureAtlasData(rawData: any, scale?: number): any;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class ObjectDataParser extends DataParser {
        protected static _getBoolean(rawData: any, key: string, defaultValue: boolean): boolean;
        protected static _getNumber(rawData: any, key: string, defaultValue: number): number;
        protected static _getString(rawData: any, key: string, defaultValue: string): string;
        protected _rawTextureAtlasIndex: number;
        protected readonly _rawBones: Array<BoneData>;
        protected _data: DragonBonesData;
        protected _armature: ArmatureData;
        protected _bone: BoneData;
        protected _surface: SurfaceData;
        protected _slot: SlotData;
        protected _skin: SkinData;
        protected _mesh: MeshDisplayData;
        protected _animation: AnimationData;
        protected _timeline: TimelineData;
        protected _rawTextureAtlases: Array<any> | null;
        private _defaultColorOffset;
        private _prevClockwise;
        private _prevRotation;
        private readonly _helpMatrixA;
        private readonly _helpMatrixB;
        private readonly _helpTransform;
        private readonly _helpColorTransform;
        private readonly _helpPoint;
        private readonly _helpArray;
        private readonly _intArray;
        private readonly _floatArray;
        private readonly _frameIntArray;
        private readonly _frameFloatArray;
        private readonly _frameArray;
        private readonly _timelineArray;
        private readonly _cacheRawMeshes;
        private readonly _cacheMeshes;
        private readonly _actionFrames;
        private readonly _weightSlotPose;
        private readonly _weightBonePoses;
        private readonly _cacheBones;
        private readonly _slotChildActions;
        private _getCurvePoint(x1, y1, x2, y2, x3, y3, x4, y4, t, result);
        private _samplingEasingCurve(curve, samples);
        private _parseActionDataInFrame(rawData, frameStart, bone, slot);
        private _mergeActionFrame(rawData, frameStart, type, bone, slot);
        protected _parseArmature(rawData: any, scale: number): ArmatureData;
        protected _parseBone(rawData: any): BoneData;
        protected _parseIKConstraint(rawData: any): ConstraintData | null;
        protected _parsePathConstraint(rawData: any): ConstraintData | null;
        protected _parseSlot(rawData: any, zOrder: number): SlotData;
        protected _parseSkin(rawData: any): SkinData;
        protected _parseDisplay(rawData: any): DisplayData | null;
        protected _parsePath(rawData: any, display: PathDisplayData): void;
        protected _parsePivot(rawData: any, display: ImageDisplayData): void;
        protected _parseMesh(rawData: any, mesh: MeshDisplayData): void;
        protected _parseMeshGlue(rawData: any, mesh: MeshDisplayData): void;
        protected _parseBoundingBox(rawData: any): BoundingBoxData | null;
        protected _parsePolygonBoundingBox(rawData: any): PolygonBoundingBoxData;
        protected _parseAnimation(rawData: any): AnimationData;
        protected _parseTimeline(rawData: any, rawFrames: Array<any> | null, framesKey: string, type: TimelineType, addIntOffset: boolean, addFloatOffset: boolean, frameValueCount: number, frameParser: (rawData: any, frameStart: number, frameCount: number) => number): TimelineData | null;
        protected _parseBoneTimeline(rawData: any): void;
        protected _parseSlotTimeline(rawData: any): void;
        protected _parseFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseTweenFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseActionFrame(frame: ActionFrame, frameStart: number, frameCount: number): number;
        protected _parseZOrderFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseBoneAllFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseBoneTranslateFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseBoneRotateFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseBoneScaleFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseSurfaceFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseSlotDisplayFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseSlotColorFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseSlotFFDFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseIKConstraintFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseAnimationFrame(rawData: any, frameStart: number, frameCount: number): number;
        protected _parseActionData(rawData: any, type: ActionType, bone: BoneData | null, slot: SlotData | null): Array<ActionData>;
        protected _parseTransform(rawData: any, transform: Transform, scale: number): void;
        protected _parseColorTransform(rawData: any, color: ColorTransform): void;
        protected _parseArray(rawData: any): void;
        protected _modifyArray(): void;
        parseDragonBonesData(rawData: any, scale?: number): DragonBonesData | null;
        parseTextureAtlasData(rawData: any, textureAtlasData: TextureAtlasData, scale?: number): boolean;
        private static _objectDataParserInstance;
        /**
         * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。
         * @deprecated
         * @language zh_CN
         */
        static getInstance(): ObjectDataParser;
    }
    /**
     * @internal
     */
    class ActionFrame {
        frameStart: number;
        readonly actions: Array<number>;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    class BinaryDataParser extends ObjectDataParser {
        private _binaryOffset;
        private _binary;
        private _intArrayBuffer;
        private _floatArrayBuffer;
        private _frameIntArrayBuffer;
        private _frameFloatArrayBuffer;
        private _frameArrayBuffer;
        private _timelineArrayBuffer;
        private _inRange(a, min, max);
        private _decodeUTF8(data);
        private _getUTF16Key(value);
        private _parseBinaryTimeline(type, offset, timelineData?);
        private _parseVertices(rawData, vertices);
        protected _parseMesh(rawData: any, mesh: MeshDisplayData): void;
        protected _parsePath(rawData: any, path: PathDisplayData): void;
        protected _parseAnimation(rawData: any): AnimationData;
        protected _parseArray(rawData: any): void;
        parseDragonBonesData(rawData: any, scale?: number): DragonBonesData | null;
        private static _binaryDataParserInstance;
        /**
         * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。
         * @deprecated
         * @language zh_CN
         */
        static getInstance(): BinaryDataParser;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - Base class for the factory that create the armatures. (Typically only one global factory instance is required)
     * The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances.
     * Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance.
