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// This file was auto-generated. Please do not edit it.
///<reference path="p5.d.ts" />
// Properties from p5
/**
* This is the p5 instance constructor. A p5 instance
* holds all the properties and methods related to a
* p5 sketch. It expects an incoming sketch closure
* and it can also take an optional node parameter
* for attaching the generated p5 canvas to a node.
* The sketch closure takes the newly created p5
* instance as its sole argument and may optionally
* set preload(), setup(), and/or draw() properties
* on it for running a sketch.
*
* A p5 sketch can run in "global" or "instance"
* mode: "global" - all properties and methods are
* attached to the window "instance" - all properties
* and methods are bound to this p5 object
*
* @param sketch a closure that can set optional
* preload(), setup(), and/or draw() properties on
* the given p5 instance
* @param [node] element to attach canvas to, if a
* boolean is passed in use it as sync
* @param [sync] start synchronously (optional)
* @return a p5 instance
*/
declare function constructor(sketch: Function, node?: HTMLElement|boolean, sync?: boolean);
// src/color/creating_reading.js
/**
* Extracts the alpha value from a color or pixel
* array.
*
* @param color p5.Color object, color components, or
* CSS color
* @return the alpha value
*/
declare function alpha(color: p5.Color|number[]|string): number;
/**
* Extracts the blue value from a color or pixel
* array.
*
* @param color p5.Color object, color components, or
* CSS color
* @return the blue value
*/
declare function blue(color: p5.Color|number[]|string): number;
/**
* Extracts the HSB brightness value from a color or
* pixel array.
*
* @param color p5.Color object, color components, or
* CSS color
* @return the brightness value
*/
declare function brightness(color: p5.Color|number[]|string): number;
/**
* Creates colors for storing in variables of the
* color datatype. The parameters are interpreted as
* RGB or HSB values depending on the current
* colorMode(). The default mode is RGB values from 0
* to 255 and, therefore, the function call
* color(255, 204, 0) will return a bright yellow
* color. Note that if only one value is provided to
* color(), it will be interpreted as a grayscale
* value. Add a second value, and it will be used for
* alpha transparency. When three values are
* specified, they are interpreted as either RGB or
* HSB values. Adding a fourth value applies alpha
* transparency.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
* @param gray number specifying value between white
* and black.
* @param [alpha] alpha value relative to current
* color range (default is 0-255)
* @return resulting color
*/
declare function color(gray: number, alpha?: number): p5.Color;
/**
* Creates colors for storing in variables of the
* color datatype. The parameters are interpreted as
* RGB or HSB values depending on the current
* colorMode(). The default mode is RGB values from 0
* to 255 and, therefore, the function call
* color(255, 204, 0) will return a bright yellow
* color. Note that if only one value is provided to
* color(), it will be interpreted as a grayscale
* value. Add a second value, and it will be used for
* alpha transparency. When three values are
* specified, they are interpreted as either RGB or
* HSB values. Adding a fourth value applies alpha
* transparency.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
* @param v1 red or hue value relative to the current
* color range
* @param v2 green or saturation value relative to
* the current color range
* @param v3 blue or brightness value relative to the
* current color range
* @param [alpha] alpha value relative to current
* color range (default is 0-255)
*/
declare function color(v1: number, v2: number, v3: number, alpha?: number): p5.Color;
/**
* Creates colors for storing in variables of the
* color datatype. The parameters are interpreted as
* RGB or HSB values depending on the current
* colorMode(). The default mode is RGB values from 0
* to 255 and, therefore, the function call
* color(255, 204, 0) will return a bright yellow
* color. Note that if only one value is provided to
* color(), it will be interpreted as a grayscale
* value. Add a second value, and it will be used for
* alpha transparency. When three values are
* specified, they are interpreted as either RGB or
* HSB values. Adding a fourth value applies alpha
* transparency.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
* @param value a color string
* @param [alpha] alpha value relative to current
* color range (default is 0-255)
*/
declare function color(value: string, alpha?: number): p5.Color;
/**
* Creates colors for storing in variables of the
* color datatype. The parameters are interpreted as
* RGB or HSB values depending on the current
* colorMode(). The default mode is RGB values from 0
* to 255 and, therefore, the function call
* color(255, 204, 0) will return a bright yellow
* color. Note that if only one value is provided to
* color(), it will be interpreted as a grayscale
* value. Add a second value, and it will be used for
* alpha transparency. When three values are
* specified, they are interpreted as either RGB or
* HSB values. Adding a fourth value applies alpha
* transparency.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
* @param values an array containing the
* red,green,blue & and alpha components of the color
*/
declare function color(values: number[]): p5.Color;
/**
* Creates colors for storing in variables of the
* color datatype. The parameters are interpreted as
* RGB or HSB values depending on the current
* colorMode(). The default mode is RGB values from 0
* to 255 and, therefore, the function call
* color(255, 204, 0) will return a bright yellow
* color. Note that if only one value is provided to
* color(), it will be interpreted as a grayscale
* value. Add a second value, and it will be used for
* alpha transparency. When three values are
* specified, they are interpreted as either RGB or
* HSB values. Adding a fourth value applies alpha
* transparency.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
*/
declare function color(color: p5.Color): p5.Color;
/**
* Extracts the green value from a color or pixel
* array.
*
* @param color p5.Color object, color components, or
* CSS color
* @return the green value
*/
declare function green(color: p5.Color|number[]|string): number;
/**
* Extracts the hue value from a color or pixel
* array. Hue exists in both HSB and HSL. This
* function will return the HSB-normalized hue when
* supplied with an HSB color object (or when
* supplied with a pixel array while the color mode
* is HSB), but will default to the HSL-normalized
* hue otherwise. (The values will only be different
* if the maximum hue setting for each system is
* different.)
*
* @param color p5.Color object, color components, or
* CSS color
* @return the hue
*/
declare function hue(color: p5.Color|number[]|string): number;
/**
* Blends two colors to find a third color somewhere
* between them. The amt parameter is the amount to
* interpolate between the two values where 0.0 equal
* to the first color, 0.1 is very near the first
* color, 0.5 is halfway in between, etc. An amount
* below 0 will be treated as 0. Likewise, amounts
* above 1 will be capped at 1. This is different
* from the behavior of lerp(), but necessary because
* otherwise numbers outside the range will produce
* strange and unexpected colors. The way that
* colours are interpolated depends on the current
* color mode.
*
* @param c1 interpolate from this color
* @param c2 interpolate to this color
* @param amt number between 0 and 1
* @return interpolated color
*/
declare function lerpColor(c1: p5.Color, c2: p5.Color, amt: number): p5.Color;
/**
* Extracts the HSL lightness value from a color or
* pixel array.
*
* @param color p5.Color object, color components, or
* CSS color
* @return the lightness
*/
declare function lightness(color: p5.Color|number[]|string): number;
/**
* Extracts the red value from a color or pixel
* array.
*
* @param color p5.Color object, color components, or
* CSS color
* @return the red value
*/
declare function red(color: p5.Color|number[]|string): number;
/**
* Extracts the saturation value from a color or
* pixel array. Saturation is scaled differently in
* HSB and HSL. This function will return the HSB
* saturation when supplied with an HSB color object
* (or when supplied with a pixel array while the
* color mode is HSB), but will default to the HSL
* saturation otherwise.
*
* @param color p5.Color object, color components, or
* CSS color
* @return the saturation value
*/
declare function saturation(color: p5.Color|number[]|string): number;
// src/color/setting.js
/**
* The background() function sets the color used for
* the background of the p5.js canvas. The default
* background is light gray. This function is
* typically used within draw() to clear the display
* window at the beginning of each frame, but it can
* be used inside setup() to set the background on
* the first frame of animation or if the background
* need only be set once. The color is either
* specified in terms of the RGB, HSB, or HSL color
* depending on the current colorMode. (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
*
* A p5.Color object can also be provided to set the
* background color.
*
*
* A p5.Image can also be provided to set the
* background iamge.
*
* @param color any value created by the color()
* function
* @chainable
*/
declare function background(color: p5.Color): p5;
/**
* The background() function sets the color used for
* the background of the p5.js canvas. The default
* background is light gray. This function is
* typically used within draw() to clear the display
* window at the beginning of each frame, but it can
* be used inside setup() to set the background on
* the first frame of animation or if the background
* need only be set once. The color is either
* specified in terms of the RGB, HSB, or HSL color
* depending on the current colorMode. (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
*
* A p5.Color object can also be provided to set the
* background color.
*
*
* A p5.Image can also be provided to set the
* background iamge.
*
* @param colorstring color string, possible formats
* include: integer rgb() or rgba(), percentage rgb()
* or rgba(), 3-digit hex, 6-digit hex
* @param [a] opacity of the background relative to
* current color range (default is 0-255)
* @chainable
*/
declare function background(colorstring: string, a?: number): p5;
/**
* The background() function sets the color used for
* the background of the p5.js canvas. The default
* background is light gray. This function is
* typically used within draw() to clear the display
* window at the beginning of each frame, but it can
* be used inside setup() to set the background on
* the first frame of animation or if the background
* need only be set once. The color is either
* specified in terms of the RGB, HSB, or HSL color
* depending on the current colorMode. (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
*
* A p5.Color object can also be provided to set the
* background color.
*
*
* A p5.Image can also be provided to set the
* background iamge.
*
* @param gray specifies a value between white and
* black
* @param [a] opacity of the background relative to
* current color range (default is 0-255)
* @chainable
*/
declare function background(gray: number, a?: number): p5;
/**
* The background() function sets the color used for
* the background of the p5.js canvas. The default
* background is light gray. This function is
* typically used within draw() to clear the display
* window at the beginning of each frame, but it can
* be used inside setup() to set the background on
* the first frame of animation or if the background
* need only be set once. The color is either
* specified in terms of the RGB, HSB, or HSL color
* depending on the current colorMode. (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
*
* A p5.Color object can also be provided to set the
* background color.
*
*
* A p5.Image can also be provided to set the
* background iamge.
*
* @param v1 red or hue value (depending on the
* current color mode)
* @param v2 green or saturation value (depending on
* the current color mode)
* @param v3 blue or brightness value (depending on
* the current color mode)
* @param [a] opacity of the background relative to
* current color range (default is 0-255)
* @chainable
*/
declare function background(v1: number, v2: number, v3: number, a?: number): p5;
/**
* The background() function sets the color used for
* the background of the p5.js canvas. The default
* background is light gray. This function is
* typically used within draw() to clear the display
* window at the beginning of each frame, but it can
* be used inside setup() to set the background on
* the first frame of animation or if the background
* need only be set once. The color is either
* specified in terms of the RGB, HSB, or HSL color
* depending on the current colorMode. (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
*
* A p5.Color object can also be provided to set the
* background color.
*
*
* A p5.Image can also be provided to set the
* background iamge.
*
* @param values an array containing the
* red,green,blue & and alpha components of the color
* @chainable
*/
declare function background(values: number[]): p5;
/**
* The background() function sets the color used for
* the background of the p5.js canvas. The default
* background is light gray. This function is
* typically used within draw() to clear the display
* window at the beginning of each frame, but it can
* be used inside setup() to set the background on
* the first frame of animation or if the background
* need only be set once. The color is either
* specified in terms of the RGB, HSB, or HSL color
* depending on the current colorMode. (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255.
*
*
* If a single string argument is provided, RGB, RGBA
* and Hex CSS color strings and all named color
* strings are supported. In this case, an alpha
* number value as a second argument is not
* supported, the RGBA form should be used.
*
*
* A p5.Color object can also be provided to set the
* background color.
*
*
* A p5.Image can also be provided to set the
* background iamge.
*
* @param image image created with loadImage() or
* createImage(), to set as background (must be same
* size as the sketch window)
* @param [a] opacity of the background relative to
* current color range (default is 0-255)
* @chainable
*/
declare function background(image: p5.Image, a?: number): p5;
/**
* Clears the pixels within a buffer. This function
* only works on p5.Canvas objects created with the
* createCanvas() function; it won't work with the
* main display window. Unlike the main graphics
* context, pixels in additional graphics areas
* created with createGraphics() can be entirely or
* partially transparent. This function clears
* everything to make all of the pixels 100%
* transparent.
*
* @chainable
*/
declare function clear(): p5;
/**
* colorMode() changes the way p5.js interprets color
* data. By default, the parameters for fill(),
* stroke(), background(), and color() are defined by
* values between 0 and 255 using the RGB color
* model. This is equivalent to setting
* colorMode(RGB, 255). Setting colorMode(HSB) lets
* you use the HSB system instead. By default, this
* is colorMode(HSB, 360, 100, 100, 1). You can also
* use HSL. Note: existing color objects remember
* the mode that they were created in, so you can
* change modes as you like without affecting their
* appearance.
*
* @param mode either RGB, HSB or HSL, corresponding
* to Red/Green/Blue and Hue/Saturation/Brightness
* (or Lightness)
* @param [max] range for all values
* @chainable
*/
declare function colorMode(mode: COLOR_MODE, max?: number): p5;
/**
* colorMode() changes the way p5.js interprets color
* data. By default, the parameters for fill(),
* stroke(), background(), and color() are defined by
* values between 0 and 255 using the RGB color
* model. This is equivalent to setting
* colorMode(RGB, 255). Setting colorMode(HSB) lets
* you use the HSB system instead. By default, this
* is colorMode(HSB, 360, 100, 100, 1). You can also
* use HSL. Note: existing color objects remember
* the mode that they were created in, so you can
* change modes as you like without affecting their
* appearance.
*
* @param mode either RGB, HSB or HSL, corresponding
* to Red/Green/Blue and Hue/Saturation/Brightness
* (or Lightness)
* @param max1 range for the red or hue depending on
* the current color mode
* @param max2 range for the green or saturation
* depending on the current color mode
* @param max3 range for the blue or
* brightness/lighntess depending on the current
* color mode
* @param [maxA] range for the alpha
* @chainable
*/
declare function colorMode(mode: any, max1: number, max2: number, max3: number, maxA?: number): p5;
/**
* Sets the color used to fill shapes. For example,
* if you run fill(204, 102, 0), all subsequent
* shapes will be filled with orange. This color is
* either specified in terms of the RGB or HSB color
* depending on the current colorMode(). (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255. If a single string argument is
* provided, RGB, RGBA and Hex CSS color strings and
* all named color strings are supported. In this
* case, an alpha number value as a second argument
* is not supported, the RGBA form should be used.
*
*
* A p5 Color object can also be provided to set the
* fill color.
*
* @param v1 red or hue value relative to the current
* color range
* @param v2 green or saturation value relative to
* the current color range
* @param v3 blue or brightness value relative to the
* current color range
* @chainable
*/
declare function fill(v1: number, v2: number, v3: number, alpha?: number): p5;
/**
* Sets the color used to fill shapes. For example,
* if you run fill(204, 102, 0), all subsequent
* shapes will be filled with orange. This color is
* either specified in terms of the RGB or HSB color
* depending on the current colorMode(). (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255. If a single string argument is
* provided, RGB, RGBA and Hex CSS color strings and
* all named color strings are supported. In this
* case, an alpha number value as a second argument
* is not supported, the RGBA form should be used.
*
*
* A p5 Color object can also be provided to set the
* fill color.
*
* @param value a color string
* @chainable
*/
declare function fill(value: string, alpha?: number): p5;
/**
* Sets the color used to fill shapes. For example,
* if you run fill(204, 102, 0), all subsequent
* shapes will be filled with orange. This color is
* either specified in terms of the RGB or HSB color
* depending on the current colorMode(). (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255. If a single string argument is
* provided, RGB, RGBA and Hex CSS color strings and
* all named color strings are supported. In this
* case, an alpha number value as a second argument
* is not supported, the RGBA form should be used.
*
*
* A p5 Color object can also be provided to set the
* fill color.
*
* @param values an array containing the
* red,green,blue & and alpha components of the color
* @chainable
*/
declare function fill(values: number[]): p5;
/**
* Sets the color used to fill shapes. For example,
* if you run fill(204, 102, 0), all subsequent
* shapes will be filled with orange. This color is
* either specified in terms of the RGB or HSB color
* depending on the current colorMode(). (The default
* color space is RGB, with each value in the range
* from 0 to 255). The alpha range by default is also
* 0 to 255. If a single string argument is
* provided, RGB, RGBA and Hex CSS color strings and
* all named color strings are supported. In this
* case, an alpha number value as a second argument
* is not supported, the RGBA form should be used.
*
*
* A p5 Color object can also be provided to set the
* fill color.
*
* @param color the fill color
* @chainable
*/
declare function fill(color: p5.Color): p5;
/**
* Disables filling geometry. If both noStroke() and
* noFill() are called, nothing will be drawn to the
* screen.
