src/pixi/core/textures/BaseRenderTexture.hx
package pixi.core.textures;
import pixi.core.Pixi.ScaleModes;
@:native("PIXI.BaseRenderTexture")
extern class BaseRenderTexture extends BaseTexture {
/**
* A BaseRenderTexture is a special texture that allows any Pixi display object to be rendered to it.
*
* __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded
* otherwise black rectangles will be drawn instead.
*
* A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position
* and rotation of the given Display Objects is ignored. For example:
*
* ```js
* var renderer = PIXI.autoDetectRenderer(1024, 1024, { view: canvas, ratio: 1 });
* var BaserenderTexture = new PIXI.BaseRenderTexture(renderer, 800, 600);
* var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
*
* sprite.position.x = 800/2;
* sprite.position.y = 600/2;
* sprite.anchor.x = 0.5;
* sprite.anchor.y = 0.5;
*
* BaserenderTexture.render(sprite);
* ```
*
* The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual
* position a Container should be used:
*
* ```js
* var doc = new Container();
*
* doc.addChild(sprite);
*
* var baseRenderTexture = new BaserenderTexture(100, 100);
* var renderTexture = new RenderTexture(baseRenderTexture);
*
* renderer.render(doc, renderTexture); // Renders to center of RenderTexture
* ```
*
* @class
* @extends BaseTexture
* @memberof PIXI
* @param [width=100] {Float} The width of the base render texture
* @param [height=100] {Float} The height of the base render texture
* @param [scaleMode] {ScaleModes} See {@link PIXI.SCALE_MODES} for possible values
* @param [resolution=1] {Float} The resolution / device pixel ratio of the texture being generated
*/
function new(?width:Float, ?height:Float, ?scaleMode:ScaleModes, ?resolution:Float);
/**
* Resizes the BaseRenderTexture.
*
* @param width {Float} The width to resize to.
* @param height {Float} The height to resize to.
*/
function resize(width:Float, height:Float):Void;
/**
* This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
*
* @member {Bool}
*/
var valid:Bool;
}