     * @see dragonBones.DragonBonesData
     * @see dragonBones.TextureAtlasData
     * @see dragonBones.ArmatureData
     * @see dragonBones.Armature
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - 创建骨架的工厂基类。 （通常只需要一个全局工厂实例）
     * 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。
     * 当数据被解析过之后，已经添加到工厂中，在没有被工厂清理之前，不需要再次解析。
     * @see dragonBones.DragonBonesData
     * @see dragonBones.TextureAtlasData
     * @see dragonBones.ArmatureData
     * @see dragonBones.Armature
     * @version DragonBones 3.0
     * @language zh_CN
     */
    abstract class BaseFactory {
        protected static _objectParser: ObjectDataParser;
        protected static _binaryParser: BinaryDataParser;
        /**
         * @private
         */
        autoSearch: boolean;
        protected readonly _dragonBonesDataMap: Map<DragonBonesData>;
        protected readonly _textureAtlasDataMap: Map<Array<TextureAtlasData>>;
        protected _dragonBones: DragonBones;
        protected _dataParser: DataParser;
        /**
         * - Create a factory instance. (typically only one global factory instance is required)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 创建一个工厂实例。 （通常只需要一个全局工厂实例）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        constructor(dataParser?: DataParser | null);
        protected _isSupportMesh(): boolean;
        protected _getTextureData(textureAtlasName: string, textureName: string): TextureData | null;
        protected _fillBuildArmaturePackage(dataPackage: BuildArmaturePackage, dragonBonesName: string, armatureName: string, skinName: string, textureAtlasName: string): boolean;
        protected _buildBones(dataPackage: BuildArmaturePackage, armature: Armature): void;
        /**
         * @private
         */
        protected _buildSlots(dataPackage: BuildArmaturePackage, armature: Armature): void;
        protected _buildConstraints(dataPackage: BuildArmaturePackage, armature: Armature): void;
        protected _buildChildArmature(dataPackage: BuildArmaturePackage | null, slot: Slot, displayData: DisplayData): Armature | null;
        protected _getSlotDisplay(dataPackage: BuildArmaturePackage | null, displayData: DisplayData, rawDisplayData: DisplayData | null, slot: Slot): any;
        protected abstract _buildTextureAtlasData(textureAtlasData: TextureAtlasData | null, textureAtlas: any): TextureAtlasData;
        protected abstract _buildArmature(dataPackage: BuildArmaturePackage): Armature;
        protected abstract _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot;
        /**
         * - Parse the raw data to a DragonBonesData instance and cache it to the factory.
         * @param rawData - The raw data.
         * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead)
         * @param scale - Specify a scaling value for all armatures. (Default: 1.0)
         * @returns DragonBonesData instance
         * @see #getDragonBonesData()
         * @see #addDragonBonesData()
         * @see #removeDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 将原始数据解析为 DragonBonesData 实例，并缓存到工厂中。
         * @param rawData - 原始数据。
         * @param name - 为该实例指定一个缓存名称，以便可以通过此名称获取该实例。 （如果未设置，则使用该实例中的名称）
         * @param scale - 为所有的骨架指定一个缩放值。 （默认: 1.0）
         * @returns DragonBonesData 实例
         * @see #getDragonBonesData()
         * @see #addDragonBonesData()
         * @see #removeDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 4.5
         * @language zh_CN
         */
        parseDragonBonesData(rawData: any, name?: string | null, scale?: number): DragonBonesData | null;
        /**
         * - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to the factory.
         * @param rawData - The raw texture atlas data.
         * @param textureAtlas - The texture atlas object.
         * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead)
         * @param scale - Specify a scaling value for the map set. (Default: 1.0)
         * @returns TextureAtlasData instance
         * @see #getTextureAtlasData()
         * @see #addTextureAtlasData()
         * @see #removeTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例，并缓存到工厂中。
         * @param rawData - 原始贴图集数据。
         * @param textureAtlas - 贴图集对象。
         * @param name - 为该实例指定一个缓存名称，以便可以通过此名称获取该实例。 （如果未设置，则使用该实例中的名称）
         * @param scale - 为贴图集指定一个缩放值。 （默认: 1.0）
         * @returns TextureAtlasData 实例
         * @see #getTextureAtlasData()
         * @see #addTextureAtlasData()
         * @see #removeTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 4.5
         * @language zh_CN
         */
        parseTextureAtlasData(rawData: any, textureAtlas: any, name?: string | null, scale?: number): TextureAtlasData;
        /**
         * @private
         */
        updateTextureAtlasData(name: string, textureAtlases: Array<any>): void;
        /**
         * - Get a specific DragonBonesData instance.
         * @param name - The DragonBonesData instance cache name.
         * @returns DragonBonesData instance
         * @see #parseDragonBonesData()
         * @see #addDragonBonesData()
         * @see #removeDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的 DragonBonesData 实例。
         * @param name - DragonBonesData 实例的缓存名称。
         * @returns DragonBonesData 实例
         * @see #parseDragonBonesData()
         * @see #addDragonBonesData()
         * @see #removeDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getDragonBonesData(name: string): DragonBonesData | null;
        /**
         * - Cache a DragonBonesData instance to the factory.
         * @param data - The DragonBonesData instance.
         * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead)
         * @see #parseDragonBonesData()
         * @see #getDragonBonesData()
         * @see #removeDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 将 DragonBonesData 实例缓存到工厂中。
         * @param data - DragonBonesData 实例。
         * @param name - 为该实例指定一个缓存名称，以便可以通过此名称获取该实例。 （如果未设置，则使用该实例中的名称）
         * @see #parseDragonBonesData()
         * @see #getDragonBonesData()
         * @see #removeDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        addDragonBonesData(data: DragonBonesData, name?: string | null): void;
        /**
         * - Remove a DragonBonesData instance.
         * @param name - The DragonBonesData instance cache name.
         * @param disposeData - Whether to dispose data. (Default: true)
         * @see #parseDragonBonesData()
         * @see #getDragonBonesData()
         * @see #addDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 移除 DragonBonesData 实例。
         * @param name - DragonBonesData 实例缓存名称。
         * @param disposeData - 是否释放数据。 （默认: true）
         * @see #parseDragonBonesData()
         * @see #getDragonBonesData()
         * @see #addDragonBonesData()
         * @see dragonBones.DragonBonesData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        removeDragonBonesData(name: string, disposeData?: boolean): void;
        /**
         * - Get a list of specific TextureAtlasData instances.