*
* @chainable
*/
declare function noFill(): p5;
/**
* Disables drawing the stroke (outline). If both
* noStroke() and noFill() are called, nothing will
* be drawn to the screen.
*
* @chainable
*/
declare function noStroke(): p5;
/**
* Sets the color used to draw lines and borders
* around shapes. This color is either specified in
* terms of the RGB or HSB color depending on the
* current colorMode() (the default color space is
* RGB, with each value in the range from 0 to 255).
* The alpha range by default is also 0 to 255. If a
* single string argument is provided, RGB, RGBA and
* Hex CSS color strings and all named color strings
* are supported. In this case, an alpha number value
* as a second argument is not supported, the RGBA
* form should be used.
*
*
* A p5 Color object can also be provided to set the
* stroke color.
*
* @param v1 red or hue value relative to the current
* color range
* @param v2 green or saturation value relative to
* the current color range
* @param v3 blue or brightness value relative to the
* current color range
* @chainable
*/
declare function stroke(v1: number, v2: number, v3: number, alpha?: number): p5;
/**
* Sets the color used to draw lines and borders
* around shapes. This color is either specified in
* terms of the RGB or HSB color depending on the
* current colorMode() (the default color space is
* RGB, with each value in the range from 0 to 255).
* The alpha range by default is also 0 to 255. If a
* single string argument is provided, RGB, RGBA and
* Hex CSS color strings and all named color strings
* are supported. In this case, an alpha number value
* as a second argument is not supported, the RGBA
* form should be used.
*
*
* A p5 Color object can also be provided to set the
* stroke color.
*
* @param value a color string
* @chainable
*/
declare function stroke(value: string, alpha?: number): p5;
/**
* Sets the color used to draw lines and borders
* around shapes. This color is either specified in
* terms of the RGB or HSB color depending on the
* current colorMode() (the default color space is
* RGB, with each value in the range from 0 to 255).
* The alpha range by default is also 0 to 255. If a
* single string argument is provided, RGB, RGBA and
* Hex CSS color strings and all named color strings
* are supported. In this case, an alpha number value
* as a second argument is not supported, the RGBA
* form should be used.
*
*
* A p5 Color object can also be provided to set the
* stroke color.
*
* @param values an array containing the
* red,green,blue & and alpha components of the color
* @chainable
*/
declare function stroke(values: number[]): p5;
/**
* Sets the color used to draw lines and borders
* around shapes. This color is either specified in
* terms of the RGB or HSB color depending on the
* current colorMode() (the default color space is
* RGB, with each value in the range from 0 to 255).
* The alpha range by default is also 0 to 255. If a
* single string argument is provided, RGB, RGBA and
* Hex CSS color strings and all named color strings
* are supported. In this case, an alpha number value
* as a second argument is not supported, the RGBA
* form should be used.
*
*
* A p5 Color object can also be provided to set the
* stroke color.
*
* @param color the stroke color
* @chainable
*/
declare function stroke(color: p5.Color): p5;
// src/core/2d_primitives.js
/**
* Draw an arc to the screen. If called with only x,
* y, w, h, start, and stop, the arc will be drawn
* and filled as an open pie segment. If a mode
* parameter is provided, the arc will be filled like
* an open semi-circle (OPEN) , a closed semi-circle
* (CHORD), or as a closed pie segment (PIE). The
* origin may be changed with the ellipseMode()
* function. Note that drawing a full circle (ex: 0
* to TWO_PI) will appear blank because 0 and TWO_PI
* are the same position on the unit circle. The best
* way to handle this is by using the ellipse()
* function instead to create a closed ellipse, and
* to use the arc() function only to draw parts of an
* ellipse.
*
* @param x x-coordinate of the arc's ellipse
* @param y y-coordinate of the arc's ellipse
* @param w width of the arc's ellipse by default
* @param h height of the arc's ellipse by default
* @param start angle to start the arc, specified in
* radians
* @param stop angle to stop the arc, specified in
* radians
* @param [mode] optional parameter to determine the
* way of drawing the arc. either CHORD, PIE or OPEN
* @chainable
*/
declare function arc(x: number, y: number, w: number, h: number, start: number, stop: number, mode?: ARC_MODE): p5;
/**
* Draws an ellipse (oval) to the screen. An ellipse
* with equal width and height is a circle. By
* default, the first two parameters set the
* location, and the third and fourth parameters set
* the shape's width and height. If no height is
* specified, the value of width is used for both the
* width and height. If a negative height or width is
* specified, the absolute value is taken. The origin
* may be changed with the ellipseMode() function.
*
* @param x x-coordinate of the ellipse.
* @param y y-coordinate of the ellipse.
* @param w width of the ellipse.
* @param [h] height of the ellipse.
* @chainable
*/
declare function ellipse(x: number, y: number, w: number, h?: number): p5;
/**
* Draws an ellipse (oval) to the screen. An ellipse
* with equal width and height is a circle. By
* default, the first two parameters set the
* location, and the third and fourth parameters set
* the shape's width and height. If no height is
* specified, the value of width is used for both the
* width and height. If a negative height or width is
* specified, the absolute value is taken. The origin
* may be changed with the ellipseMode() function.
*
* @param x x-coordinate of the ellipse.
* @param y y-coordinate of the ellipse.
* @param w width of the ellipse.
* @param h height of the ellipse.
* @param detail number of radial sectors to draw
*/
declare function ellipse(x: number, y: number, w: number, h: number, detail: number): void;
/**
* Draws a line (a direct path between two points) to
* the screen. The version of line() with four
* parameters draws the line in 2D. To color a line,
* use the stroke() function. A line cannot be
* filled, therefore the fill() function will not
* affect the color of a line. 2D lines are drawn
* with a width of one pixel by default, but this can
* be changed with the strokeWeight() function.
*
* @param x1 the x-coordinate of the first point
* @param y1 the y-coordinate of the first point
* @param x2 the x-coordinate of the second point
* @param y2 the y-coordinate of the second point
* @chainable
*/
declare function line(x1: number, y1: number, x2: number, y2: number): p5;
/**
* Draws a line (a direct path between two points) to
* the screen. The version of line() with four
* parameters draws the line in 2D. To color a line,
* use the stroke() function. A line cannot be
* filled, therefore the fill() function will not
* affect the color of a line. 2D lines are drawn
* with a width of one pixel by default, but this can
* be changed with the strokeWeight() function.
*
* @param x1 the x-coordinate of the first point
* @param y1 the y-coordinate of the first point
* @param z1 the z-coordinate of the first point
* @param x2 the x-coordinate of the second point
* @param y2 the y-coordinate of the second point
* @param z2 the z-coordinate of the second point
* @chainable
*/
declare function line(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): p5;
/**
* Draws a point, a coordinate in space at the
* dimension of one pixel. The first parameter is the
* horizontal value for the point, the second value
* is the vertical value for the point. The color of
* the point is determined by the current stroke.
*
* @param x the x-coordinate
* @param y the y-coordinate
* @param [z] the z-coordinate (for WEBGL mode)
* @chainable
*/
declare function point(x: number, y: number, z?: number): p5;
/**
* Draw a quad. A quad is a quadrilateral, a four
* sided polygon. It is similar to a rectangle, but
* the angles between its edges are not constrained
* to ninety degrees. The first pair of parameters
* (x1,y1) sets the first vertex and the subsequent
* pairs should proceed clockwise or
* counter-clockwise around the defined shape.
*
* @param x1 the x-coordinate of the first point
* @param y1 the y-coordinate of the first point
* @param x2 the x-coordinate of the second point
* @param y2 the y-coordinate of the second point
* @param x3 the x-coordinate of the third point
* @param y3 the y-coordinate of the third point
* @param x4 the x-coordinate of the fourth point
* @param y4 the y-coordinate of the fourth point
* @chainable
*/
declare function quad(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): p5;
/**
* Draw a quad. A quad is a quadrilateral, a four
* sided polygon. It is similar to a rectangle, but
* the angles between its edges are not constrained
* to ninety degrees. The first pair of parameters
* (x1,y1) sets the first vertex and the subsequent
* pairs should proceed clockwise or
* counter-clockwise around the defined shape.
*
* @param x1 the x-coordinate of the first point
* @param y1 the y-coordinate of the first point
* @param x2 the x-coordinate of the second point
* @param y2 the y-coordinate of the second point
* @param x3 the x-coordinate of the third point
* @param y3 the y-coordinate of the third point
* @param x4 the x-coordinate of the fourth point
* @param y4 the y-coordinate of the fourth point
* @chainable
*/
declare function quad(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, x4: number, y4: number, z4: number): p5;
/**
* Draws a rectangle to the screen. A rectangle is a
* four-sided shape with every angle at ninety
* degrees. By default, the first two parameters set
* the location of the upper-left corner, the third
* sets the width, and the fourth sets the height.
* The way these parameters are interpreted, however,
* may be changed with the rectMode() function. The
* fifth, sixth, seventh and eighth parameters, if
* specified, determine corner radius for the
* top-right, top-left, lower-right and lower-left
* corners, respectively. An omitted corner radius
* parameter is set to the value of the previously
* specified radius value in the parameter list.
*
* @param x x-coordinate of the rectangle.
* @param y y-coordinate of the rectangle.
* @param w width of the rectangle.
* @param h height of the rectangle.
* @param [tl] optional radius of top-left corner.
* @param [tr] optional radius of top-right corner.
* @param [br] optional radius of bottom-right
* corner.
* @param [bl] optional radius of bottom-left corner.
* @chainable
*/
declare function rect(x: number, y: number, w: number, h: number, tl?: number, tr?: number, br?: number, bl?: number): p5;
/**
* Draws a rectangle to the screen. A rectangle is a
* four-sided shape with every angle at ninety
* degrees. By default, the first two parameters set
* the location of the upper-left corner, the third
* sets the width, and the fourth sets the height.
* The way these parameters are interpreted, however,
* may be changed with the rectMode() function. The
* fifth, sixth, seventh and eighth parameters, if
* specified, determine corner radius for the
* top-right, top-left, lower-right and lower-left
* corners, respectively. An omitted corner radius
* parameter is set to the value of the previously
* specified radius value in the parameter list.
*
* @param x x-coordinate of the rectangle.
* @param y y-coordinate of the rectangle.
* @param w width of the rectangle.
* @param h height of the rectangle.
* @param [detailX] number of segments in the
* x-direction
* @param [detailY] number of segments in the
* y-direction
* @chainable
*/
declare function rect(x: number, y: number, w: number, h: number, detailX?: number, detailY?: number): p5;
/**
* A triangle is a plane created by connecting three
* points. The first two arguments specify the first
* point, the middle two arguments specify the second
* point, and the last two arguments specify the
* third point.
*
* @param x1 x-coordinate of the first point
* @param y1 y-coordinate of the first point
* @param x2 x-coordinate of the second point
* @param y2 y-coordinate of the second point
* @param x3 x-coordinate of the third point
* @param y3 y-coordinate of the third point
* @chainable
*/
declare function triangle(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number): p5;
// src/core/attributes.js
/**
* Modifies the location from which ellipses are
* drawn by changing the way in which parameters
* given to ellipse() are interpreted. The default
* mode is ellipseMode(CENTER), which interprets the
* first two parameters of ellipse() as the shape's
* center point, while the third and fourth
* parameters are its width and height.
*
*
* ellipseMode(RADIUS) also uses the first two
* parameters of ellipse() as the shape's center
* point, but uses the third and fourth parameters to
* specify half of the shapes's width and height.
*
*
* ellipseMode(CORNER) interprets the first two
* parameters of ellipse() as the upper-left corner
* of the shape, while the third and fourth
* parameters are its width and height.
*
*
* ellipseMode(CORNERS) interprets the first two
* parameters of ellipse() as the location of one
* corner of the ellipse's bounding box, and the
* third and fourth parameters as the location of the
* opposite corner.
*
*
* The parameter must be written in ALL CAPS because
* Javascript is a case-sensitive language.
*
* @param mode either CENTER, RADIUS, CORNER, or
* CORNERS
* @chainable
*/
declare function ellipseMode(mode: ELLIPSE_MODE): p5;
/**
* Draws all geometry with jagged (aliased) edges.
* Note that smooth() is active by default, so it is
* necessary to call noSmooth() to disable smoothing
* of geometry, images, and fonts.
*
* @chainable
*/
declare function noSmooth(): p5;
/**
* Modifies the location from which rectangles are
* drawn by changing the way in which parameters
* given to rect() are interpreted. The default mode
* is rectMode(CORNER), which interprets the first
* two parameters of rect() as the upper-left corner
* of the shape, while the third and fourth
* parameters are its width and height.
*
*
* rectMode(CORNERS) interprets the first two
* parameters of rect() as the location of one
* corner, and the third and fourth parameters as the
* location of the opposite corner.
*
*
* rectMode(CENTER) interprets the first two
* parameters of rect() as the shape's center point,
* while the third and fourth parameters are its
* width and height.
*
*
* rectMode(RADIUS) also uses the first two
* parameters of rect() as the shape's center point,
* but uses the third and fourth parameters to
* specify half of the shapes's width and height.
*
*
* The parameter must be written in ALL CAPS because
* Javascript is a case-sensitive language.
*
* @param mode either CORNER, CORNERS, CENTER, or
* RADIUS
* @chainable
*/
declare function rectMode(mode: RECT_MODE): p5;
/**
* Draws all geometry with smooth (anti-aliased)
* edges. smooth() will also improve image quality of
* resized images. Note that smooth() is active by
* default; noSmooth() can be used to disable
* smoothing of geometry, images, and fonts.
*
* @chainable
*/
declare function smooth(): p5;
/**
* Sets the style for rendering line endings. These
* ends are either squared, extended, or rounded,
* each of which specified with the corresponding
* parameters: SQUARE, PROJECT, and ROUND. The
* default cap is ROUND.
*
* @param cap either SQUARE, PROJECT, or ROUND
* @chainable
*/
declare function strokeCap(cap: STROKE_CAP): p5;
/**
* Sets the style of the joints which connect line
* segments. These joints are either mitered,
* beveled, or rounded and specified with the
* corresponding parameters MITER, BEVEL, and ROUND.
* The default joint is MITER.
*
* @param join either MITER, BEVEL, ROUND
* @chainable
*/
declare function strokeJoin(join: STROKE_JOIN): p5;
/**
* Sets the width of the stroke used for lines,
* points, and the border around shapes. All widths
* are set in units of pixels.
*
* @param weight the weight (in pixels) of the stroke
* @chainable
*/
declare function strokeWeight(weight: number): p5;
// src/core/constants.js
declare const P2D: 'p2d';
declare const WEBGL: 'webgl';
/**
* HALF_PI is a mathematical constant with the value
* 1.57079632679489661923. It is half the ratio of
* the circumference of a circle to its diameter. It
* is useful in combination with the trigonometric
* functions sin() and cos().
*
*/
declare const HALF_PI: number;
/**
* PI is a mathematical constant with the value
* 3.14159265358979323846. It is the ratio of the
* circumference of a circle to its diameter. It is
* useful in combination with the trigonometric
* functions sin() and cos().
*
*/
declare const PI: number;
/**
* QUARTER_PI is a mathematical constant with the
* value 0.7853982. It is one quarter the ratio of
* the circumference of a circle to its diameter. It
* is useful in combination with the trigonometric
* functions sin() and cos().
*
*/
declare const QUARTER_PI: number;
/**
* TAU is an alias for TWO_PI, a mathematical
* constant with the value 6.28318530717958647693. It
* is twice the ratio of the circumference of a
* circle to its diameter. It is useful in
* combination with the trigonometric functions sin()
* and cos().
*
*/
declare const TAU: number;
/**
* TWO_PI is a mathematical constant with the value
* 6.28318530717958647693. It is twice the ratio of
* the circumference of a circle to its diameter. It
* is useful in combination with the trigonometric
* functions sin() and cos().
*
*/
declare const TWO_PI: number;
/**
* Constant to be used with angleMode() function, to
* set the mode which p5.js interprates and
* calculates angles (either DEGREES or RADIANS).
*
*/
declare const DEGREES: 'degrees';
/**
* Constant to be used with angleMode() function, to
* set the mode which p5.js interprates and
* calculates angles (either RADIANS or DEGREES).
