dragonbones library

Classes

ActionData
@private
ActionFrame
@private
ActionTimelineState
@internal
ActionType
@private
AlphaTimelineState
@internal
Animation
  • The animation player is used to play the animation data and manage the animation states.
  • AnimationBlendType
    @private
    AnimationConfig
    @private
    AnimationData
    @private
    AnimationFadeOutMode
    @private
    AnimationState
  • The animation state is generated when the animation data is played.
  • AnimationTimelineData
    @private
    Armature
  • Armature is the core of the skeleton animation system.
  • ArmatureData
    @private
    ArmatureDisplayData
    @private
    ArmatureType
    @private
    BaseFactory
    Factory that turns parsed DragonBonesData into runnable Armatures.
    BaseObject
    Base class for pooled objects in the upstream runtime.
    BinaryOffset
    @private
    BlendMode
    @private
    BlendState
    @internal
    Bone
  • 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. An armature can contain multiple bones.
  • BoneAllTimelineState
    @internal
    BoneData
    @private
    BoneRotateTimelineState
    @internal
    BoneScaleTimelineState
    @internal
    BoneTranslateTimelineState
    @internal
    BoneType
    @private
    BoundingBoxData
    @private
    BoundingBoxDisplayData
    @private
    BoundingBoxType
    @private
    BuildArmaturePackage
    @private
    CanvasData
    @private
    ColorTransform
    Color transform (multipliers + offsets).
    Constraint
    @private
    ConstraintData
    @private
    ConstraintType
    @private
    DataParser
    @private
    DeformTimelineState
    @internal
    DisplayData
    @private
    DisplayFrame
    @private
    DisplayType
    @private
    DoubleValueTimelineState
    @internal
    DragonBones
    The runtime singleton. Only the pieces needed by milestone 1 are ported.
    DragonBonesData
  • The DragonBones data. A DragonBones data contains multiple armature data. @see dragonBones.ArmatureData @version DragonBones 3.0
  • EllipseBoundingBoxData
    @private
    EventObject
  • 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.
  • FrameValueType
    @private
    GeometryData
    @private
    HeadlessArmatureDisplay
    Minimal IArmatureProxy with no rendering attached.
    HeadlessDisplay
    Stand-in for an engine's bitmap/mesh object. Never drawn — it exists so the slot machinery (which branches on the display being non-null) runs normally.
    HeadlessFactory
    Concrete BaseFactory that builds HeadlessSlots and drives a private DragonBones instance — no engine, no textures, no drawing.
    HeadlessSlot
    A Slot with every engine-side render hook stubbed out.
    HeadlessTextureAtlasData
    @internal
    HeadlessTextureData
    @internal
    IAnimatable
  • The clock every armature of a hub is attached to, ported from .ref/dragonBones-ts/animation/WorldClock.ts.
  • IArmatureProxy
  • An interface that the engine binding implements so the armature can communicate with the display container.
  • IEventDispatcher
  • The event dispatcher interface.
  • IKConstraint
    @internal
    IKConstraintData
    @private
    ImageDisplayData
    @private
    Matrix
    2D transform matrix (faithful port of geom/Matrix.ts).
    MeshDisplayData
    @private
    MeshGeometry
    A triangle mesh posed for one frame, in the armature's coordinate space.
    MutilpleValueTimelineState
    @internal
    ObjectDataParser
    @private
    OffsetMode
    @private
    PathConstraintData
    @private
    PathDisplayData
    @private
    Point
    2D point.
    PolygonBoundingBoxData
    @private
    PositionMode
    @private
    Rectangle
    Rectangle.
    RectangleBoundingBoxData
    @private
    RotateMode
    @private
    SingleValueTimelineState
    @internal
    SkinData
    @private
    Slot
  • The slot attached to the armature, controls the display status and properties of the display object. A bone can contain multiple slots.
  • SlotColorTimelineState
    @internal
    SlotData
    @private
    SlotDisplayTimelineState
    @internal
    SlotDrawData
    One thing to draw for one slot at the armature's current pose.
    SlotZIndexTimelineState
    @internal
    SpacingMode
    @private
    Surface
  • A surface deform bone (milestone 2 placeholder: the vertex/deform math is not ported; only the pieces referenced by Bone are provided so the compilation unit is complete). Surface bones are never built for the milestone-1 fixtures.
  • SurfaceData
    @private
    TextureAtlasData
    @private
    TextureData
    @private
    TimelineData
    @private
    TimelineState
    @internal
    TimelineType
    @private
    Transform
    2D transform (faithful port of geom/Transform.ts).
    TransformObject
  • The base class of the transform object.
  • TweenTimelineState
    @internal
    TweenType
    @private
    UserData
    @private
    WeightData
    @private
    WorldClock
    ZOrderTimelineState
    @internal

    Extensions

    ArmatureDrawList on Armature
    Builds the ordered draw list for the armature's current pose.
    MeshGeometryArrays on GeometryData
    Read-only view over the shared mesh arrays that back a GeometryData.

    Functions

    buildMeshGeometry({required GeometryData geometry, required List<Bone?> bones, required List<double> deformVertices, required double scale}) → MeshGeometry?
    Resolves the posed vertices of a mesh display.