         * @param name - The TextureAtlasData cahce name.
         * @see #parseTextureAtlasData()
         * @see #addTextureAtlasData()
         * @see #removeTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 获取特定的 TextureAtlasData 实例列表。
         * @param name - TextureAtlasData 实例缓存名称。
         * @see #parseTextureAtlasData()
         * @see #addTextureAtlasData()
         * @see #removeTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getTextureAtlasData(name: string): Array<TextureAtlasData> | null;
        /**
         * - Cache a TextureAtlasData instance to the factory.
         * @param data - The TextureAtlasData instance.
         * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead)
         * @see #parseTextureAtlasData()
         * @see #getTextureAtlasData()
         * @see #removeTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 将 TextureAtlasData 实例缓存到工厂中。
         * @param data - TextureAtlasData 实例。
         * @param name - 为该实例指定一个缓存名称，以便可以通过此名称获取该实例。 （如果未设置，则使用该实例中的名称）
         * @see #parseTextureAtlasData()
         * @see #getTextureAtlasData()
         * @see #removeTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        addTextureAtlasData(data: TextureAtlasData, name?: string | null): void;
        /**
         * - Remove a TextureAtlasData instance.
         * @param name - The TextureAtlasData instance cache name.
         * @param disposeData - Whether to dispose data.
         * @see #parseTextureAtlasData()
         * @see #getTextureAtlasData()
         * @see #addTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 移除 TextureAtlasData 实例。
         * @param name - TextureAtlasData 实例的缓存名称。
         * @param disposeData - 是否释放数据。
         * @see #parseTextureAtlasData()
         * @see #getTextureAtlasData()
         * @see #addTextureAtlasData()
         * @see dragonBones.TextureAtlasData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        removeTextureAtlasData(name: string, disposeData?: boolean): void;
        /**
         * - Get a specific armature data.
         * @param name - The armature data name.
         * @param dragonBonesName - The cached name for DragonbonesData instance.
         * @see dragonBones.ArmatureData
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 获取特定的骨架数据。
         * @param name - 骨架数据名称。
         * @param dragonBonesName - DragonBonesData 实例的缓存名称。
         * @see dragonBones.ArmatureData
         * @version DragonBones 5.1
         * @language zh_CN
         */
        getArmatureData(name: string, dragonBonesName?: string): ArmatureData | null;
        /**
         * - Clear all cached DragonBonesData instances and TextureAtlasData instances.
         * @param disposeData - Whether to dispose data.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。
         * @param disposeData - 是否释放数据。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        clear(disposeData?: boolean): void;
        /**
         * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances.
         * Note that when the created armature that is no longer in use, you need to explicitly dispose {@link #dragonBones.Armature#dispose()}.
         * @param armatureName - The armature data name.
         * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature)
         * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data)
         * @returns The armature.
         * @example
         * <pre>
         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
         *     armature.clock = factory.clock;
         * </pre>
         * @see dragonBones.DragonBonesData
         * @see dragonBones.ArmatureData
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。
         * 注意，创建的骨架不再使用时，需要显式释放 {@link #dragonBones.Armature#dispose()}。
         * @param armatureName - 骨架数据名称。
         * @param dragonBonesName - DragonBonesData 实例的缓存名称。 （如果未设置，将检索所有的 DragonBonesData 实例，当多个 DragonBonesData 实例中包含同名的骨架数据时，可能无法准确的创建出特定的骨架）
         * @param skinName - 皮肤名称，可以设置一个其他骨架数据名称来共享其皮肤数据。（如果未设置，则使用默认的皮肤数据）
         * @returns 骨架。
         * @example
         * <pre>
         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
         *     armature.clock = factory.clock;
         * </pre>
         * @see dragonBones.DragonBonesData
         * @see dragonBones.ArmatureData
         * @version DragonBones 3.0
         * @language zh_CN
         */
        buildArmature(armatureName: string, dragonBonesName?: string, skinName?: string, textureAtlasName?: string): Armature | null;
        /**
         * @private
         */
        replaceDisplay(slot: Slot, displayData: DisplayData, displayIndex?: number): void;
        /**
         * - Replaces the current display data for a particular slot with a specific display data.
         * Specify display data with "dragonBonesName/armatureName/slotName/displayName".
         * @param dragonBonesName - The DragonBonesData instance cache name.
         * @param armatureName - The armature data name.
         * @param slotName - The slot data name.
         * @param displayName - The display data name.
         * @param slot - The slot.
         * @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current display data)
         * @example
         * <pre>
         *     let slot = armature.getSlot("weapon");
         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
         * </pre>
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 用特定的显示对象数据替换特定插槽当前的显示对象数据。
         * 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。
         * @param dragonBonesName - DragonBonesData 实例的缓存名称。
         * @param armatureName - 骨架数据名称。
         * @param slotName - 插槽数据名称。
         * @param displayName - 显示对象数据名称。
         * @param slot - 插槽。
         * @param displayIndex - 被替换的显示对象数据的索引。 （如果未设置，则替换当前的显示对象数据）
         * @example
         * <pre>
         *     let slot = armature.getSlot("weapon");
         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
         * </pre>
         * @version DragonBones 4.5
         * @language zh_CN
         */
        replaceSlotDisplay(dragonBonesName: string, armatureName: string, slotName: string, displayName: string, slot: Slot, displayIndex?: number): boolean;
        /**
         * @private
         */
        replaceSlotDisplayList(dragonBonesName: string | null, armatureName: string, slotName: string, slot: Slot): boolean;
        /**
         * - Share specific skin data with specific armature.
         * @param armature - The armature.
         * @param skin - The skin data.
         * @param isOverride - Whether it completely override the original skin. (Default: false)
         * @param exclude - A list of slot names that do not need to be replace.