*
*/
declare const RADIANS: 'radians';
declare const CORNER: 'corner';
declare const CORNERS: 'corners';
declare const RADIUS: 'radius';
declare const RIGHT: 'right';
declare const LEFT: 'left';
declare const CENTER: 'center';
declare const TOP: 'top';
declare const BOTTOM: 'bottom';
declare const BASELINE: 'alphabetic';
declare const POINTS: 0x0000;
declare const LINES: 0x0001;
declare const LINE_STRIP: 0x0003;
declare const LINE_LOOP: 0x0002;
declare const TRIANGLES: 0x0004;
declare const TRIANGLE_FAN: 0x0006;
declare const TRIANGLE_STRIP: 0x0005;
declare const QUADS: 'quads';
declare const QUAD_STRIP: 'quad_strip';
declare const CLOSE: 'close';
declare const OPEN: 'open';
declare const CHORD: 'chord';
declare const PIE: 'pie';
declare const PROJECT: 'square';
declare const SQUARE: 'butt';
declare const ROUND: 'round';
declare const BEVEL: 'bevel';
declare const MITER: 'miter';
declare const RGB: 'rgb';
declare const HSB: 'hsb';
declare const HSL: 'hsl';
declare const BLEND: 'source-over';
declare const ADD: 'lighter';
declare const DARKEST: 'darkest';
declare const LIGHTEST: 'lighten';
declare const DIFFERENCE: 'difference';
declare const EXCLUSION: 'exclusion';
declare const MULTIPLY: 'multiply';
declare const SCREEN: 'screen';
declare const REPLACE: 'copy';
declare const OVERLAY: 'overlay';
declare const HARD_LIGHT: 'hard-light';
declare const SOFT_LIGHT: 'soft-light';
declare const DODGE: 'color-dodge';
declare const BURN: 'color-burn';
declare const THRESHOLD: 'threshold';
declare const GRAY: 'gray';
declare const OPAQUE: 'opaque';
declare const INVERT: 'invert';
declare const POSTERIZE: 'posterize';
declare const DILATE: 'dilate';
declare const ERODE: 'erode';
declare const BLUR: 'blur';
declare const NORMAL: 'normal';
declare const ITALIC: 'italic';
declare const BOLD: 'bold';
declare const LANDSCAPE: 'landscape';
declare const PORTRAIT: 'portrait';
// src/core/core.js
/**
* Called directly before setup(), the preload()
* function is used to handle asynchronous loading of
* external files. If a preload function is defined,
* setup() will wait until any load calls within have
* finished. Nothing besides load calls should be
* inside preload (loadImage, loadJSON, loadFont,
* loadStrings, etc).
*
*
* By default the text "loading..." will be
* displayed. To make your own loading page, include
* an HTML element with id "p5_loading" in your page.
* More information here.
*
*/
declare function preload(): void;
/**
* The setup() function is called once when the
* program starts. It's used to define initial
* environment properties such as screen size and
* background color and to load media such as images
* and fonts as the program starts. There can only be
* one setup() function for each program and it
* shouldn't be called again after its initial
* execution.
*
*
* Note: Variables declared within setup() are not
* accessible within other functions, including
* draw().
*
*/
declare function setup(): void;
/**
* Called directly after setup(), the draw() function
* continuously executes the lines of code contained
* inside its block until the program is stopped or
* noLoop() is called. Note if noLoop() is called in
* setup(), draw() will still be executed once before
* stopping. draw() is called automatically and
* should never be called explicitly. It should
* always be controlled with noLoop(), redraw() and
* loop(). After noLoop() stops the code in draw()
* from executing, redraw() causes the code inside
* draw() to execute once, and loop() will cause the
* code inside draw() to resume executing
* continuously.
*
*
* The number of times draw() executes in each second
* may be controlled with the frameRate() function.
*
*
* There can only be one draw() function for each
* sketch, and draw() must exist if you want the code
* to run continuously, or to process events such as
* mousePressed(). Sometimes, you might have an empty
* call to draw() in your program, as shown in the
* above example.
*
*
* It is important to note that the drawing
* coordinate system will be reset at the beginning
* of each draw() call. If any transformations are
* performed within draw() (ex: scale, rotate,
* translate), their effects will be undone at the
* beginning of draw(), so transformations will not
* accumulate over time. On the other hand, styling
* applied (ex: fill, stroke, etc) will remain in
* effect.
*
*/
declare function draw(): void;
/**
* Removes the entire p5 sketch. This will remove the
* canvas and any elements created by p5.js. It will
* also stop the draw loop and unbind any properties
* or methods from the window global scope. It will
* leave a variable p5 in case you wanted to create a
* new p5 sketch. If you like, you can set p5 = null
* to erase it. While all functions and variables and
* objects created by the p5 library will be removed,
* any other global variables created by your code
* will remain.
*
*/
declare function remove(): void;
// src/core/curves.js
/**
* Draws a cubic Bezier curve on the screen. These
* curves are defined by a series of anchor and
* control points. The first two parameters specify
* the first anchor point and the last two parameters
* specify the other anchor point, which become the
* first and last points on the curve. The middle
* parameters specify the two control points which
* define the shape of the curve. Approximately
* speaking, control points "pull" the curve towards
* them.Bezier curves were developed by French
* automotive engineer Pierre Bezier, and are
* commonly used in computer graphics to define
* gently sloping curves. See also curve().
*
* @param x1 x-coordinate for the first anchor point
* @param y1 y-coordinate for the first anchor point
* @param x2 x-coordinate for the first control point
* @param y2 y-coordinate for the first control point
* @param x3 x-coordinate for the second control
* point
* @param y3 y-coordinate for the second control
* point
* @param x4 x-coordinate for the second anchor point
* @param y4 y-coordinate for the second anchor point
* @chainable
*/
declare function bezier(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): p5;
/**
* Draws a cubic Bezier curve on the screen. These
* curves are defined by a series of anchor and
* control points. The first two parameters specify
* the first anchor point and the last two parameters
* specify the other anchor point, which become the
* first and last points on the curve. The middle
* parameters specify the two control points which
* define the shape of the curve. Approximately
* speaking, control points "pull" the curve towards
* them.Bezier curves were developed by French
* automotive engineer Pierre Bezier, and are
* commonly used in computer graphics to define
* gently sloping curves. See also curve().
*
* @param x1 x-coordinate for the first anchor point
* @param y1 y-coordinate for the first anchor point
* @param z1 z-coordinate for the first anchor point
* @param x2 x-coordinate for the first control point
* @param y2 y-coordinate for the first control point
* @param z2 z-coordinate for the first control point
* @param x3 x-coordinate for the second control
* point
* @param y3 y-coordinate for the second control
* point
* @param z3 z-coordinate for the second control
* point
* @param x4 x-coordinate for the second anchor point
* @param y4 y-coordinate for the second anchor point
* @param z4 z-coordinate for the second anchor point
* @chainable
*/
declare function bezier(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, x4: number, y4: number, z4: number): p5;
/**
* Sets the resolution at which Beziers display. The
* default value is 20.
*
* @param detail resolution of the curves
* @chainable
*/
declare function bezierDetail(detail: number): p5;
/**
* Evaluates the Bezier at position t for points a,
* b, c, d. The parameters a and d are the first and
* last points on the curve, and b and c are the
* control points. The final parameter t varies
* between 0 and 1. This can be done once with the x
* coordinates and a second time with the y
* coordinates to get the location of a bezier curve
* at t.
*
* @param a coordinate of first point on the curve
* @param b coordinate of first control point
* @param c coordinate of second control point
* @param d coordinate of second point on the curve
* @param t value between 0 and 1
* @return the value of the Bezier at position t
*/
declare function bezierPoint(a: number, b: number, c: number, d: number, t: number): number;
/**
* Evaluates the tangent to the Bezier at position t
* for points a, b, c, d. The parameters a and d are
* the first and last points on the curve, and b and
* c are the control points. The final parameter t
* varies between 0 and 1.
*
* @param a coordinate of first point on the curve
* @param b coordinate of first control point
* @param c coordinate of second control point
* @param d coordinate of second point on the curve
* @param t value between 0 and 1
* @return the tangent at position t
*/
declare function bezierTangent(a: number, b: number, c: number, d: number, t: number): number;
/**
* Draws a curved line on the screen between two
* points, given as the middle four parameters. The
* first two parameters are a control point, as if
* the curve came from this point even though it's
* not drawn. The last two parameters similarly
* describe the other control point. Longer curves
* can be created by putting a series of curve()
* functions together or using curveVertex(). An
* additional function called curveTightness()
* provides control for the visual quality of the
* curve. The curve() function is an implementation
* of Catmull-Rom splines.
*
* @param x1 x-coordinate for the beginning control
* point
* @param y1 y-coordinate for the beginning control
* point
* @param x2 x-coordinate for the first point
* @param y2 y-coordinate for the first point
* @param x3 x-coordinate for the second point
* @param y3 y-coordinate for the second point
* @param x4 x-coordinate for the ending control
* point
* @param y4 y-coordinate for the ending control
* point
* @chainable
*/
declare function curve(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): p5;
/**
* Draws a curved line on the screen between two
* points, given as the middle four parameters. The
* first two parameters are a control point, as if
* the curve came from this point even though it's
* not drawn. The last two parameters similarly
* describe the other control point. Longer curves
* can be created by putting a series of curve()
* functions together or using curveVertex(). An
* additional function called curveTightness()
* provides control for the visual quality of the
* curve. The curve() function is an implementation
* of Catmull-Rom splines.
*
* @param x1 x-coordinate for the beginning control
* point
* @param y1 y-coordinate for the beginning control
* point
* @param z1 z-coordinate for the beginning control
* point
* @param x2 x-coordinate for the first point
* @param y2 y-coordinate for the first point
* @param z2 z-coordinate for the first point
* @param x3 x-coordinate for the second point
* @param y3 y-coordinate for the second point
* @param z3 z-coordinate for the second point
* @param x4 x-coordinate for the ending control
* point
* @param y4 y-coordinate for the ending control
* point
* @param z4 z-coordinate for the ending control
* point
* @chainable
*/
declare function curve(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, x4: number, y4: number, z4: number): p5;
/**
* Sets the resolution at which curves display. The
* default value is 20.
*
* @param resolution of the curves
* @chainable
*/
declare function curveDetail(resolution: number): p5;
/**
* Modifies the quality of forms created with curve()
* and curveVertex(). The parameter tightness
* determines how the curve fits to the vertex
* points. The value 0.0 is the default value for
* tightness (this value defines the curves to be
* Catmull-Rom splines) and the value 1.0 connects
* all the points with straight lines. Values within
* the range -5.0 and 5.0 will deform the curves but
* will leave them recognizable and as values
* increase in magnitude, they will continue to
* deform.
*
* @param amount of deformation from the original
* vertices
* @chainable
*/
declare function curveTightness(amount: number): p5;
/**
* Evaluates the curve at position t for points a, b,
* c, d. The parameter t varies between 0 and 1, a
* and d are points on the curve, and b and c are the
* control points. This can be done once with the x
* coordinates and a second time with the y
* coordinates to get the location of a curve at t.
*
* @param a coordinate of first point on the curve
* @param b coordinate of first control point
* @param c coordinate of second control point
* @param d coordinate of second point on the curve
* @param t value between 0 and 1
* @return bezier value at position t
*/
declare function curvePoint(a: number, b: number, c: number, d: number, t: number): number;
/**
* Evaluates the tangent to the curve at position t
* for points a, b, c, d. The parameter t varies
* between 0 and 1, a and d are points on the curve,
* and b and c are the control points.
*
* @param a coordinate of first point on the curve
* @param b coordinate of first control point
* @param c coordinate of second control point
* @param d coordinate of second point on the curve
* @param t value between 0 and 1
* @return the tangent at position t
*/
declare function curveTangent(a: number, b: number, c: number, d: number, t: number): number;
// src/core/environment.js
/**
* The print() function writes to the console area of
* your browser. This function is often helpful for
* looking at the data a program is producing. This
* function creates a new line of text for each call
* to the function. Individual elements can be
* separated with quotes ("") and joined with the
* addition operator (+).
*
* @param contents any combination of Number, String,
* Object, Boolean, Array to print
*/
declare function print(contents: any): void;
/**
* The system variable frameCount contains the number
* of frames that have been displayed since the
* program started. Inside setup() the value is 0,
* after the first iteration of draw it is 1, etc.
*
*/
declare var frameCount: number;
/**
* Confirms if the window a p5.js program is in is
* "focused," meaning that the sketch will accept
* mouse or keyboard input. This variable is "true"
* if the window is focused and "false" if not.
*
*/
declare var focused: boolean;
/**
* Sets the cursor to a predefined symbol or an
* image, or makes it visible if already hidden. If
* you are trying to set an image as the cursor, the
* recommended size is 16x16 or 32x32 pixels. It is
* not possible to load an image as the cursor if you
* are exporting your program for the Web, and not
* all MODES work with all browsers. The values for
* parameters x and y must be less than the
* dimensions of the image.
*
* @param type either ARROW, CROSS, HAND, MOVE, TEXT,
* or WAIT, or path for image
* @param [x] the horizontal active spot of the
* cursor
* @param [y] the vertical active spot of the cursor
*/
declare function cursor(type: string|any, x?: number, y?: number): void;
/**
* Specifies the number of frames to be displayed
* every second. For example, the function call
* frameRate(30) will attempt to refresh 30 times a
* second. If the processor is not fast enough to
* maintain the specified rate, the frame rate will
* not be achieved. Setting the frame rate within
* setup() is recommended. The default rate is 60
* frames per second. This is the same as
* setFrameRate(val). Calling frameRate() with no
* arguments returns the current framerate. The draw
* function must run at least once before it will
* return a value. This is the same as
* getFrameRate().
*
*
* Calling frameRate() with arguments that are not of
* the type numbers or are non positive also returns
* current framerate.
*
* @param fps number of frames to be displayed every
* second
* @chainable
*/
declare function frameRate(fps: number): p5;
/**
* Specifies the number of frames to be displayed
* every second. For example, the function call
* frameRate(30) will attempt to refresh 30 times a
* second. If the processor is not fast enough to
* maintain the specified rate, the frame rate will
* not be achieved. Setting the frame rate within
* setup() is recommended. The default rate is 60
* frames per second. This is the same as
* setFrameRate(val). Calling frameRate() with no
* arguments returns the current framerate. The draw
* function must run at least once before it will
* return a value. This is the same as
* getFrameRate().
*
*
* Calling frameRate() with arguments that are not of
* the type numbers or are non positive also returns
* current framerate.
*
* @return current frameRate
*/
declare function frameRate(): number;
/**
* Hides the cursor from view.
*
*/
declare function noCursor(): void;
/**
* System variable that stores the width of the
* entire screen display. This is used to run a
* full-screen program on any display size.
*
*/
declare var displayWidth: number;
/**
* System variable that stores the height of the
* entire screen display. This is used to run a
* full-screen program on any display size.
*
*/
declare var displayHeight: number;
/**
* System variable that stores the width of the inner
* window, it maps to window.innerWidth.
*
*/
declare var windowWidth: number;
/**
* System variable that stores the height of the
* inner window, it maps to window.innerHeight.
*
*/
declare var windowHeight: number;
/**
* The windowResized() function is called once every
* time the browser window is resized. This is a good
* place to resize the canvas or do any other
* adjustments to accommodate the new window size.
*
*/
declare function windowResized(): void;
/**
* System variable that stores the width of the
* drawing canvas. This value is set by the first
* parameter of the createCanvas() function. For
* example, the function call createCanvas(320, 240)
* sets the width variable to the value 320. The
* value of width defaults to 100 if createCanvas()
* is not used in a program.
*
*/
declare var width: number;
/**
* System variable that stores the height of the
* drawing canvas. This value is set by the second
* parameter of the createCanvas() function. For
* example, the function call createCanvas(320, 240)
* sets the height variable to the value 240. The
* value of height defaults to 100 if createCanvas()
* is not used in a program.
*
*/
declare var height: number;
/**
* If argument is given, sets the sketch to
* fullscreen or not based on the value of the
* argument. If no argument is given, returns the
* current fullscreen state. Note that due to browser
* restrictions this can only be called on user
* input, for example, on mouse press like the
* example below.
*
* @param [val] whether the sketch should be in
* fullscreen mode or not
* @return current fullscreen state
*/
declare function fullscreen(val?: boolean): boolean;
/**
* Sets the pixel scaling for high pixel density
* displays. By default pixel density is set to match
* display density, call pixelDensity(1) to turn this
* off. Calling pixelDensity() with no arguments
* returns the current pixel density of the sketch.
*
* @param [val] whether or how much the sketch should
* scale
* @return current pixel density of the sketch
*/
declare function pixelDensity(val?: number): number;
/**
* Returns the pixel density of the current display
* the sketch is running on.
*
* @return current pixel density of the display
*/
declare function displayDensity(): number;
/**
* Gets the current URL.
*
* @return url
*/
declare function getURL(): string;
/**
* Gets the current URL path as an array.
*
* @return path components
*/
declare function getURLPath(): string[];
/**
* Gets the current URL params as an Object.
*
* @return URL params
*/
declare function getURLParams(): object;
// src/core/rendering.js
/**
* Creates a canvas element in the document, and sets
* the dimensions of it in pixels. This method should
* be called only once at the start of setup. Calling
* createCanvas more than once in a sketch will
* result in very unpredictable behavior. If you want
* more than one drawing canvas you could use
* createGraphics (hidden by default but it can be
* shown). The system variables width and height are
* set by the parameters passed to this function. If
* createCanvas() is not used, the window will be
* given a default size of 100x100 pixels.
*
*
* For more ways to position the canvas, see the
* positioning the canvas wiki page.
*
* @param w width of the canvas
* @param h height of the canvas
* @param [renderer] either P2D or WEBGL
* @return canvas generated
*/
declare function createCanvas(w: number, h: number, renderer?: RENDERER): p5.Renderer;
/**
* Resizes the canvas to given width and height. The
* canvas will be cleared and draw will be called
* immediately, allowing the sketch to re-render
* itself in the resized canvas.
*
* @param w width of the canvas
* @param h height of the canvas
* @param [noRedraw] don't redraw the canvas
* immediately
*/
declare function resizeCanvas(w: number, h: number, noRedraw?: boolean): void;
/**
* Removes the default canvas for a p5 sketch that
* doesn't require a canvas
*
*/
declare function noCanvas(): void;
/**
* Creates and returns a new p5.Renderer object. Use
* this class if you need to draw into an off-screen
* graphics buffer. The two parameters define the
* width and height in pixels.
*
* @param w width of the offscreen graphics buffer
* @param h height of the offscreen graphics buffer
* @param [renderer] either P2D or WEBGL undefined
* defaults to p2d
* @return offscreen graphics buffer
*/
declare function createGraphics(w: number, h: number, renderer?: RENDERER): p5.Graphics;
/**
* Blends the pixels in the display window according
* to the defined mode. There is a choice of the
* following modes to blend the source pixels (A)
* with the ones of pixels already in the display
* window (B): - BLEND - linear interpolation of
* colours: C = A*factor + B. This is the default
* blending mode.
* - ADD - sum of A and B
* - DARKEST - only the darkest colour succeeds: C =
* min(A*factor, B).
* - LIGHTEST - only the lightest colour succeeds: C
* = max(A*factor, B).
* - DIFFERENCE - subtract colors from underlying
* image.
* - EXCLUSION - similar to DIFFERENCE, but less
* extreme.
* - MULTIPLY - multiply the colors, result will
* always be darker.
* - SCREEN - opposite multiply, uses inverse values
* of the colors.
* - REPLACE - the pixels entirely replace the others
* and don't utilize alpha (transparency) values.
* - OVERLAY - mix of MULTIPLY and SCREEN .
* Multiplies dark values, and screens light values.
* - HARD_LIGHT - SCREEN when greater than 50% gray,
* MULTIPLY when lower.
* - SOFT_LIGHT - mix of DARKEST and LIGHTEST. Works
* like OVERLAY, but not as harsh.
* - DODGE - lightens light tones and increases
* contrast, ignores darks.
* - BURN - darker areas are applied, increasing
* contrast, ignores lights.
*
* @param mode blend mode to set for canvas. either
* BLEND, DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,
* EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
* SOFT_LIGHT, DODGE, BURN, ADD or NORMAL
*/
declare function blendMode(mode: BLEND_MODE): void;
// src/core/structure.js
/**
* Stops p5.js from continuously executing the code
* within draw(). If loop() is called, the code in
* draw() begins to run continuously again. If using
* noLoop() in setup(), it should be the last line
* inside the block. When noLoop() is used, it's not
* possible to manipulate or access the screen inside
* event handling functions such as mousePressed() or
* keyPressed(). Instead, use those functions to call
* redraw() or loop(), which will run draw(), which
* can update the screen properly. This means that
* when noLoop() has been called, no drawing can
* happen, and functions like saveFrame() or
* loadPixels() may not be used.
*
*
* Note that if the sketch is resized, redraw() will
* be called to update the sketch, even after
* noLoop() has been specified. Otherwise, the sketch
* would enter an odd state until loop() was called.
*
*/
declare function noLoop(): void;
/**
* By default, p5.js loops through draw()
* continuously, executing the code within it.
* However, the draw() loop may be stopped by calling
* noLoop(). In that case, the draw() loop can be
* resumed with loop().
*
*/
declare function loop(): void;
/**
* The push() function saves the current drawing
* style settings and transformations, while pop()
* restores these settings. Note that these functions
* are always used together. They allow you to change
* the style and transformation settings and later
* return to what you had. When a new state is
* started with push(), it builds on the current
* style and transform information. The push() and
* pop() functions can be embedded to provide more
* control. (See the second example for a
* demonstration.) push() stores information related
* to the current transformation state and style
* settings controlled by the following functions:
* fill(), stroke(), tint(), strokeWeight(),
* strokeCap(), strokeJoin(), imageMode(),
* rectMode(), ellipseMode(), colorMode(),
* textAlign(), textFont(), textMode(), textSize(),
* textLeading().
*
*/
declare function push(): void;
/**
* The push() function saves the current drawing
* style settings and transformations, while pop()
* restores these settings. Note that these functions
* are always used together. They allow you to change
* the style and transformation settings and later
* return to what you had. When a new state is
* started with push(), it builds on the current
* style and transform information. The push() and
* pop() functions can be embedded to provide more
* control. (See the second example for a
* demonstration.) push() stores information related
* to the current transformation state and style
* settings controlled by the following functions:
* fill(), stroke(), tint(), strokeWeight(),
* strokeCap(), strokeJoin(), imageMode(),
* rectMode(), ellipseMode(), colorMode(),
* textAlign(), textFont(), textMode(), textSize(),
* textLeading().
*
*/
declare function pop(): void;
/**
* Executes the code within draw() one time. This
* functions allows the program to update the display
* window only when necessary, for example when an
* event registered by mousePressed() or keyPressed()
* occurs. In structuring a program, it only makes
* sense to call redraw() within events such as
* mousePressed(). This is because redraw() does not
* run draw() immediately (it only sets a flag that
* indicates an update is needed).
*
*
* The redraw() function does not work properly when
* called inside draw(). To enable/disable
* animations, use loop() and noLoop().
*
*
* In addition you can set the number of redraws per
* method call. Just add an integer as single
* parameter for the number of redraws.
*
* @param [n] Redraw for n-times. The default value
* is 1.
*/
declare function redraw(n?: number): void;
// src/core/transform.js
/**
* Multiplies the current matrix by the one specified
* through the parameters. This is a powerful
* operation that can perform the equivalent of
* translate, scale, shear and rotate all at once.
* You can learn more about transformation matrices
* on Wikipedia. The naming of the arguments here
* follows the naming of the WHATWG specification
* and corresponds to a transformation matrix of the
* form:
*
* @param a numbers which define the 2x3 matrix to be
* multiplied
* @param b numbers which define the 2x3 matrix to be
* multiplied
* @param c numbers which define the 2x3 matrix to be
* multiplied
* @param d numbers which define the 2x3 matrix to be
* multiplied
* @param e numbers which define the 2x3 matrix to be
* multiplied
* @param f numbers which define the 2x3 matrix to be
* multiplied
* @chainable
*/
declare function applyMatrix(a: number, b: number, c: number, d: number, e: number, f: number): p5;
/**
* Replaces the current matrix with the identity
* matrix.
*
* @chainable
*/
declare function resetMatrix(): p5;
/**
* Rotates a shape the amount specified by the angle
* parameter. This function accounts for angleMode,
* so angles can be entered in either RADIANS or
* DEGREES. Objects are always rotated around their
* relative position to the origin and positive
* numbers rotate objects in a clockwise direction.
* Transformations apply to everything that happens
* after and subsequent calls to the function
* accumulates the effect. For example, calling
* rotate(HALF_PI) and then rotate(HALF_PI) is the
* same as rotate(PI). All tranformations are reset
* when draw() begins again.
*
*
* Technically, rotate() multiplies the current
* transformation matrix by a rotation matrix. This
* function can be further controlled by the push()
* and pop().
*
* @param angle the angle of rotation, specified in
* radians or degrees, depending on current angleMode
* @param [axis] (in 3d) the axis to rotate around
* @chainable
*/
declare function rotate(angle: number, axis?: p5.Vector|number[]): p5;
/**
* Rotates around X axis.
*
* @param angle the angle of rotation, specified in
* radians or degrees, depending on current angleMode
* @chainable
*/
declare function rotateX(angle: number): p5;
/**
* Rotates around Y axis.
*
* @param angle the angle of rotation, specified in
* radians or degrees, depending on current angleMode
* @chainable
*/
declare function rotateY(angle: number): p5;
/**
* Rotates around Z axis. Webgl mode only.
*
* @param angle the angle of rotation, specified in
* radians or degrees, depending on current angleMode
* @chainable
*/
declare function rotateZ(angle: number): p5;
/**
* Increases or decreases the size of a shape by
* expanding and contracting vertices. Objects always
* scale from their relative origin to the coordinate
* system. Scale values are specified as decimal
* percentages. For example, the function call
* scale(2.0) increases the dimension of a shape by
* 200%. Transformations apply to everything that
* happens after and subsequent calls to the function
* multiply the effect. For example, calling
* scale(2.0) and then scale(1.5) is the same as
* scale(3.0). If scale() is called within draw(),
* the transformation is reset when the loop begins
* again.
*
*
* Using this function with the z parameter is only
* available in WEBGL mode. This function can be
* further controlled with push() and pop().
*
* @param s percent to scale the object, or
* percentage to scale the object in the x-axis if
* multiple arguments are given
* @param [y] percent to scale the object in the
* y-axis
* @param [z] percent to scale the object in the
* z-axis (webgl only)
* @chainable
*/
declare function scale(s: number|p5.Vector|number[], y?: number, z?: number): p5;
/**
* Increases or decreases the size of a shape by
* expanding and contracting vertices. Objects always
* scale from their relative origin to the coordinate
* system. Scale values are specified as decimal
* percentages. For example, the function call
* scale(2.0) increases the dimension of a shape by
* 200%. Transformations apply to everything that
* happens after and subsequent calls to the function
* multiply the effect. For example, calling
* scale(2.0) and then scale(1.5) is the same as
* scale(3.0). If scale() is called within draw(),
* the transformation is reset when the loop begins
* again.
*
*
* Using this function with the z parameter is only
* available in WEBGL mode. This function can be
* further controlled with push() and pop().
*
* @param scales per-axis percents to scale the
* object
* @chainable
*/
declare function scale(scales: p5.Vector|number[]): p5;
/**
* Shears a shape around the x-axis the amount
* specified by the angle parameter. Angles should be
* specified in the current angleMode. Objects are
* always sheared around their relative position to
* the origin and positive numbers shear objects in a
* clockwise direction. Transformations apply to
* everything that happens after and subsequent calls
* to the function accumulates the effect. For
* example, calling shearX(PI/2) and then
* shearX(PI/2) is the same as shearX(PI). If
* shearX() is called within the draw(), the
* transformation is reset when the loop begins
* again.
*
*
* Technically, shearX() multiplies the current
* transformation matrix by a rotation matrix. This
* function can be further controlled by the push()
* and pop() functions.
*
* @param angle angle of shear specified in radians
* or degrees, depending on current angleMode
* @chainable
*/
declare function shearX(angle: number): p5;
/**
* Shears a shape around the y-axis the amount
* specified by the angle parameter. Angles should be
* specified in the current angleMode. Objects are
* always sheared around their relative position to
* the origin and positive numbers shear objects in a
* clockwise direction. Transformations apply to
* everything that happens after and subsequent calls
* to the function accumulates the effect. For
* example, calling shearY(PI/2) and then
* shearY(PI/2) is the same as shearY(PI). If
* shearY() is called within the draw(), the
* transformation is reset when the loop begins
* again.
*
*
* Technically, shearY() multiplies the current
* transformation matrix by a rotation matrix. This
* function can be further controlled by the push()
* and pop() functions.
*
* @param angle angle of shear specified in radians
* or degrees, depending on current angleMode
* @chainable
*/
declare function shearY(angle: number): p5;
/**
* Specifies an amount to displace objects within the
* display window. The x parameter specifies
* left/right translation, the y parameter specifies
* up/down translation. Transformations are
* cumulative and apply to everything that happens
* after and subsequent calls to the function
* accumulates the effect. For example, calling
* translate(50, 0) and then translate(20, 0) is the
* same as translate(70, 0). If translate() is called
* within draw(), the transformation is reset when
* the loop begins again. This function can be
* further controlled by using push() and pop().
*
* @param x left/right translation
* @param y up/down translation
* @param [z] forward/backward translation (webgl
* only)
* @chainable
*/
declare function translate(x: number, y: number, z?: number): p5;
/**
* Specifies an amount to displace objects within the
* display window. The x parameter specifies
* left/right translation, the y parameter specifies
* up/down translation. Transformations are
* cumulative and apply to everything that happens
* after and subsequent calls to the function
* accumulates the effect. For example, calling
* translate(50, 0) and then translate(20, 0) is the
* same as translate(70, 0). If translate() is called
* within draw(), the transformation is reset when
* the loop begins again. This function can be
* further controlled by using push() and pop().
*
* @param vector the vector to translate by
* @chainable
*/
declare function translate(vector: p5.Vector): p5;
// src/core/vertex.js
/**
* Use the beginContour() and endContour() functions
* to create negative shapes within shapes such as
* the center of the letter 'O'. beginContour()
* begins recording vertices for the shape and
* endContour() stops recording. The vertices that
* define a negative shape must "wind" in the
* opposite direction from the exterior shape. First
* draw vertices for the exterior clockwise order,
* then for internal shapes, draw vertices shape in
* counter-clockwise. These functions can only be
* used within a beginShape()/endShape() pair and
* transformations such as translate(), rotate(), and
* scale() do not work within a
* beginContour()/endContour() pair. It is also not
* possible to use other shapes, such as ellipse() or
* rect() within.
*
* @chainable
*/
declare function beginContour(): p5;
/**
* Using the beginShape() and endShape() functions
* allow creating more complex forms. beginShape()
* begins recording vertices for a shape and
* endShape() stops recording. The value of the kind
* parameter tells it which types of shapes to create
* from the provided vertices. With no mode
* specified, the shape can be any irregular polygon.
* The parameters available for beginShape() are
* POINTS, LINES, TRIANGLES, TRIANGLE_FAN,
* TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After
* calling the beginShape() function, a series of
* vertex() commands must follow. To stop drawing the
* shape, call endShape(). Each shape will be
* outlined with the current stroke color and filled
* with the fill color.
*
*
* Transformations such as translate(), rotate(), and
* scale() do not work within beginShape(). It is
* also not possible to use other shapes, such as
* ellipse() or rect() within beginShape().
*
* @param [kind] either POINTS, LINES, TRIANGLES,
* TRIANGLE_FAN TRIANGLE_STRIP, QUADS, or QUAD_STRIP
* @chainable
*/
declare function beginShape(kind?: BEGIN_KIND): p5;
/**
* Specifies vertex coordinates for Bezier curves.
* Each call to bezierVertex() defines the position
* of two control points and one anchor point of a
* Bezier curve, adding a new segment to a line or
* shape. The first time bezierVertex() is used
* within a beginShape() call, it must be prefaced
* with a call to vertex() to set the first anchor
* point. This function must be used between
* beginShape() and endShape() and only when there is
* no MODE parameter specified to beginShape().
*
* @param x2 x-coordinate for the first control point
* @param y2 y-coordinate for the first control point
* @param x3 x-coordinate for the second control
* point
* @param y3 y-coordinate for the second control
* point
* @param x4 x-coordinate for the anchor point
* @param y4 y-coordinate for the anchor point
* @chainable
*/
declare function bezierVertex(x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): p5;
/**
* Specifies vertex coordinates for curves. This
* function may only be used between beginShape() and
* endShape() and only when there is no MODE
* parameter specified to beginShape(). The first
* and last points in a series of curveVertex() lines
* will be used to guide the beginning and end of a
* the curve. A minimum of four points is required to
* draw a tiny curve between the second and third
* points. Adding a fifth point with curveVertex()
* will draw the curve between the second, third, and
* fourth points. The curveVertex() function is an
* implementation of Catmull-Rom splines.