         * @example
         * <pre>
         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
         *     if (armatureDataB && armatureDataB.defaultSkin) {
         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
         *     }
         * </pre>
         * @see dragonBones.Armature
         * @see dragonBones.SkinData
         * @version DragonBones 5.6
         * @language en_US
         */
        /**
         * - 将特定的皮肤数据共享给特定的骨架使用。
         * @param armature - 骨架。
         * @param skin - 皮肤数据。
         * @param isOverride - 是否完全覆盖原来的皮肤。 （默认: false）
         * @param exclude - 不需要被替换的插槽名称列表。
         * @example
         * <pre>
         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
         *     if (armatureDataB && armatureDataB.defaultSkin) {
         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
         *     }
         * </pre>
         * @see dragonBones.Armature
         * @see dragonBones.SkinData
         * @version DragonBones 5.6
         * @language zh_CN
         */
        replaceSkin(armature: Armature, skin: SkinData, isOverride?: boolean, exclude?: Array<string> | null): boolean;
        /**
         * - Replaces the existing animation data for a specific armature with the animation data for the specific armature data.
         * This enables you to make a armature template so that other armature without animations can share it's animations.
         * @param armature - The armtaure.
         * @param armatureData - The armature data.
         * @param isOverride - Whether to completely overwrite the original animation. (Default: false)
         * @example
         * <pre>
         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
         *     if (armatureDataB) {
         *     factory.replaceAnimation(armatureA, armatureDataB);
         *     }
         * </pre>
         * @see dragonBones.Armature
         * @see dragonBones.ArmatureData
         * @version DragonBones 5.6
         * @language en_US
         */
        /**
         * - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。
         * 这样就能实现制作一个骨架动画模板，让其他没有制作动画的骨架共享该动画。
         * @param armature - 骨架。
         * @param armatureData - 骨架数据。
         * @param isOverride - 是否完全覆盖原来的动画。（默认: false）
         * @example
         * <pre>
         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
         *     if (armatureDataB) {
         *     factory.replaceAnimation(armatureA, armatureDataB);
         *     }
         * </pre>
         * @see dragonBones.Armature
         * @see dragonBones.ArmatureData
         * @version DragonBones 5.6
         * @language zh_CN
         */
        replaceAnimation(armature: Armature, armatureData: ArmatureData, isOverride?: boolean): boolean;
        /**
         * @private
         */
        getAllDragonBonesData(): Map<DragonBonesData>;
        /**
         * @private
         */
        getAllTextureAtlasData(): Map<Array<TextureAtlasData>>;
        /**
         * - An Worldclock instance updated by engine.
         * @version DragonBones 5.7
         * @language en_US
         */
        /**
         * - 由引擎驱动的 WorldClock 实例。
         * @version DragonBones 5.7
         * @language zh_CN
         */
        readonly clock: WorldClock;
        /**
         * @private
         */
        readonly dragonBones: DragonBones;
        /**
         * - Deprecated, please refer to {@link #replaceSkin}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #replaceSkin}。
         * @deprecated
         * @language zh_CN
         */
        changeSkin(armature: Armature, skin: SkinData, exclude?: Array<string> | null): boolean;
        /**
         * - Deprecated, please refer to {@link #replaceAnimation}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #replaceAnimation}。
         * @deprecated
         * @language zh_CN
         */
        copyAnimationsToArmature(toArmature: Armature, fromArmatreName: string, fromSkinName?: string, fromDragonBonesDataName?: string, replaceOriginalAnimation?: boolean): boolean;
    }
    /**
     * @internal
     */
    class BuildArmaturePackage {
        dataName: string;
        textureAtlasName: string;
        data: DragonBonesData;
        armature: ArmatureData;
        skin: SkinData | null;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The egret texture atlas data.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - Egret 贴图集数据。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class EgretTextureAtlasData extends TextureAtlasData {
        static toString(): string;
        /**
         * @internal
         */
        disposeEnabled: boolean;
        private _renderTexture;
        protected _onClear(): void;
        /**
         * @inheritDoc
         */
        createTexture(): TextureData;
        /**
         * - The Egret texture.
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - Egret 贴图。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        renderTexture: egret.Texture | null;
        /**
         * - Deprecated, please refer to {@link dragonBones.BaseFactory#removeTextureAtlasData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.BaseFactory#removeTextureAtlasData()}。
         * @deprecated
         * @language zh_CN
         */
        dispose(): void;
        /**
         * - Deprecated, please refer to {@link #renderTexture}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #renderTexture}。
         * @deprecated
         * @language zh_CN
         */
        readonly texture: egret.Texture | null;
    }
    /**
     * @internal
     */
    class EgretTextureData extends TextureData {
        static toString(): string;
        renderTexture: egret.Texture | null;
        protected _onClear(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The egret event.
     * @version DragonBones 4.5
     * @language en_US
     */
    /**
     * - Egret 事件。
     * @version DragonBones 4.5
     * @language zh_CN
     */
    class EgretEvent extends egret.Event {
        /**
         * - The event object.