*
* @param x x-coordinate of the vertex
* @param y y-coordinate of the vertex
* @chainable
*/
declare function curveVertex(x: number, y: number): p5;
/**
* Use the beginContour() and endContour() functions
* to create negative shapes within shapes such as
* the center of the letter 'O'. beginContour()
* begins recording vertices for the shape and
* endContour() stops recording. The vertices that
* define a negative shape must "wind" in the
* opposite direction from the exterior shape. First
* draw vertices for the exterior clockwise order,
* then for internal shapes, draw vertices shape in
* counter-clockwise. These functions can only be
* used within a beginShape()/endShape() pair and
* transformations such as translate(), rotate(), and
* scale() do not work within a
* beginContour()/endContour() pair. It is also not
* possible to use other shapes, such as ellipse() or
* rect() within.
*
* @chainable
*/
declare function endContour(): p5;
/**
* The endShape() function is the companion to
* beginShape() and may only be called after
* beginShape(). When endshape() is called, all of
* image data defined since the previous call to
* beginShape() is written into the image buffer. The
* constant CLOSE as the value for the MODE parameter
* to close the shape (to connect the beginning and
* the end).
*
* @param [mode] use CLOSE to close the shape
* @chainable
*/
declare function endShape(mode?: END_MODE): p5;
/**
* Specifies vertex coordinates for quadratic Bezier
* curves. Each call to quadraticVertex() defines the
* position of one control points and one anchor
* point of a Bezier curve, adding a new segment to a
* line or shape. The first time quadraticVertex() is
* used within a beginShape() call, it must be
* prefaced with a call to vertex() to set the first
* anchor point. This function must be used between
* beginShape() and endShape() and only when there is
* no MODE parameter specified to beginShape().
*
* @param cx x-coordinate for the control point
* @param cy y-coordinate for the control point
* @param x3 x-coordinate for the anchor point
* @param y3 y-coordinate for the anchor point
* @chainable
*/
declare function quadraticVertex(cx: number, cy: number, x3: number, y3: number): p5;
/**
* All shapes are constructed by connecting a series
* of vertices. vertex() is used to specify the
* vertex coordinates for points, lines, triangles,
* quads, and polygons. It is used exclusively within
* the beginShape() and endShape() functions.
*
* @param x x-coordinate of the vertex
* @param y y-coordinate of the vertex
* @chainable
*/
declare function vertex(x: number, y: number): p5;
/**
* All shapes are constructed by connecting a series
* of vertices. vertex() is used to specify the
* vertex coordinates for points, lines, triangles,
* quads, and polygons. It is used exclusively within
* the beginShape() and endShape() functions.
*
* @param x x-coordinate of the vertex
* @param y y-coordinate of the vertex
* @param [z] z-coordinate of the vertex
* @param [u] the vertex's texture u-coordinate
* @param [v] the vertex's texture v-coordinate
*/
declare function vertex(x: number, y: number, z?: number, u?: number, v?: number): void;
// src/data/p5.TypedDict.js
/**
* Creates a new instance of p5.StringDict using the
* key, value pair or object you provide.
*
* @param key or object
*/
declare function createStringDict(key: string|object, value: string): p5.StringDict;
/**
* Creates a new instance of p5.NumberDict using the
* key, value pair or object you provide.
*
* @param key or object
*/
declare function createNumberDict(key: number|object, value: number): p5.NumberDict;
// src/events/acceleration.js
/**
* The system variable deviceOrientation always
* contains the orientation of the device. The value
* of this variable will either be set 'landscape' or
* 'portrait'. If no data is available it will be set
* to 'undefined'. either LANDSCAPE or PORTRAIT.
*
*/
declare var deviceOrientation: any;
/**
* The system variable accelerationX always contains
* the acceleration of the device along the x axis.
* Value is represented as meters per second squared.
*
*/
declare var accelerationX: number;
/**
* The system variable accelerationY always contains
* the acceleration of the device along the y axis.
* Value is represented as meters per second squared.
*
*/
declare var accelerationY: number;
/**
* The system variable accelerationZ always contains
* the acceleration of the device along the z axis.
* Value is represented as meters per second squared.
*
*/
declare var accelerationZ: number;
/**
* The system variable pAccelerationX always contains
* the acceleration of the device along the x axis in
* the frame previous to the current frame. Value is
* represented as meters per second squared.
*
*/
declare var pAccelerationX: number;
/**
* The system variable pAccelerationY always contains
* the acceleration of the device along the y axis in
* the frame previous to the current frame. Value is
* represented as meters per second squared.
*
*/
declare var pAccelerationY: number;
/**
* The system variable pAccelerationZ always contains
* the acceleration of the device along the z axis in
* the frame previous to the current frame. Value is
* represented as meters per second squared.
*
*/
declare var pAccelerationZ: number;
/**
* The system variable rotationX always contains the
* rotation of the device along the x axis. Value is
* represented as 0 to +/-180 degrees. Note: The
* order the rotations are called is important, ie.
* if used together, it must be called in the order
* Z-X-Y or there might be unexpected behaviour.
*
*/
declare var rotationX: number;
/**
* The system variable rotationY always contains the
* rotation of the device along the y axis. Value is
* represented as 0 to +/-90 degrees. Note: The
* order the rotations are called is important, ie.
* if used together, it must be called in the order
* Z-X-Y or there might be unexpected behaviour.
*
*/
declare var rotationY: number;
/**
* The system variable rotationZ always contains the
* rotation of the device along the z axis. Value is
* represented as 0 to 359 degrees. Unlike rotationX
* and rotationY, this variable is available for
* devices with a built-in compass only.
*
*
* Note: The order the rotations are called is
* important, ie. if used together, it must be called
* in the order Z-X-Y or there might be unexpected
* behaviour.
*
*/
declare var rotationZ: number;
/**
* The system variable pRotationX always contains the
* rotation of the device along the x axis in the
* frame previous to the current frame. Value is
* represented as 0 to +/-180 degrees. pRotationX
* can also be used with rotationX to determine the
* rotate direction of the device along the X-axis.
*
*/
declare var pRotationX: number;
/**
* The system variable pRotationY always contains the
* rotation of the device along the y axis in the
* frame previous to the current frame. Value is
* represented as 0 to +/-90 degrees. pRotationY can
* also be used with rotationY to determine the
* rotate direction of the device along the Y-axis.
*
*/
declare var pRotationY: number;
/**
* The system variable pRotationZ always contains the
* rotation of the device along the z axis in the
* frame previous to the current frame. Value is
* represented as 0 to 359 degrees. pRotationZ can
* also be used with rotationZ to determine the
* rotate direction of the device along the Z-axis.
*
*/
declare var pRotationZ: number;
declare var turnAxis: string;
/**
* The setMoveThreshold() function is used to set the
* movement threshold for the deviceMoved() function.
* The default threshold is set to 0.5.
*
* @param value The threshold value
*/
declare function setMoveThreshold(value: number): void;
/**
* The setShakeThreshold() function is used to set
* the movement threshold for the deviceShaken()
* function. The default threshold is set to 30.
*
* @param value The threshold value
*/
declare function setShakeThreshold(value: number): void;
/**
* The deviceMoved() function is called when the
* device is moved by more than the threshold value
* along X, Y or Z axis. The default threshold is set
* to 0.5.
*
*/
declare function deviceMoved(): void;
/**
* The deviceTurned() function is called when the
* device rotates by more than 90 degrees
* continuously. The axis that triggers the
* deviceTurned() method is stored in the turnAxis
* variable. The deviceTurned() method can be locked
* to trigger on any axis: X, Y or Z by comparing the
* turnAxis variable to 'X', 'Y' or 'Z'.
*
*/
declare function deviceTurned(): void;
/**
* The deviceShaken() function is called when the
* device total acceleration changes of accelerationX
* and accelerationY values is more than the
* threshold value. The default threshold is set to
* 30.
*
*/
declare function deviceShaken(): void;
// src/events/keyboard.js
/**
* The boolean system variable keyIsPressed is true
* if any key is pressed and false if no keys are
* pressed.
*
*/
declare var keyIsPressed: boolean;
/**
* The system variable key always contains the value
* of the most recent key on the keyboard that was
* typed. To get the proper capitalization, it is
* best to use it within keyTyped(). For non-ASCII
* keys, use the keyCode variable.
*
*/
declare var key: string;
/**
* The variable keyCode is used to detect special
* keys such as BACKSPACE, DELETE, ENTER, RETURN,
* TAB, ESCAPE, SHIFT, CONTROL, OPTION, ALT,
* UP_ARROW, DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW. You
* can also check for custom keys by looking up the
* keyCode of any key on a site like this:
* keycode.info.
*
*/
declare var keyCode: number;
/**
* The keyPressed() function is called once every
* time a key is pressed. The keyCode for the key
* that was pressed is stored in the keyCode
* variable. For non-ASCII keys, use the keyCode
* variable. You can check if the keyCode equals
* BACKSPACE, DELETE, ENTER, RETURN, TAB, ESCAPE,
* SHIFT, CONTROL, OPTION, ALT, UP_ARROW, DOWN_ARROW,
* LEFT_ARROW, RIGHT_ARROW.
*
*
* For ASCII keys that was pressed is stored in the
* key variable. However, it does not distinguish
* between uppercase and lowercase. For this reason,
* it is recommended to use keyTyped() to read the
* key variable, in which the case of the variable
* will be distinguished.
*
*
* Because of how operating systems handle key
* repeats, holding down a key may cause multiple
* calls to keyTyped() (and keyReleased() as well).
* The rate of repeat is set by the operating system
* and how each computer is configured.
*
*
* Browsers may have different default behaviors
* attached to various key events. To prevent any
* default behavior for this event, add "return
* false" to the end of the method.
*
*/
declare function keyPressed(): void;
/**
* The keyReleased() function is called once every
* time a key is released. See key and keyCode for
* more information. Browsers may have different
* default behaviors attached to various key events.
* To prevent any default behavior for this event,
* add "return false" to the end of the method.
*
*/
declare function keyReleased(): void;
/**
* The keyTyped() function is called once every time
* a key is pressed, but action keys such as Ctrl,
* Shift, and Alt are ignored. The most recent key
* pressed will be stored in the key variable.
* Because of how operating systems handle key
* repeats, holding down a key will cause multiple
* calls to keyTyped() (and keyReleased() as well).
* The rate of repeat is set by the operating system
* and how each computer is configured.
*
*
* Browsers may have different default behaviors
* attached to various key events. To prevent any
* default behavior for this event, add "return
* false" to the end of the method.
*
*/
declare function keyTyped(): void;
/**
* The keyIsDown() function checks if the key is
* currently down, i.e. pressed. It can be used if
* you have an object that moves, and you want
* several keys to be able to affect its behaviour
* simultaneously, such as moving a sprite
* diagonally. You can put in any number representing
* the keyCode of the key, or use any of the variable
* keyCode names listed here.
*
* @param code The key to check for.
* @return whether key is down or not
*/
declare function keyIsDown(code: number): boolean;
// src/events/mouse.js
/**
* The system variable mouseX always contains the
* current horizontal position of the mouse, relative
* to (0, 0) of the canvas. If touch is used instead
* of mouse input, mouseX will hold the x value of
* the most recent touch point.
*
*/
declare var mouseX: number;
/**
* The system variable mouseY always contains the
* current vertical position of the mouse, relative
* to (0, 0) of the canvas. If touch is used instead
* of mouse input, mouseY will hold the y value of
* the most recent touch point.
*
*/
declare var mouseY: number;
/**
* The system variable pmouseX always contains the
* horizontal position of the mouse or finger in the
* frame previous to the current frame, relative to
* (0, 0) of the canvas.
*
*/
declare var pmouseX: number;
/**
* The system variable pmouseY always contains the
* vertical position of the mouse or finger in the
* frame previous to the current frame, relative to
* (0, 0) of the canvas.
*
*/
declare var pmouseY: number;
/**
* The system variable winMouseX always contains the
* current horizontal position of the mouse, relative
* to (0, 0) of the window.
*
*/
declare var winMouseX: number;
/**
* The system variable winMouseY always contains the
* current vertical position of the mouse, relative
* to (0, 0) of the window.
*
*/
declare var winMouseY: number;
/**
* The system variable pwinMouseX always contains the
* horizontal position of the mouse in the frame
* previous to the current frame, relative to (0, 0)
* of the window.
*
*/
declare var pwinMouseX: number;
/**
* The system variable pwinMouseY always contains the
* vertical position of the mouse in the frame
* previous to the current frame, relative to (0, 0)
* of the window.
*
*/
declare var pwinMouseY: number;
/**
* Processing automatically tracks if the mouse
* button is pressed and which button is pressed. The
* value of the system variable mouseButton is either
* LEFT, RIGHT, or CENTER depending on which button
* was pressed last. Warning: different browsers may
* track mouseButton differently.
*
*/
declare var mouseButton: any;
/**
* The boolean system variable mouseIsPressed is true
* if the mouse is pressed and false if not.
*
*/
declare var mouseIsPressed: boolean;
/**
* The mouseMoved() function is called every time the
* mouse moves and a mouse button is not pressed.
* Browsers may have different default behaviors
* attached to various mouse events. To prevent any
* default behavior for this event, add "return
* false" to the end of the method.
*
*/
declare function mouseMoved(): void;
/**
* The mouseDragged() function is called once every
* time the mouse moves and a mouse button is
* pressed. If no mouseDragged() function is defined,
* the touchMoved() function will be called instead
* if it is defined. Browsers may have different
* default behaviors attached to various mouse
* events. To prevent any default behavior for this
* event, add "return false" to the end of the
* method.
*
*/
declare function mouseDragged(): void;
/**
* The mousePressed() function is called once after
* every time a mouse button is pressed. The
* mouseButton variable (see the related reference
* entry) can be used to determine which button has
* been pressed. If no mousePressed() function is
* defined, the touchStarted() function will be
* called instead if it is defined. Browsers may have
* different default behaviors attached to various
* mouse events. To prevent any default behavior for
* this event, add "return false" to the end of the
* method.
*
*/
declare function mousePressed(): void;
/**
* The mouseReleased() function is called every time
* a mouse button is released. If no mouseReleased()
* function is defined, the touchEnded() function
* will be called instead if it is defined. Browsers
* may have different default behaviors attached to
* various mouse events. To prevent any default
* behavior for this event, add "return false" to the
* end of the method.
*
*/
declare function mouseReleased(): void;
/**
* The mouseClicked() function is called once after a
* mouse button has been pressed and then released.
* Browsers handle clicks differently, so this
* function is only guaranteed to be run when the
* left mouse button is clicked. To handle other
* mouse buttons being pressed or released, see
* mousePressed() or mouseReleased().
*
*
* Browsers may have different default behaviors
* attached to various mouse events. To prevent any
* default behavior for this event, add "return
* false" to the end of the method.
*
*/
declare function mouseClicked(): void;
/**
* The doubleClicked() function is executed every
* time a event listener has detected a dblclick
* event which is a part of the DOM L3 specification.
* The doubleClicked event is fired when a pointing
* device button (usually a mouse's primary button)
* is clicked twice on a single element. For more
* info on the dblclick event refer to mozilla's
* documentation here:
* https://developer.mozilla.org/en-US/docs/Web/Events/dblclick
*
*/
declare function doubleClicked(): void;
/**
* The function mouseWheel() is executed every time a
* vertical mouse wheel event is detected either
* triggered by an actual mouse wheel or by a
* touchpad. The event.delta property returns the
* amount the mouse wheel have scrolled. The values
* can be positive or negative depending on the
* scroll direction (on OS X with "natural" scrolling
* enabled, the signs are inverted).
*
*
* Browsers may have different default behaviors
* attached to various mouse events. To prevent any
* default behavior for this event, add "return
* false" to the end of the method.
*
*
* Due to the current support of the "wheel" event on
* Safari, the function may only work as expected if
* "return false" is included while using Safari.
*
*/
declare function mouseWheel(): void;
// src/events/touch.js
/**
* The system variable touches[] contains an array of
* the positions of all current touch points,
* relative to (0, 0) of the canvas, and IDs
* identifying a unique touch as it moves. Each
* element in the array is an object with x, y, and
* id properties. The touches[] array is not
* supported on Safari and IE on touch-based desktops
* (laptops).
*
*/
declare var touches: object[];
/**
* The touchStarted() function is called once after
* every time a touch is registered. If no
* touchStarted() function is defined, the
* mousePressed() function will be called instead if
* it is defined. Browsers may have different default
* behaviors attached to various touch events. To
* prevent any default behavior for this event, add
* "return false" to the end of the method.
*
*/
declare function touchStarted(): void;
/**
* The touchMoved() function is called every time a
* touch move is registered. If no touchMoved()
* function is defined, the mouseDragged() function
* will be called instead if it is defined. Browsers
* may have different default behaviors attached to
* various touch events. To prevent any default
* behavior for this event, add "return false" to the
* end of the method.
*
*/
declare function touchMoved(): void;
/**
* The touchEnded() function is called every time a
* touch ends. If no touchEnded() function is
* defined, the mouseReleased() function will be
* called instead if it is defined. Browsers may have
* different default behaviors attached to various
* touch events. To prevent any default behavior for
* this event, add "return false" to the end of the
* method.
*
*/
declare function touchEnded(): void;
// src/image/image.js
/**
* Creates a new p5.Image (the datatype for storing
* images). This provides a fresh buffer of pixels to
* play with. Set the size of the buffer with the
* width and height parameters. .pixels gives access
* to an array containing the values for all the
* pixels in the display window. These values are
* numbers. This array is the size (including an
* appropriate factor for the pixelDensity) of the
* display window x4, representing the R, G, B, A
* values in order for each pixel, moving from left
* to right across each row, then down each column.
* See .pixels for more info. It may also be simpler
* to use set() or get().
*
*
* Before accessing the pixels of an image, the data
* must loaded with the loadPixels() function. After
* the array data has been modified, the
* updatePixels() function must be run to update the
* changes.
*
* @param width width in pixels
* @param height height in pixels
* @return the p5.Image object
*/
declare function createImage(width: number, height: number): p5.Image;
/**
* Save the current canvas as an image. In Safari,
* this will open the image in the window and the
* user must provide their own filename on save-as.
* Other browsers will either save the file
* immediately, or prompt the user with a dialogue
* window.
*
* @param selectedCanvas a variable representing a
* specific html5 canvas (optional)
* @param [extension] 'jpg' or 'png'
*/
declare function saveCanvas(selectedCanvas: p5.Element|HTMLCanvasElement, filename?: string, extension?: string): void;
/**
* Save the current canvas as an image. In Safari,
* this will open the image in the window and the
* user must provide their own filename on save-as.
* Other browsers will either save the file
* immediately, or prompt the user with a dialogue
* window.
*
* @param [extension] 'jpg' or 'png'
*/
declare function saveCanvas(filename?: string, extension?: string): void;
/**
* Capture a sequence of frames that can be used to
* create a movie. Accepts a callback. For example,
* you may wish to send the frames to a server where
* they can be stored or converted into a movie. If
* no callback is provided, the browser will pop up
* save dialogues in an attempt to download all of
* the images that have just been created. With the
* callback provided the image data isn't saved by
* default but instead passed as an argument to the
* callback function as an array of objects, with the
* size of array equal to the total number of frames.
* Note that saveFrames() will only save the first 15
* frames of an animation. To export longer
* animations, you might look into a library like
* ccapture.js.
*
* @param extension 'jpg' or 'png'
* @param duration Duration in seconds to save the
* frames for.
* @param framerate Framerate to save the frames in.
* @param [callback] A callback function that will be
* executed to handle the image data. This function
* should accept an array as argument. The array will
* contain the specified number of frames of objects.
* Each object has three properties: imageData - an
* image/octet-stream, filename and extension.
*/
declare function saveFrames(filename: string, extension: string, duration: number, framerate: number, callback?: (p1: any[]) => any): void;
// src/image/loading_displaying.js
/**
* Loads an image from a path and creates a p5.Image
* from it. The image may not be immediately
* available for rendering If you want to ensure that
* the image is ready before doing anything with it,
* place the loadImage() call in preload(). You may
* also supply a callback function to handle the
* image when it's ready.
*
*
* The path to the image should be relative to the
* HTML file that links in your sketch. Loading an
* image from a URL or other remote location may be
* blocked due to your browser's built-in security.
*
* @param path Path of the image to be loaded
* @param [successCallback] Function to be called
* once the image is loaded. Will be passed the
* p5.Image.
* @param [failureCallback] called with event error
* if the image fails to load.
* @return the p5.Image object
*/
declare function loadImage(path: string, successCallback?: (p1: p5.Image) => any, failureCallback?: (p1: Event) => any): p5.Image;
/**
* Draw an image to the p5.js canvas. This function
* can be used with different numbers of parameters.
* The simplest use requires only three parameters:
* img, x, and y—where (x, y) is the position of the
* image. Two more parameters can optionally be added
* to specify the width and height of the image.
*
* This function can also be used with all eight
* Number parameters. To differentiate between all
* these parameters, p5.js uses the language of
* "destination rectangle" (which corresponds to
* "dx", "dy", etc.) and "source image" (which
* corresponds to "sx", "sy", etc.) below. Specifying
* the "source image" dimensions can be useful when
* you want to display a subsection of the source
* image instead of the whole thing. Here's a diagram
* to explain further:
*
* @param img the image to display
* @param x the x-coordinate of the top-left corner
* of the image
* @param y the y-coordinate of the top-left corner
* of the image
* @param [width] the width to draw the image
* @param [height] the height to draw the image
*/
declare function image(img: p5.Image|p5.Element, x: number, y: number, width?: number, height?: number): void;
/**
* Draw an image to the p5.js canvas. This function
* can be used with different numbers of parameters.
* The simplest use requires only three parameters:
* img, x, and y—where (x, y) is the position of the
* image. Two more parameters can optionally be added
* to specify the width and height of the image.
*
* This function can also be used with all eight
* Number parameters. To differentiate between all
* these parameters, p5.js uses the language of
* "destination rectangle" (which corresponds to
* "dx", "dy", etc.) and "source image" (which
* corresponds to "sx", "sy", etc.) below. Specifying
* the "source image" dimensions can be useful when
* you want to display a subsection of the source
* image instead of the whole thing. Here's a diagram
* to explain further:
*
* @param img the image to display
* @param dx the x-coordinate of the destination
* rectangle in which to draw the source image
* @param dy the y-coordinate of the destination
* rectangle in which to draw the source image
* @param dWidth the width of the destination
* rectangle
* @param dHeight the height of the destination
* rectangle
* @param sx the x-coordinate of the subsection of
* the source image to draw into the destination
* rectangle
* @param sy the y-coordinate of the subsection of
* the source image to draw into the destination
* rectangle
* @param [sWidth] the width of the subsection of the
* source image to draw into the destination
* rectangle
* @param [sHeight] the height of the subsection of
* the source image to draw into the destination
* rectangle
*/
declare function image(img: p5.Image|p5.Element, dx: number, dy: number, dWidth: number, dHeight: number, sx: number, sy: number, sWidth?: number, sHeight?: number): void;
/**
* Sets the fill value for displaying images. Images
* can be tinted to specified colors or made
* transparent by including an alpha value. To apply
* transparency to an image without affecting its
* color, use white as the tint color and specify an
* alpha value. For instance, tint(255, 128) will
* make an image 50% transparent (assuming the
* default alpha range of 0-255, which can be changed
* with colorMode()).
*
*
* The value for the gray parameter must be less than
* or equal to the current maximum value as specified
* by colorMode(). The default maximum value is 255.
*
* @param v1 red or hue value relative to the current
* color range
* @param v2 green or saturation value relative to
* the current color range
* @param v3 blue or brightness value relative to the
* current color range
*/
declare function tint(v1: number, v2: number, v3: number, alpha?: number): void;
/**
* Sets the fill value for displaying images. Images
* can be tinted to specified colors or made
* transparent by including an alpha value. To apply
* transparency to an image without affecting its
* color, use white as the tint color and specify an
* alpha value. For instance, tint(255, 128) will
* make an image 50% transparent (assuming the
* default alpha range of 0-255, which can be changed
* with colorMode()).
*
*
* The value for the gray parameter must be less than
* or equal to the current maximum value as specified
* by colorMode(). The default maximum value is 255.
*
* @param value a color string
*/
declare function tint(value: string, alpha?: number): void;
/**
* Sets the fill value for displaying images. Images
* can be tinted to specified colors or made
* transparent by including an alpha value. To apply
* transparency to an image without affecting its
* color, use white as the tint color and specify an
* alpha value. For instance, tint(255, 128) will
* make an image 50% transparent (assuming the
* default alpha range of 0-255, which can be changed
* with colorMode()).
*
*
* The value for the gray parameter must be less than
* or equal to the current maximum value as specified
* by colorMode(). The default maximum value is 255.
*
* @param values an array containing the
* red,green,blue & and alpha components of the color
*/
declare function tint(values: number[]): void;
/**
* Sets the fill value for displaying images. Images
* can be tinted to specified colors or made
* transparent by including an alpha value. To apply
* transparency to an image without affecting its
* color, use white as the tint color and specify an
* alpha value. For instance, tint(255, 128) will
* make an image 50% transparent (assuming the
* default alpha range of 0-255, which can be changed
* with colorMode()).
*
*
* The value for the gray parameter must be less than
* or equal to the current maximum value as specified
* by colorMode(). The default maximum value is 255.
*
* @param color the tint color
*/
declare function tint(color: p5.Color): void;
/**
* Removes the current fill value for displaying
* images and reverts to displaying images with their
* original hues.
*
*/
declare function noTint(): void;
/**
* Set image mode. Modifies the location from which
* images are drawn by changing the way in which
* parameters given to image() are interpreted. The
* default mode is imageMode(CORNER), which
* interprets the second and third parameters of
* image() as the upper-left corner of the image. If
* two additional parameters are specified, they are
* used to set the image's width and height.
* imageMode(CORNERS) interprets the second and third
* parameters of image() as the location of one
* corner, and the fourth and fifth parameters as the
* opposite corner.
*
*
* imageMode(CENTER) interprets the second and third
* parameters of image() as the image's center point.
* If two additional parameters are specified, they
* are used to set the image's width and height.
*
* @param mode either CORNER, CORNERS, or CENTER
*/
declare function imageMode(mode: IMAGE_MODE): void;
// src/image/pixels.js
/**
* Uint8ClampedArray containing the values for all
* the pixels in the display window. These values are
* numbers. This array is the size (include an
* appropriate factor for pixelDensity) of the
* display window x4, representing the R, G, B, A
* values in order for each pixel, moving from left
* to right across each row, then down each column.
* Retina and other high density displays will have
* more pixels[] (by a factor of pixelDensity^2). For
* example, if the image is 100x100 pixels, there
* will be 40,000. On a retina display, there will be
* 160,000. The first four values (indices 0-3) in
* the array will be the R, G, B, A values of the
* pixel at (0, 0). The second four values (indices
* 4-7) will contain the R, G, B, A values of the
* pixel at (1, 0). More generally, to set values for
* a pixel at (x, y):
*
* var d = pixelDensity(); for (var i = 0; i < d;
* i++) { for (var j = 0; j < d; j++) { // loop over
* idx = 4 * ((y * d + j) * width * d + (x * d + i));
* pixels[idx] = r; pixels[idx+1] = g; pixels[idx+2]
* = b; pixels[idx+3] = a; } }
*
* While the above method is complex, it is flexible
* enough to work with any pixelDensity. Note that
* set() will automatically take care of setting all
* the appropriate values in pixels[] for a given (x,
* y) at any pixelDensity, but the performance may
* not be as fast when lots of modifications are made
* to the pixel array.
*
*
* Before accessing this array, the data must loaded
* with the loadPixels() function. After the array
* data has been modified, the updatePixels()
* function must be run to update the changes.
*
*
* Note that this is not a standard javascript array.
* This means that standard javascript functions such
* as slice() or arrayCopy() do not work.
*
*/
declare var pixels: number[];
/**
* Copies a region of pixels from one image to
* another, using a specified blend mode to do the
* operation.
*
* @param srcImage source image
* @param sx X coordinate of the source's upper left
* corner
* @param sy Y coordinate of the source's upper left
* corner
* @param sw source image width
* @param sh source image height
* @param dx X coordinate of the destination's upper
* left corner
* @param dy Y coordinate of the destination's upper
* left corner
* @param dw destination image width
* @param dh destination image height
* @param blendMode the blend mode. either BLEND,
* DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,
* EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
* SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
*/
declare function blend(srcImage: p5.Image, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number, blendMode: BLEND_MODE): void;
/**
* Copies a region of pixels from one image to
* another, using a specified blend mode to do the
* operation.
*
* @param sx X coordinate of the source's upper left
* corner
* @param sy Y coordinate of the source's upper left
* corner
* @param sw source image width
* @param sh source image height
* @param dx X coordinate of the destination's upper
* left corner
* @param dy Y coordinate of the destination's upper
* left corner
* @param dw destination image width
* @param dh destination image height
* @param blendMode the blend mode. either BLEND,
* DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,
* EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
* SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
*/
declare function blend(sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number, blendMode: any): void;
/**
* Copies a region of the canvas to another region of
* the canvas and copies a region of pixels from an
* image used as the srcImg parameter into the canvas
* srcImage is specified this is used as the source.
* If the source and destination regions aren't the
* same size, it will automatically resize source
* pixels to fit the specified target region.
*
* @param srcImage source image
* @param sx X coordinate of the source's upper left
* corner
* @param sy Y coordinate of the source's upper left
* corner
* @param sw source image width
* @param sh source image height
* @param dx X coordinate of the destination's upper
* left corner
* @param dy Y coordinate of the destination's upper
* left corner
* @param dw destination image width
* @param dh destination image height
*/
declare function copy(srcImage: p5.Image|p5.Element, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number): void;
/**
* Copies a region of the canvas to another region of
* the canvas and copies a region of pixels from an
* image used as the srcImg parameter into the canvas
* srcImage is specified this is used as the source.
* If the source and destination regions aren't the
* same size, it will automatically resize source
* pixels to fit the specified target region.
*
* @param sx X coordinate of the source's upper left
* corner
* @param sy Y coordinate of the source's upper left
* corner
* @param sw source image width
* @param sh source image height
* @param dx X coordinate of the destination's upper
* left corner
* @param dy Y coordinate of the destination's upper
* left corner
* @param dw destination image width
* @param dh destination image height
*/
declare function copy(sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number): void;
/**
* Applies a filter to the canvas.
*
* The presets options are:
*
*
*
* THRESHOLD Converts the image to black and white
* pixels depending if they are above or below the
* threshold defined by the level parameter. The
* parameter must be between 0.0 (black) and 1.0
* (white). If no level is specified, 0.5 is used.
*
*
*
* GRAY Converts any colors in the image to grayscale
* equivalents. No parameter is used.
*
*
*
* OPAQUE Sets the alpha channel to entirely opaque.
* No parameter is used.
*
*
*
* INVERT Sets each pixel to its inverse value. No
* parameter is used.
*
*
*
* POSTERIZE Limits each channel of the image to the
* number of colors specified as the parameter. The
* parameter can be set to values between 2 and 255,
* but results are most noticeable in the lower
* ranges.
*
*
*
* BLUR Executes a Gaussian blur with the level
* parameter specifying the extent of the blurring.
* If no parameter is used, the blur is equivalent to
* Gaussian blur of radius 1. Larger values increase
* the blur.
*
*
*
* ERODE Reduces the light areas. No parameter is
* used.
*
*
*
* DILATE Increases the light areas. No parameter is
* used.
*
* @param filterType either THRESHOLD, GRAY, OPAQUE,
* INVERT, POSTERIZE, BLUR, ERODE, DILATE or BLUR.
* See Filters.js for docs on each available filter
* @param [filterParam] an optional parameter unique
* to each filter, see above
*/
declare function filter(filterType: FILTER_TYPE, filterParam?: number): void;
/**
* Returns an array of [R,G,B,A] values for any pixel
* or grabs a section of an image. If no parameters
* are specified, the entire image is returned. Use
* the x and y parameters to get the value of one
* pixel. Get a section of the display window by
* specifying additional w and h parameters. When
* getting an image, the x and y parameters define
* the coordinates for the upper-left corner of the
* image, regardless of the current imageMode(). If
* the pixel requested is outside of the image
* window, [0,0,0,255] is returned. To get the
* numbers scaled according to the current color
* ranges and taking into account colorMode, use
* getColor instead of get.
*
*
* Getting the color of a single pixel with get(x, y)
* is easy, but not as fast as grabbing the data
* directly from pixels[]. The equivalent statement
* to get(x, y) using pixels[] with pixel density d
* is var x, y, d; // set these to the coordinates
* var off = (y width + x) d * 4; var components =
* [ pixels[off], pixels[off + 1], pixels[off + 2],
* pixels[off + 3] ]; print(components);
*
*
* See the reference for pixels[] for more
* information.