         * @see dragonBones.EventObject
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 事件对象。
         * @see dragonBones.EventObject
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly eventObject: EventObject;
        /**
         * - Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#animationState}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#animationState}。
         * @deprecated
         * @language zh_CN
         */
        readonly animationName: string;
        /**
         * - Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#armature}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#armature}。
         * @deprecated
         * @language zh_CN
         */
        readonly armature: Armature;
        /**
         * - Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#bone}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#bone}。
         * @deprecated
         * @language zh_CN
         */
        readonly bone: Bone | null;
        /**
         * - Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#slot}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#slot}。
         * @deprecated
         * @language zh_CN
         */
        readonly slot: Slot | null;
        /**
         * - Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#animationState}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#animationState}。
         * @deprecated
         * @language zh_CN
         */
        readonly animationState: AnimationState | null;
        /**
         * Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#name}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#name}。
         * @deprecated
         * @language zh_CN
         */
        readonly frameLabel: string;
        /**
         * - Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#name}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#name}。
         * @deprecated
         * @language zh_CN
         */
        readonly sound: string;
        /**
         * - Deprecated, please refer to {@link #eventObject} {@link #dragonBones.EventObject#animationState}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #eventObject} {@link #dragonBones.EventObject#animationState}。
         * @deprecated
         * @language zh_CN
         */
        readonly movementID: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.START}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.START}。
         * @deprecated
         * @language zh_CN
         */
        static START: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.LOOP_COMPLETE}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.LOOP_COMPLETE}。
         * @deprecated
         * @language zh_CN
         */
        static LOOP_COMPLETE: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.COMPLETE}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.COMPLETE}。
         * @deprecated
         * @language zh_CN
         */
        static COMPLETE: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FADE_IN}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FADE_IN}。
         * @deprecated
         * @language zh_CN
         */
        static FADE_IN: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FADE_IN_COMPLETE}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FADE_IN_COMPLETE}。
         * @deprecated
         * @language zh_CN
         */
        static FADE_IN_COMPLETE: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FADE_OUT}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FADE_OUT}。
         * @deprecated
         * @language zh_CN
         */
        static FADE_OUT: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FADE_OUT_COMPLETE}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FADE_OUT_COMPLETE}。
         * @deprecated
         * @language zh_CN
         */
        static FADE_OUT_COMPLETE: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FRAME_EVENT}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FRAME_EVENT}。
         * @deprecated
         * @language zh_CN
         */
        static FRAME_EVENT: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.SOUND_EVENT}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.SOUND_EVENT}。
         * @deprecated
         * @language zh_CN
         */
        static SOUND_EVENT: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FRAME_EVENT}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FRAME_EVENT}。
         * @deprecated
         * @language zh_CN
         */
        static ANIMATION_FRAME_EVENT: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FRAME_EVENT}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FRAME_EVENT}。
         * @deprecated
         * @language zh_CN
         */
        static BONE_FRAME_EVENT: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.FRAME_EVENT}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.FRAME_EVENT}。
         * @deprecated
         * @language zh_CN
         */
        static MOVEMENT_FRAME_EVENT: string;
        /**
         * - Deprecated, please refer to {@link #dragonBones.EventObject.SOUND_EVENT}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #dragonBones.EventObject.SOUND_EVENT}。
         * @deprecated
         * @language zh_CN
         */
        static SOUND: string;
    }
    /**
     * @inheritDoc
     */
    class EgretArmatureDisplay extends egret.DisplayObjectContainer implements IArmatureProxy {
        private static _cleanBeforeRender();
        /**
         * @private
         */
        debugDraw: boolean;
        /**
         * @internal
         */
        _batchEnabled: boolean;
        /**
         * @internal
         */
        _childDirty: boolean;
        private _debugDraw;
        private _armature;
        private _bounds;
        private _debugDrawer;
        /**
         * @inheritDoc
         */
        dbInit(armature: Armature): void;
        /**
         * @inheritDoc
         */
        dbClear(): void;
        /**
         * @inheritDoc
         */
        dbUpdate(): void;
        /**
         * @inheritDoc
         */
        dispose(disposeProxy?: boolean): void;
        /**
         * @inheritDoc
         */
        dispatchDBEvent(type: EventStringType, eventObject: EventObject): void;
        /**
         * @inheritDoc
         */
        hasDBEventListener(type: EventStringType): boolean;
        /**
         * @inheritDoc
         */
        addDBEventListener(type: EventStringType, listener: (event: EgretEvent) => void, target: any): void;
        /**
         * @inheritDoc
         */
        removeDBEventListener(type: EventStringType, listener: (event: EgretEvent) => void, target: any): void;
        /**
         * - Disable the batch.
         * Batch rendering for performance reasons, the boundary properties of the render object are not updated.
         * This will not correctly obtain the wide-height properties of the rendered object and the transformation properties of its internal display objects,
         * which can turn off batch rendering if you need to use these properties.
         * @version DragonBones 5.1
         * @language en_US
         */
        /**
         * - 关闭批次渲染。
         * 批次渲染出于性能考虑，不会更新渲染对象的边界属性。
         * 这样将无法正确获得渲染对象的宽高属性以及其内部显示对象的变换属性，如果需要使用这些属性，可以关闭批次渲染。
         * @version DragonBones 5.1
         * @language zh_CN
         */
        disableBatch(): void;
        /**
         * @inheritDoc
         */
        readonly armature: Armature;
        /**
         * @inheritDoc
         */
        readonly animation: Animation;
        /**
         * @inheritDoc
         */
        $measureContentBounds(bounds: egret.Rectangle): void;
        /**
         * @inheritDoc
         */
        hasEvent(type: EventStringType): boolean;
        /**
         * @inheritDoc
         */
        addEvent(type: EventStringType, listener: (event: EgretEvent) => void, target: any): void;
        /**
         * @inheritDoc
         */
        removeEvent(type: EventStringType, listener: (event: EgretEvent) => void, target: any): void;
        /**
         * - Deprecated, please refer to {@link dragonBones.Armature#clock} {@link dragonBones.BaseFactory#clock}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link dragonBones.Armature#clock} {@link dragonBones.BaseFactory#clock}。