*
* @param [x] x-coordinate of the pixel
* @param [y] y-coordinate of the pixel
* @param [w] width
* @param [h] height
* @return values of pixel at x,y in array format [R,
* G, B, A] or p5.Image
*/
declare function get(x?: number, y?: number, w?: number, h?: number): number[]|p5.Image;
/**
* Loads the pixel data for the display window into
* the pixels[] array. This function must always be
* called before reading from or writing to pixels[].
* Note that only changes made with set() or direct
* manipulation of pixels[] will occur.
*
*/
declare function loadPixels(): void;
/**
* Changes the color of any pixel, or writes an image
* directly to the display window. The x and y
* parameters specify the pixel to change and the c
* parameter specifies the color value. This can be a
* p5.Color object, or [R, G, B, A] pixel array. It
* can also be a single grayscale value. When setting
* an image, the x and y parameters define the
* coordinates for the upper-left corner of the
* image, regardless of the current imageMode().
*
*
* After using set(), you must call updatePixels()
* for your changes to appear. This should be called
* once all pixels have been set, and must be called
* before calling .get() or drawing the image.
*
* Setting the color of a single pixel with set(x, y)
* is easy, but not as fast as putting the data
* directly into pixels[]. Setting the pixels[]
* values directly may be complicated when working
* with a retina display, but will perform better
* when lots of pixels need to be set directly on
* every loop.
*
* See the reference for pixels[] for more
* information.
*
* @param x x-coordinate of the pixel
* @param y y-coordinate of the pixel
* @param c insert a grayscale value | a pixel array
* | a p5.Color object | a p5.Image to copy
*/
declare function set(x: number, y: number, c: number|number[]|object): void;
/**
* Updates the display window with the data in the
* pixels[] array. Use in conjunction with
* loadPixels(). If you're only reading pixels from
* the array, there's no need to call updatePixels()
* — updating is only necessary to apply changes.
* updatePixels() should be called anytime the pixels
* array is manipulated or set() is called, and only
* changes made with set() or direct changes to
* pixels[] will occur.
*
* @param [x] x-coordinate of the upper-left corner
* of region to update
* @param [y] y-coordinate of the upper-left corner
* of region to update
* @param [w] width of region to update
* @param [h] height of region to update
*/
declare function updatePixels(x?: number, y?: number, w?: number, h?: number): void;
// src/io/files.js
/**
* Loads a JSON file from a file or a URL, and
* returns an Object. Note that even if the JSON file
* contains an Array, an Object will be returned with
* index numbers as keys. This method is
* asynchronous, meaning it may not finish before the
* next line in your sketch is executed. JSONP is
* supported via a polyfill and you can pass in as
* the second argument an object with definitions of
* the json callback following the syntax specified
* here.
*
* @param path name of the file or url to load
* @param [jsonpOptions] options object for jsonp
* related settings
* @param [datatype] "json" or "jsonp"
* @param [callback] function to be executed after
* loadJSON() completes, data is passed in as first
* argument
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
* @return JSON data
*/
declare function loadJSON(path: string, jsonpOptions?: object, datatype?: string, callback?: Function, errorCallback?: Function): object|any[];
/**
* Reads the contents of a file and creates a String
* array of its individual lines. If the name of the
* file is used as the parameter, as in the above
* example, the file must be located in the sketch
* directory/folder. Alternatively, the file maybe
* be loaded from anywhere on the local computer
* using an absolute path (something that starts with
* / on Unix and Linux, or a drive letter on
* Windows), or the filename parameter can be a URL
* for a file found on a network.
*
*
* This method is asynchronous, meaning it may not
* finish before the next line in your sketch is
* executed.
*
* @param filename name of the file or url to load
* @param [callback] function to be executed after
* loadStrings() completes, Array is passed in as
* first argument
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
* @return Array of Strings
*/
declare function loadStrings(filename: string, callback?: Function, errorCallback?: Function): string[];
/**
* Reads the contents of a file or URL and creates a
* p5.Table object with its values. If a file is
* specified, it must be located in the sketch's
* "data" folder. The filename parameter can also be
* a URL to a file found online. By default, the file
* is assumed to be comma-separated (in CSV format).
* Table only looks for a header row if the 'header'
* option is included. Possible options include:
*
* - csv - parse the table as comma-separated values
* - tsv - parse the table as tab-separated values
* - header - this table has a header (title) row
*
* When passing in multiple options, pass them in as
* separate parameters, seperated by commas. For
* example:
*
*
* loadTable('my_csv_file.csv', 'csv', 'header');
*
*
* All files loaded and saved use UTF-8 encoding.
*
* This method is asynchronous, meaning it may not
* finish before the next line in your sketch is
* executed. Calling loadTable() inside preload()
* guarantees to complete the operation before
* setup() and draw() are called.
*
* Outside of preload(), you may supply a callback
* function to handle the object:
*
* @param filename name of the file or URL to load
* @param options "header" "csv" "tsv"
* @param [callback] function to be executed after
* loadTable() completes. On success, the Table
* object is passed in as the first argument.
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
* @return Table object containing data
*/
declare function loadTable(filename: string, options: string, callback?: Function, errorCallback?: Function): object;
/**
* Reads the contents of a file or URL and creates a
* p5.Table object with its values. If a file is
* specified, it must be located in the sketch's
* "data" folder. The filename parameter can also be
* a URL to a file found online. By default, the file
* is assumed to be comma-separated (in CSV format).
* Table only looks for a header row if the 'header'
* option is included. Possible options include:
*
* - csv - parse the table as comma-separated values
* - tsv - parse the table as tab-separated values
* - header - this table has a header (title) row
*
* When passing in multiple options, pass them in as
* separate parameters, seperated by commas. For
* example:
*
*
* loadTable('my_csv_file.csv', 'csv', 'header');
*
*
* All files loaded and saved use UTF-8 encoding.
*
* This method is asynchronous, meaning it may not
* finish before the next line in your sketch is
* executed. Calling loadTable() inside preload()
* guarantees to complete the operation before
* setup() and draw() are called.
*
* Outside of preload(), you may supply a callback
* function to handle the object:
*
* @param filename name of the file or URL to load
* @param [callback] function to be executed after
* loadTable() completes. On success, the Table
* object is passed in as the first argument.
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
*/
declare function loadTable(filename: string, callback?: Function, errorCallback?: Function): object;
/**
* Reads the contents of a file and creates an XML
* object with its values. If the name of the file is
* used as the parameter, as in the above example,
* the file must be located in the sketch
* directory/folder. Alternatively, the file maybe be
* loaded from anywhere on the local computer using
* an absolute path (something that starts with / on
* Unix and Linux, or a drive letter on Windows), or
* the filename parameter can be a URL for a file
* found on a network.
*
* This method is asynchronous, meaning it may not
* finish before the next line in your sketch is
* executed. Calling loadXML() inside preload()
* guarantees to complete the operation before
* setup() and draw() are called.
*
* Outside of preload(), you may supply a callback
* function to handle the object.
*
* @param filename name of the file or URL to load
* @param [callback] function to be executed after
* loadXML() completes, XML object is passed in as
* first argument
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
* @return XML object containing data
*/
declare function loadXML(filename: string, callback?: Function, errorCallback?: Function): object;
/**
* Method for executing an HTTP GET request. If data
* type is not specified, p5 will try to guess based
* on the URL, defaulting to text. This is equivalent
* to calling httpDo(path, 'GET').
*
* @param path name of the file or url to load
* @param [datatype] "json", "jsonp", "xml", or
* "text"
* @param [data] param data passed sent with request
* @param [callback] function to be executed after
* httpGet() completes, data is passed in as first
* argument
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
*/
declare function httpGet(path: string, datatype?: string, data?: object, callback?: Function, errorCallback?: Function): Promise<p5>;
/**
* Method for executing an HTTP POST request. If data
* type is not specified, p5 will try to guess based
* on the URL, defaulting to text. This is equivalent
* to calling httpDo(path, 'POST').
*
* @param path name of the file or url to load
* @param [datatype] "json", "jsonp", "xml", or
* "text". If omitted, httpPost() will guess.
* @param [data] param data passed sent with request
* @param [callback] function to be executed after
* httpPost() completes, data is passed in as first
* argument
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
*/
declare function httpPost(path: string, datatype?: string, data?: object, callback?: Function, errorCallback?: Function): void;
/**
* Method for executing an HTTP request. If data type
* is not specified, p5 will try to guess based on
* the URL, defaulting to text. For more advanced
* use, you may also pass in the path as the first
* argument and a object as the second argument, the
* signature follows the one specified in the Fetch
* API specification.
*
* @param path name of the file or url to load
* @param [method] either "GET", "POST", or "PUT",
* defaults to "GET"
* @param [datatype] "json", "jsonp", "xml", or
* "text"
* @param [data] param data passed sent with request
* @param [callback] function to be executed after
* httpGet() completes, data is passed in as first
* argument
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
*/
declare function httpDo(path: string, method?: string, datatype?: string, data?: object, callback?: Function, errorCallback?: Function): void;
/**
* Method for executing an HTTP request. If data type
* is not specified, p5 will try to guess based on
* the URL, defaulting to text. For more advanced
* use, you may also pass in the path as the first
* argument and a object as the second argument, the
* signature follows the one specified in the Fetch
* API specification.
*
* @param path name of the file or url to load
* @param options Request object options as
* documented in the "fetch" API reference
* @param [callback] function to be executed after
* httpGet() completes, data is passed in as first
* argument
* @param [errorCallback] function to be executed if
* there is an error, response is passed in as first
* argument
*/
declare function httpDo(path: string, options: object, callback?: Function, errorCallback?: Function): void;
declare function createWriter(name: string, extension?: string): p5.PrintWriter;
/**
* Save an image, text, json, csv, wav, or html.
* Prompts download to the client's computer. Note
* that it is not recommended to call save() within
* draw if it's looping, as the save() function will
* open a new save dialog every frame. The default
* behavior is to save the canvas as an image. You
* can optionally specify a filename. For example:
*
*
* save(); save('myCanvas.jpg'); // save a specific
* canvas with a filename
*
* Alternately, the first parameter can be a pointer
* to a canvas p5.Element, an Array of Strings, an
* Array of JSON, a JSON object, a p5.Table, a
* p5.Image, or a p5.SoundFile (requires p5.sound).
* The second parameter is a filename (including
* extension). The third parameter is for options
* specific to this type of object. This method will
* save a file that fits the given paramaters. For
* example:
*
*
* // Saves canvas as an image save('myCanvas.jpg');
* // Saves pImage as a png image var img =
* createImage(10, 10); save(img, 'my.png'); // Saves
* canvas as an image var cnv = createCanvas(100,
* 100); save(cnv, 'myCanvas.jpg'); // Saves
* p5.Renderer object as an image var gb =
* createGraphics(100, 100); save(gb,
* 'myGraphics.jpg'); var myTable = new p5.Table();
* // Saves table as html file save(myTable,
* 'myTable.html'); // Comma Separated Values
* save(myTable, 'myTable.csv'); // Tab Separated
* Values save(myTable, 'myTable.tsv'); var myJSON =
* { a: 1, b: true }; // Saves pretty JSON
* save(myJSON, 'my.json'); // Optimizes JSON
* filesize save(myJSON, 'my.json', true); // Saves
* array of strings to a text file with line breaks
* after each item var arrayOfStrings = ['a', 'b'];
* save(arrayOfStrings, 'my.txt');
*
* @param [objectOrFilename] If filename is provided,
* will save canvas as an image with either png or
* jpg extension depending on the filename. If object
* is provided, will save depending on the object and
* filename (see examples above).
* @param [filename] If an object is provided as the
* first parameter, then the second parameter
* indicates the filename, and should include an
* appropriate file extension (see examples above).
* @param [options] Additional options depend on
* filetype. For example, when saving JSON, true
* indicates that the output will be optimized for
* filesize, rather than readability.
*/
declare function save(objectOrFilename?: object|string, filename?: string, options?: boolean|string): void;
/**
* Writes the contents of an Array or a JSON object
* to a .json file. The file saving process and
* location of the saved file will vary between web
* browsers.
*
* @param [optimize] If true, removes line breaks and
* spaces from the output file to optimize filesize
* (but not readability).
*/
declare function saveJSON(json: any[]|object, filename: string, optimize?: boolean): void;
/**
* Writes an array of Strings to a text file, one
* line per String. The file saving process and
* location of the saved file will vary between web
* browsers.
*
* @param list string array to be written
* @param filename filename for output
* @param [extension] the filename's extension
*/
declare function saveStrings(list: string[], filename: string, extension?: string): void;
/**
* Writes the contents of a Table object to a file.
* Defaults to a text file with
* comma-separated-values ('csv') but can also use
* tab separation ('tsv'), or generate an HTML table
* ('html'). The file saving process and location of
* the saved file will vary between web browsers.
*
* @param Table the Table object to save to a file
* @param filename the filename to which the Table
* should be saved
* @param [options] can be one of "tsv", "csv", or
* "html"
*/
declare function saveTable(Table: p5.Table, filename: string, options?: string): void;
// src/math/calculation.js
/**
* Calculates the absolute value (magnitude) of a
* number. Maps to Math.abs(). The absolute value of
* a number is always positive.
*
* @param n number to compute
* @return absolute value of given number
*/
declare function abs(n: number): number;
/**
* Calculates the closest int value that is greater
* than or equal to the value of the parameter. Maps
* to Math.ceil(). For example, ceil(9.03) returns
* the value 10.
*
* @param n number to round up
* @return rounded up number
*/
declare function ceil(n: number): number;
/**
* Constrains a value between a minimum and maximum
* value.
*
* @param n number to constrain
* @param low minimum limit
* @param high maximum limit
* @return constrained number
*/
declare function constrain(n: number, low: number, high: number): number;
/**
* Calculates the distance between two points.
*
* @param x1 x-coordinate of the first point
* @param y1 y-coordinate of the first point
* @param x2 x-coordinate of the second point
* @param y2 y-coordinate of the second point
* @return distance between the two points
*/
declare function dist(x1: number, y1: number, x2: number, y2: number): number;
/**
* Calculates the distance between two points.
*
* @param x1 x-coordinate of the first point
* @param y1 y-coordinate of the first point
* @param z1 z-coordinate of the first point
* @param x2 x-coordinate of the second point
* @param y2 y-coordinate of the second point
* @param z2 z-coordinate of the second point
* @return distance between the two points
*/
declare function dist(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): number;
/**
* Returns Euler's number e (2.71828...) raised to
* the power of the n parameter. Maps to Math.exp().
*
* @param n exponent to raise
* @return e^n
*/
declare function exp(n: number): number;
/**
* Calculates the closest int value that is less than
* or equal to the value of the parameter. Maps to
* Math.floor().
*
* @param n number to round down
* @return rounded down number
*/
declare function floor(n: number): number;
/**
* Calculates a number between two numbers at a
* specific increment. The amt parameter is the
* amount to interpolate between the two values where
* 0.0 equal to the first point, 0.1 is very near the
* first point, 0.5 is half-way in between, etc. The
* lerp function is convenient for creating motion
* along a straight path and for drawing dotted
* lines.
*
* @param start first value
* @param stop second value
* @param amt number between 0.0 and 1.0
* @return lerped value
*/
declare function lerp(start: number, stop: number, amt: number): number;
/**
* Calculates the natural logarithm (the base-e
* logarithm) of a number. This function expects the
* n parameter to be a value greater than 0.0. Maps
* to Math.log().
*
* @param n number greater than 0
* @return natural logarithm of n
*/
declare function log(n: number): number;
/**
* Calculates the magnitude (or length) of a vector.
* A vector is a direction in space commonly used in
* computer graphics and linear algebra. Because it
* has no "start" position, the magnitude of a vector
* can be thought of as the distance from the
* coordinate 0,0 to its x,y value. Therefore, mag()
* is a shortcut for writing dist(0, 0, x, y).
*
* @param a first value
* @param b second value
* @return magnitude of vector from (0,0) to (a,b)
*/
declare function mag(a: number, b: number): number;
/**
* Re-maps a number from one range to another. In
* the first example above, the number 25 is
* converted from a value in the range of 0 to 100
* into a value that ranges from the left edge of the
* window (0) to the right edge (width).
*
* @param value the incoming value to be converted
* @param start1 lower bound of the value's current
* range
* @param stop1 upper bound of the value's current
* range
* @param start2 lower bound of the value's target
* range
* @param stop2 upper bound of the value's target
* range
* @param [withinBounds] constrain the value to the
* newly mapped range
* @return remapped number
*/
declare function map(value: number, start1: number, stop1: number, start2: number, stop2: number, withinBounds?: boolean): number;
/**
* Determines the largest value in a sequence of
* numbers, and then returns that value. max()
* accepts any number of Number parameters, or an
* Array of any length.