         * @deprecated
         * @language zh_CN
         */
        advanceTimeBySelf(on: boolean): void;
    }
    /**
     * 已废弃，请参考 {@link dragonBones.Armature}。
     * @deprecated
     * @language zh_CN
     */
    type FastArmature = Armature;
    /**
     * 已废弃，请参考 {@link dragonBones.Bone}。
     * @deprecated
     * @language zh_CN
     */
    type FastBone = Bone;
    /**
     * 已废弃，请参考 {@link dragonBones.Slot}。
     * @deprecated
     * @language zh_CN
     */
    type FastSlot = Slot;
    /**
     * 已废弃，请参考 {@link dragonBones.Animation}。
     * @deprecated
     * @language zh_CN
     */
    type FastAnimation = Animation;
    /**
     * 已废弃，请参考 {@link dragonBones.AnimationState}。
     * @deprecated
     * @language zh_CN
     */
    type FastAnimationState = AnimationState;
    /**
     * 已废弃，请参考 {@link dragonBones.EgretEvent}。
     * @deprecated
     * @language zh_CN
     */
    class Event extends EgretEvent {
    }
    /**
     * 已废弃，请参考 {@link dragonBones.EgretEvent}。
     * @deprecated
     * @language zh_CN
     */
    class ArmatureEvent extends EgretEvent {
    }
    /**
     * 已废弃，请参考 {@link dragonBones.EgretEvent}。
     * @deprecated
     * @language zh_CN
     */
    class AnimationEvent extends EgretEvent {
    }
    /**
     * 已废弃，请参考 {@link dragonBones.EgretEvent}。
     * @deprecated
     * @language zh_CN
     */
    class FrameEvent extends EgretEvent {
    }
    /**
     * 已废弃，请参考 {@link dragonBones.EgretEvent}。
     * @deprecated
     * @language zh_CN
     */
    class SoundEvent extends EgretEvent {
    }
    /**
     * 已废弃，请参考 {@link dragonBones.BaseFacory#parseTextureAtlasData()}。
     * @deprecated
     * @language zh_CN
     */
    class EgretTextureAtlas extends EgretTextureAtlasData {
        static toString(): string;
        /**
         * 已废弃，请参考 {@link dragonBones.BaseFacory#parseTextureAtlasData()}。
         * @deprecated
         * @language zh_CN
         */
        constructor(texture: egret.Texture, rawData: any, scale?: number);
    }
    /**
     * 已废弃，请参考 {@link dragonBones.BaseFacory#parseTextureAtlasData()}。
     * @deprecated
     * @language zh_CN
     */
    class EgretSheetAtlas extends EgretTextureAtlas {
    }
    /**
     * 已废弃，请参考 {@link dragonBones.EgretFactory#soundEventManager}。
     * @deprecated
     * @language zh_CN
     */
    class SoundEventManager {
        /**
         * 已废弃，请参考 {@link dragonBones.EgretFactory#soundEventManager}。
         * @deprecated
         * @language zh_CN
         */
        static getInstance(): EgretArmatureDisplay;
    }
    /**
     * 已废弃，请参考 {@link dragonBones.Armature#cacheFrameRate}。
     * @deprecated
     * @language zh_CN
     */
    class AnimationCacheManager {
        /**
         * 已废弃，请参考 {@link dragonBones.Armature#cacheFrameRate}。
         * @deprecated
         * @language zh_CN
         */
        constructor();
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * - The egret slot.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - Egret 插槽。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class EgretSlot extends Slot {
        static toString(): string;
        /**
         * - Whether to update the transform properties of the display object.
         * For better performance, the transform properties of display object (x, y, rotation, ScaleX, ScaleX) are not updated and need to be set to true if these properties need to be accessed correctly.
         * @default false
         * @version DragonBones 3.0
         * @language zh_CN
         */
        /**
         * - 是否更新显示对象的变换属性。
         * 为了更好的性能, 默认并不会更新显示对象的变换属性 (x, y, rotation, scaleX, scaleX), 如果需要正确访问这些属性, 则需要设置为 true 。
         * @default false
         * @version DragonBones 3.0
         * @language zh_CN
         */
        transformUpdateEnabled: boolean;
        private _armatureDisplay;
        private _renderDisplay;
        private _colorFilter;
        /**
         * @inheritDoc
         */
        init(slotData: SlotData, armatureValue: Armature, rawDisplay: any, meshDisplay: any): void;
        protected _onClear(): void;
        protected _initDisplay(value: any, isRetain: boolean): void;
        protected _disposeDisplay(value: any, isRelease: boolean): void;
        protected _onUpdateDisplay(): void;
        protected _addDisplay(): void;
        protected _replaceDisplay(value: any): void;
        protected _removeDisplay(): void;
        protected _updateZOrder(): void;
        /**
         * @internal
         */
        _updateVisible(): void;
        protected _updateBlendMode(): void;
        protected _updateColor(): void;
        protected _updateFrame(): void;
        protected _updateMesh(): void;
        /**
         * @internal
         */
        _updateGlueMesh(): void;
        protected _updateTransform(): void;
        protected _identityTransform(): void;
        private _updateTransformV4();
        private _updateTransformV5();
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * @internal
     */
    const isV5: boolean;
    /**
     * - The Egret factory.
     * @version DragonBones 3.0
     * @language en_US
     */
    /**
     * - Egret 工厂。
     * @version DragonBones 3.0
     * @language zh_CN
     */
    class EgretFactory extends BaseFactory {
        private static _time;
        private static _dragonBonesInstance;
        private static _factory;
        private static _clockHandler(time);
        /**
         * - A global factory instance that can be used directly.
         * @version DragonBones 4.7
         * @language en_US
         */
        /**
         * - 一个可以直接使用的全局工厂实例。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        static readonly factory: EgretFactory;
        /**
         * @inheritDoc
         */
        constructor(dataParser?: DataParser | null);
        protected _isSupportMesh(): boolean;
        protected _buildTextureAtlasData(textureAtlasData: EgretTextureAtlasData | null, textureAtlas: egret.Texture | HTMLImageElement | null): EgretTextureAtlasData;
        protected _buildArmature(dataPackage: BuildArmaturePackage): Armature;
        protected _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot;
        /**
         * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it.
         * Note that when the created armature proxy that is no longer in use, you need to explicitly dispose {@link #dragonBones.IArmatureProxy#dispose()}.
         * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update.
         * @param armatureName - The armature data name.
         * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature)
         * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data)
         * @returns The armature display container.
         * @see dragonBones.IArmatureProxy
         * @see dragonBones.BaseFactory#buildArmature
         * @version DragonBones 4.5
         * @example
         * <pre>
         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
         * </pre>
         * @language en_US
         */
        /**
         * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架，并用 {@link #clock} 更新该骨架。
         * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。
         * 注意，创建的骨架代理不再使用时，需要显式释放 {@link #dragonBones.IArmatureProxy#dispose()}。
         * @param armatureName - 骨架数据名称。
         * @param dragonBonesName - DragonBonesData 实例的缓存名称。 （如果未设置，将检索所有的 DragonBonesData 实例，当多个 DragonBonesData 实例中包含同名的骨架数据时，可能无法准确的创建出特定的骨架）
         * @param skinName - 皮肤名称，可以设置一个其他骨架数据名称来共享其皮肤数据。（如果未设置，则使用默认的皮肤数据）
         * @returns 骨架的显示容器。
         * @see dragonBones.IArmatureProxy
         * @see dragonBones.BaseFactory#buildArmature
         * @version DragonBones 4.5
         * @example
         * <pre>
         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
         * </pre>
         * @language zh_CN
         */
        buildArmatureDisplay(armatureName: string, dragonBonesName?: string, skinName?: string, textureAtlasName?: string): EgretArmatureDisplay | null;
        /**
         * - Create the display object with the specified texture.
         * @param textureName - The texture data name.
         * @param textureAtlasName - The texture atlas data name. (Of not set, all texture atlas data will be searched)
         * @version DragonBones 3.0
         * @language en_US
         */
        /**
         * - 创建带有指定贴图的显示对象。
         * @param textureName - 贴图数据名称。
         * @param textureAtlasName - 贴图集数据名称。 （如果未设置，将检索所有的贴图集数据）
         * @version DragonBones 3.0
         * @language zh_CN
         */
        getTextureDisplay(textureName: string, textureAtlasName?: string | null): egret.Bitmap | null;
        /**
         * - A global sound event manager.
         * Sound events can be listened to uniformly from the manager.
         * @version DragonBones 4.5
         * @language en_US
         */
        /**
         * - 全局声音事件管理器。
         * 声音事件可以从该管理器统一侦听。
         * @version DragonBones 4.5
         * @language zh_CN
         */
        readonly soundEventManager: EgretArmatureDisplay;
        /**
         * - Deprecated, please refer to {@link #clock}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #clock}。
         * @deprecated
         * @language zh_CN
         */
        static readonly clock: WorldClock;
        /**
         * - Deprecated, please refer to {@link #addDragonBonesData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #addDragonBonesData()}。
         * @deprecated
         * @language zh_CN
         */
        addSkeletonData(dragonBonesData: DragonBonesData, dragonBonesName?: string | null): void;
        /**
         * - Deprecated, please refer to {@link #getDragonBonesData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #getDragonBonesData()}。
         * @deprecated
         * @language zh_CN
         */
        getSkeletonData(dragonBonesName: string): DragonBonesData | null;
        /**
         * - Deprecated, please refer to {@link #removeDragonBonesData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #removeDragonBonesData()}。
         * @deprecated
         * @language zh_CN
         */
        removeSkeletonData(dragonBonesName: string): void;
        /**
         * - Deprecated, please refer to {@link #addTextureAtlasData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #addTextureAtlasData()}。
         * @deprecated
         * @language zh_CN
         */
        addTextureAtlas(textureAtlasData: TextureAtlasData, dragonBonesName?: string | null): void;
        /**
         * - Deprecated, please refer to {@link #getTextureAtlas()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #getTextureAtlas()}。
         * @deprecated
         * @language zh_CN
         */
        getTextureAtlas(dragonBonesName: string): TextureAtlasData[] | null;
        /**
         * - Deprecated, please refer to {@link #removeTextureAtlasData()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #removeTextureAtlasData()}。
         * @deprecated
         * @language zh_CN
         */
        removeTextureAtlas(dragonBonesName: string): void;
        /**
         * - Deprecated, please refer to {@link #buildArmature()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #buildArmature()}。
         * @deprecated
         * @language zh_CN
         */
        buildFastArmature(armatureName: string, dragonBonesName?: string, skinName?: string): FastArmature | null;
        /**
         * - Deprecated, please refer to {@link #clear()}.
         * @deprecated
         * @language en_US
         */
        /**
         * - 已废弃，请参考 {@link #clear()}。
         * @deprecated
         * @language zh_CN
         */
        dispose(): void;
    }
}
/**
 * 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.
 */
declare namespace dragonBones {
    /**
     * 是否包含指定名称的动画组。
     * @param groupName 动画组的名称。
     * @version DragonBones 4.7
     * @language zh_CN
     */
    function hasMovieGroup(groupName: string): boolean;
    /**
     * 添加动画组。
     * @param groupData 动画二进制数据。
     * @param textureAtlas 贴图集或贴图集列表。
     * @param groupName 为动画组指定一个名称，如果未设置，则使用数据中的名称。
     * @version DragonBones 4.7
     * @language zh_CN
     */
    function addMovieGroup(groupData: ArrayBuffer, textureAtlas: egret.Texture | egret.Texture[], groupName?: string | null): void;
    /**
     * 移除动画组。
     * @param groupName 动画组的名称。
     * @version DragonBones 4.7
     * @language zh_CN
     */
    function removeMovieGroup(groupName: string): void;
    /**
     * 移除所有的动画组。
     * @param groupName 动画组的名称。
     * @version DragonBones 4.7
     * @language zh_CN
     */
    function removeAllMovieGroup(): void;
    /**
     * 创建一个动画。
     * @param movieName 动画的名称。
     * @param groupName 动画组的名称，如果未设置，将检索所有的动画组，当多个动画组中包含同名的动画时，可能无法创建出准确的动画。
     * @version DragonBones 4.7
     * @language zh_CN
     */
    function buildMovie(movieName: string, groupName?: string | null): Movie | null;
    /**
     * 获取指定动画组内包含的所有动画名称。
     * @param groupName 动画组的名称。
     * @version DragonBones 4.7
     * @language zh_CN
     */
    function getMovieNames(groupName: string): string[] | null;
    /**
     * 动画事件。
     * @version DragonBones 4.7
     * @language zh_CN
     */
    class MovieEvent extends egret.Event {
        /**
         * 动画剪辑开始播放。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        static START: string;
        /**
         * 动画剪辑循环播放一次完成。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        static LOOP_COMPLETE: string;
        /**
         * 动画剪辑播放完成。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        static COMPLETE: string;
        /**
         * 动画剪辑帧事件。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        static FRAME_EVENT: string;
        /**
         * 动画剪辑声音事件。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        static SOUND_EVENT: string;
        /**
         * 事件名称。 (帧标签的名称或声音的名称)
         * @version DragonBones 4.7
         * @language zh_CN
         */
        name: string;
        /**
         * 发出事件的插槽名称。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        slotName: string;
        /**
         * 发出事件的动画剪辑名称。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        clipName: string;
        /**
         * 发出事件的动画。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        movie: Movie;
        /**
         * @private
         */
        constructor(type: string);
        /**
         * @private
         */
        readonly armature: any;
        /**
         * @private
         */
        readonly bone: any;
        /**
         * @private
         */
        readonly animationState: any;
        /**
         * @private
         */
        readonly frameLabel: any;
        /**
         * @private
         */
        readonly movementID: any;
    }
    /**
     * 通过读取缓存的二进制动画数据来更新动画，具有良好的运行性能，同时对内存的占用也非常低。
     * @see dragonBones.buildMovie
     * @version DragonBones 4.7
     * @language zh_CN
     */
    class Movie extends egret.DisplayObjectContainer implements IAnimatable {
        private static _cleanBeforeRender();
        /**
         * 动画的播放速度。 [(-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
         * @version DragonBones 4.7
         * @language zh_CN
         */
        timeScale: number;
        /**
         * 动画剪辑的播放速度。 [(-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]
         * （当再次播放其他动画剪辑时，此值将被重置为 1）
         * @default 1
         * @version DragonBones 4.7
         * @language zh_CN
         */
        clipTimeScale: number;
        private _batchEnabled;
        private _isLockDispose;
        private _isDelayDispose;
        private _isStarted;
        private _isPlaying;
        private _isReversing;
        private _isCompleted;
        private _playTimes;
        private _time;
        private _currentTime;
        private _currentPlayTimes;
        private _cacheFrameIndex;
        private _frameSize;
        private _cacheRectangle;
        private _clock;
        private _groupConfig;
        private _config;
        private _clipConfig;
        private _currentFrameConfig;
        private _clipArray;
        private _clipNames;
        private _slots;
        private _childMovies;
        constructor(createMovieHelper: any);
        private _configToEvent(config, event);
        private _onCrossFrame(frameConfig);
        private _updateSlotBlendMode(slot);
        private _updateSlotColor(slot, aM, rM, gM, bM, aO, rO, gO, bO);
        private _updateSlotDisplay(slot);
        private _getSlot(name);
        /**
         * @inheritDoc
         */
        $render(): void;
        /**
         * @inheritDoc
         */
        $measureContentBounds(bounds: egret.Rectangle): void;
        /**
         * @inheritDoc
         */
        $doAddChild(child: egret.DisplayObject, index: number, notifyListeners?: boolean): egret.DisplayObject;
        /**
         * @inheritDoc
         */
        $doRemoveChild(index: number, notifyListeners?: boolean): egret.DisplayObject;
        /**
         * 释放动画。
         * @version DragonBones 3.0
         * @language zh_CN
         */
        dispose(): void;
        /**
         * @inheritDoc
         */
        advanceTime(passedTime: number): void;
        /**
         * 播放动画剪辑。
         * @param clipName 动画剪辑的名称，如果未设置，则播放默认动画剪辑，或将暂停状态切换为播放状态，或重新播放上一个正在播放的动画剪辑。
         * @param playTimes 动画剪辑需要播放的次数。 [-1: 使用动画剪辑默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次]
         * @version DragonBones 4.7
         * @language zh_CN
         */
        play(clipName?: string | null, playTimes?: number): void;
        /**
         * 暂停播放动画。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        stop(): void;
        /**
         * 从指定时间播放动画。
         * @param clipName 动画剪辑的名称。
         * @param time 指定时间。（以秒为单位）
         * @param playTimes 动画剪辑需要播放的次数。 [-1: 使用动画剪辑默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次]
         * @version DragonBones 5.0
         * @language zh_CN
         */
        gotoAndPlay(clipName: string | null | undefined, time: number, playTimes?: number): void;
        /**
         * 将动画停止到指定时间。
         * @param clipName 动画剪辑的名称。
         * @param time 指定时间。（以秒为单位）
         * @version DragonBones 5.0
         * @language zh_CN
         */
        gotoAndStop(clipName: string | null | undefined, time: number): void;
        /**
         * 是否包含指定动画剪辑。
         * @param clipName 动画剪辑的名称。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        hasClip(clipName: string): boolean;
        /**
         * 动画剪辑是否处正在播放。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly isPlaying: boolean;
        /**
         * 动画剪辑是否均播放完毕。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly isComplete: boolean;
        /**
         * 当前动画剪辑的播放时间。 (以秒为单位)
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly currentTime: number;
        /**
         * 当前动画剪辑的总时间。 (以秒为单位)
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly totalTime: number;
        /**
         * 当前动画剪辑的播放次数。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly currentPlayTimes: number;
        /**
         * 当前动画剪辑需要播放的次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly playTimes: number;
        readonly groupName: string;
        /**
         * 正在播放的动画剪辑名称。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly clipName: string;
        /**
         * 所有动画剪辑的名称。
         * @version DragonBones 4.7
         * @language zh_CN
         */
        readonly clipNames: string[];
        /**
         * @inheritDoc
         */
        clock: WorldClock | null;
        /**
         * 已废弃，请参考 {@link dragonBones.Movie#clock} {@link dragonBones.Movie#clock} {@link dragonBones.EgretFactory#clock}。
         * @deprecated
         * @language zh_CN
         */
        advanceTimeBySelf(on: boolean): void;
        /**
         * @private
         */
        readonly display: any;
        /**
         * @private
         */
        readonly animation: any;
        /**
         * @private
         */
        readonly armature: any;
        /**
         * @private
         */
        getAnimation(): any;
        /**
         * @private
         */
        getArmature(): any;
        /**
         * @private
         */
        getDisplay(): any;
        /**
         * @private
         */
        hasAnimation(name: string): boolean;
        /**
         * @private
         */
        invalidUpdate(...args: any[]): void;
        /**
         * @private
         */
        readonly lastAnimationName: string;
        /**
         * @private
         */
        readonly animationNames: string[];
        /**
         * @private
         */
        readonly animationList: string[];
    }
}