*
* @param n0 Number to compare
* @param n1 Number to compare
* @return maximum Number
*/
declare function max(n0: number, n1: number): number;
/**
* Determines the largest value in a sequence of
* numbers, and then returns that value. max()
* accepts any number of Number parameters, or an
* Array of any length.
*
* @param nums Numbers to compare
*/
declare function max(nums: number[]): number;
/**
* Determines the smallest value in a sequence of
* numbers, and then returns that value. min()
* accepts any number of Number parameters, or an
* Array of any length.
*
* @param n0 Number to compare
* @param n1 Number to compare
* @return minimum Number
*/
declare function min(n0: number, n1: number): number;
/**
* Determines the smallest value in a sequence of
* numbers, and then returns that value. min()
* accepts any number of Number parameters, or an
* Array of any length.
*
* @param nums Numbers to compare
*/
declare function min(nums: number[]): number;
/**
* Normalizes a number from another range into a
* value between 0 and 1. Identical to map(value,
* low, high, 0, 1). Numbers outside of the range are
* not clamped to 0 and 1, because out-of-range
* values are often intentional and useful. (See the
* second example above.)
*
* @param value incoming value to be normalized
* @param start lower bound of the value's current
* range
* @param stop upper bound of the value's current
* range
* @return normalized number
*/
declare function norm(value: number, start: number, stop: number): number;
/**
* Facilitates exponential expressions. The pow()
* function is an efficient way of multiplying
* numbers by themselves (or their reciprocals) in
* large quantities. For example, pow(3, 5) is
* equivalent to the expression 33333 and pow(3, -5)
* is equivalent to 1 / 33333. Maps to Math.pow().
*
* @param n base of the exponential expression
* @param e power by which to raise the base
* @return n^e
*/
declare function pow(n: number, e: number): number;
/**
* Calculates the integer closest to the n parameter.
* For example, round(133.8) returns the value 134.
* Maps to Math.round().
*
* @param n number to round
* @return rounded number
*/
declare function round(n: number): number;
/**
* Squares a number (multiplies a number by itself).
* The result is always a positive number, as
* multiplying two negative numbers always yields a
* positive result. For example, -1 * -1 = 1.
*
* @param n number to square
* @return squared number
*/
declare function sq(n: number): number;
/**
* Calculates the square root of a number. The square
* root of a number is always positive, even though
* there may be a valid negative root. The square
* root s of number a is such that s*s = a. It is the
* opposite of squaring. Maps to Math.sqrt().
*
* @param n non-negative number to square root
* @return square root of number
*/
declare function sqrt(n: number): number;
// src/math/math.js
/**
* Creates a new p5.Vector (the datatype for storing
* vectors). This provides a two or three dimensional
* vector, specifically a Euclidean (also known as
* geometric) vector. A vector is an entity that has
* both magnitude and direction.
*
* @param [x] x component of the vector
* @param [y] y component of the vector
* @param [z] z component of the vector
*/
declare function createVector(x?: number, y?: number, z?: number): p5.Vector;
// src/math/noise.js
/**
* Returns the Perlin noise value at specified
* coordinates. Perlin noise is a random sequence
* generator producing a more natural ordered,
* harmonic succession of numbers compared to the
* standard random() function. It was invented by Ken
* Perlin in the 1980s and been used since in
* graphical applications to produce procedural
* textures, natural motion, shapes, terrains etc.
* The main difference to the random() function is
* that Perlin noise is defined in an infinite
* n-dimensional space where each pair of coordinates
* corresponds to a fixed semi-random value (fixed
* only for the lifespan of the program; see the
* noiseSeed() function). p5.js can compute 1D, 2D
* and 3D noise, depending on the number of
* coordinates given. The resulting value will always
* be between 0.0 and 1.0. The noise value can be
* animated by moving through the noise space as
* demonstrated in the example above. The 2nd and 3rd
* dimension can also be interpreted as time.
*
* The actual noise is structured similar to an audio
* signal, in respect to the function's use of
* frequencies. Similar to the concept of harmonics
* in physics, perlin noise is computed over several
* octaves which are added together for the final
* result.
*
* Another way to adjust the character of the
* resulting sequence is the scale of the input
* coordinates. As the function works within an
* infinite space the value of the coordinates
* doesn't matter as such, only the distance between
* successive coordinates does (eg. when using
* noise() within a loop). As a general rule the
* smaller the difference between coordinates, the
* smoother the resulting noise sequence will be.
* Steps of 0.005-0.03 work best for most
* applications, but this will differ depending on
* use.
*
* @param x x-coordinate in noise space
* @param [y] y-coordinate in noise space
* @param [z] z-coordinate in noise space
* @return Perlin noise value (between 0 and 1) at
* specified coordinates
*/
declare function noise(x: number, y?: number, z?: number): number;
/**
* Adjusts the character and level of detail produced
* by the Perlin noise function. Similar to harmonics
* in physics, noise is computed over several
* octaves. Lower octaves contribute more to the
* output signal and as such define the overall
* intensity of the noise, whereas higher octaves
* create finer grained details in the noise
* sequence. By default, noise is computed over 4
* octaves with each octave contributing exactly half
* than its predecessor, starting at 50% strength for
* the 1st octave. This falloff amount can be changed
* by adding an additional function parameter. Eg. a
* falloff factor of 0.75 means each octave will now
* have 75% impact (25% less) of the previous lower
* octave. Any value between 0.0 and 1.0 is valid,
* however note that values greater than 0.5 might
* result in greater than 1.0 values returned by
* noise().
*
*
* By changing these parameters, the signal created
* by the noise() function can be adapted to fit very
* specific needs and characteristics.
*
* @param lod number of octaves to be used by the
* noise
* @param falloff falloff factor for each octave
*/
declare function noiseDetail(lod: number, falloff: number): void;
/**
* Sets the seed value for noise(). By default,
* noise() produces different results each time the
* program is run. Set the value parameter to a
* constant to return the same pseudo-random numbers
* each time the software is run.
*
* @param seed the seed value
*/
declare function noiseSeed(seed: number): void;
// src/math/random.js
/**
* Sets the seed value for random(). By default,
* random() produces different results each time the
* program is run. Set the seed parameter to a
* constant to return the same pseudo-random numbers
* each time the software is run.
*
* @param seed the seed value
*/
declare function randomSeed(seed: number): void;
/**
* Return a random floating-point number. Takes
* either 0, 1 or 2 arguments.
*
* If no argument is given, returns a random number
* from 0 up to (but not including) 1.
*
* If one argument is given and it is a number,
* returns a random number from 0 up to (but not
* including) the number.
*
* If one argument is given and it is an array,
* returns a random element from that array.
*
* If two arguments are given, returns a random
* number from the first argument up to (but not
* including) the second argument.
*
* @param [min] the lower bound (inclusive)
* @param [max] the upper bound (exclusive)
* @return the random number
*/
declare function random(min?: number, max?: number): number;
/**
* Return a random floating-point number. Takes
* either 0, 1 or 2 arguments.
*
* If no argument is given, returns a random number
* from 0 up to (but not including) 1.
*
* If one argument is given and it is a number,
* returns a random number from 0 up to (but not
* including) the number.
*
* If one argument is given and it is an array,
* returns a random element from that array.
*
* If two arguments are given, returns a random
* number from the first argument up to (but not
* including) the second argument.
*
* @param choices the array to choose from
* @return the random element from the array
*/
declare function random(choices: any[]): any;
/**
* Returns a random number fitting a Gaussian, or
* normal, distribution. There is theoretically no
* minimum or maximum value that randomGaussian()
* might return. Rather, there is just a very low
* probability that values far from the mean will be
* returned; and a higher probability that numbers
* near the mean will be returned. Takes either 0, 1
* or 2 arguments.
*
* If no args, returns a mean of 0 and standard
* deviation of 1.
*
* If one arg, that arg is the mean (standard
* deviation is 1).
*
* If two args, first is mean, second is standard
* deviation.
*
* @param mean the mean
* @param sd the standard deviation
* @return the random number
*/
declare function randomGaussian(mean: number, sd: number): number;
// src/math/trigonometry.js
/**
* The inverse of cos(), returns the arc cosine of a
* value. This function expects the values in the
* range of -1 to 1 and values are returned in the
* range 0 to PI (3.1415927).
*
* @param value the value whose arc cosine is to be
* returned
* @return the arc cosine of the given value
*/
declare function acos(value: number): number;
/**
* The inverse of sin(), returns the arc sine of a
* value. This function expects the values in the
* range of -1 to 1 and values are returned in the
* range -PI/2 to PI/2.
*
* @param value the value whose arc sine is to be
* returned
* @return the arc sine of the given value
*/
declare function asin(value: number): number;
/**
* The inverse of tan(), returns the arc tangent of a
* value. This function expects the values in the
* range of -Infinity to Infinity (exclusive) and
* values are returned in the range -PI/2 to PI/2.
*
* @param value the value whose arc tangent is to be
* returned
* @return the arc tangent of the given value
*/
declare function atan(value: number): number;
/**
* Calculates the angle (in radians) from a specified
* point to the coordinate origin as measured from
* the positive x-axis. Values are returned as a
* float in the range from PI to -PI. The atan2()
* function is most often used for orienting geometry
* to the position of the cursor. Note: The
* y-coordinate of the point is the first parameter,
* and the x-coordinate is the second parameter, due
* the the structure of calculating the tangent.
*
* @param y y-coordinate of the point
* @param x x-coordinate of the point
* @return the arc tangent of the given point
*/
declare function atan2(y: number, x: number): number;
/**
* Calculates the cosine of an angle. This function
* takes into account the current angleMode. Values
* are returned in the range -1 to 1.
*
* @param angle the angle
* @return the cosine of the angle
*/
declare function cos(angle: number): number;
/**
* Calculates the sine of an angle. This function
* takes into account the current angleMode. Values
* are returned in the range -1 to 1.
*
* @param angle the angle
* @return the sine of the angle
*/
declare function sin(angle: number): number;
/**
* Calculates the tangent of an angle. This function
* takes into account the current angleMode. Values
* are returned in the range -1 to 1.
*
* @param angle the angle
* @return the tangent of the angle
*/
declare function tan(angle: number): number;
/**
* Converts a radian measurement to its corresponding
* value in degrees. Radians and degrees are two ways
* of measuring the same thing. There are 360 degrees
* in a circle and 2*PI radians in a circle. For
* example, 90° = PI/2 = 1.5707964. This function
* does not take into account the current angleMode.
*
* @param radians the radians value to convert to
* degrees
* @return the converted angle
*/
declare function degrees(radians: number): number;
/**
* Converts a degree measurement to its corresponding
* value in radians. Radians and degrees are two ways
* of measuring the same thing. There are 360 degrees
* in a circle and 2*PI radians in a circle. For
* example, 90° = PI/2 = 1.5707964. This function
* does not take into account the current angleMode.
*
* @param degrees the degree value to convert to
* radians
* @return the converted angle
*/
declare function radians(degrees: number): number;
/**
* Sets the current mode of p5 to given mode. Default
* mode is RADIANS.
*
* @param mode either RADIANS or DEGREES
*/
declare function angleMode(mode: ANGLE_MODE): void;
// src/typography/attributes.js
/**
* Sets the current alignment for drawing text.
* Accepts two arguments: horizAlign (LEFT, CENTER,
* or RIGHT) and vertAlign (TOP, BOTTOM, CENTER, or
* BASELINE). The horizAlign parameter is in
* reference to the x value of the text() function,
* while the vertAlign parameter is in reference to
* the y value.
*
* So if you write textAlign(LEFT), you are aligning
* the left edge of your text to the x value you give
* in text(). If you write textAlign(RIGHT, TOP), you
* are aligning the right edge of your text to the x
* value and the top of edge of the text to the y
* value.
*
* @param horizAlign horizontal alignment, either
* LEFT, CENTER, or RIGHT
* @param [vertAlign] vertical alignment, either TOP,
* BOTTOM, CENTER, or BASELINE
* @chainable
*/
declare function textAlign(horizAlign: HORIZ_ALIGN, vertAlign?: VERT_ALIGN): p5;
/**
* Sets the current alignment for drawing text.
* Accepts two arguments: horizAlign (LEFT, CENTER,
* or RIGHT) and vertAlign (TOP, BOTTOM, CENTER, or
* BASELINE). The horizAlign parameter is in
* reference to the x value of the text() function,
* while the vertAlign parameter is in reference to
* the y value.
*
* So if you write textAlign(LEFT), you are aligning
* the left edge of your text to the x value you give
* in text(). If you write textAlign(RIGHT, TOP), you
* are aligning the right edge of your text to the x
* value and the top of edge of the text to the y
* value.
*
*/
declare function textAlign(): object;
/**
* Sets/gets the spacing, in pixels, between lines of
* text. This setting will be used in all subsequent
* calls to the text() function.
*
* @param leading the size in pixels for spacing
* between lines
* @chainable
*/
declare function textLeading(leading: number): p5;
/**
* Sets/gets the spacing, in pixels, between lines of
* text. This setting will be used in all subsequent
* calls to the text() function.
*
*/
declare function textLeading(): number;
/**
* Sets/gets the current font size. This size will be
* used in all subsequent calls to the text()
* function. Font size is measured in pixels.
*
* @param theSize the size of the letters in units of
* pixels
* @chainable
*/
declare function textSize(theSize: number): p5;
/**
* Sets/gets the current font size. This size will be
* used in all subsequent calls to the text()
* function. Font size is measured in pixels.
*
*/
declare function textSize(): number;
/**
* Sets/gets the style of the text for system fonts
* to NORMAL, ITALIC, or BOLD. Note: this may be is
* overridden by CSS styling. For non-system fonts
* (opentype, truetype, etc.) please load styled
* fonts instead.
*
* @param theStyle styling for text, either NORMAL,
* ITALIC, or BOLD
* @chainable
*/
declare function textStyle(theStyle: THE_STYLE): p5;
/**
* Sets/gets the style of the text for system fonts
* to NORMAL, ITALIC, or BOLD. Note: this may be is
* overridden by CSS styling. For non-system fonts
* (opentype, truetype, etc.) please load styled
* fonts instead.
*
*/
declare function textStyle(): string;
/**
* Calculates and returns the width of any character
* or text string.
*
* @param theText the String of characters to measure
*/
declare function textWidth(theText: string): number;
/**
* Returns the ascent of the current font at its
* current size. The ascent represents the distance,
* in pixels, of the tallest character above the
* baseline.
*
*/
declare function textAscent(): number;
/**
* Returns the descent of the current font at its
* current size. The descent represents the distance,
* in pixels, of the character with the longest
* descender below the baseline.
*
*/
declare function textDescent(): number;
// src/typography/loading_displaying.js
/**
* Loads an opentype font file (.otf, .ttf) from a
* file or a URL, and returns a PFont Object. This
* method is asynchronous, meaning it may not finish
* before the next line in your sketch is executed.
* The path to the font should be relative to the
* HTML file that links in your sketch. Loading an
* from a URL or other remote location may be blocked
* due to your browser's built-in security.
*
* @param path name of the file or url to load
* @param [callback] function to be executed after
* loadFont() completes
* @param [onError] function to be executed if an
* error occurs
* @return p5.Font object
*/
declare function loadFont(path: string, callback?: Function, onError?: Function): p5;
/**
* Draws text to the screen. Displays the information
* specified in the first parameter on the screen in
* the position specified by the additional
* parameters. A default font will be used unless a
* font is set with the textFont() function and a
* default size will be used unless a font is set
* with textSize(). Change the color of the text with
* the fill() function. Change the outline of the
* text with the stroke() and strokeWeight()
* functions. The text displays in relation to the
* textAlign() function, which gives the option to
* draw to the left, right, and center of the
* coordinates.
*
*
* The x2 and y2 parameters define a rectangular area
* to display within and may only be used with string
* data. When these parameters are specified, they
* are interpreted based on the current rectMode()
* setting. Text that does not fit completely within
* the rectangle specified will not be drawn to the
* screen.
*
* @param str the alphanumeric symbols to be
* displayed
* @param x x-coordinate of text
* @param y y-coordinate of text
* @param [x2] by default, the width of the text box,
* see rectMode() for more info
* @param [y2] by default, the height of the text
* box, see rectMode() for more info
* @chainable
*/
declare function text(str: string|object|any[], x: number, y: number, x2?: number, y2?: number): p5;
/**
* Sets the current font that will be drawn with the
* text() function.
*
* @return the current font
*/
declare function textFont(): object;
/**
* Sets the current font that will be drawn with the
* text() function.
*
* @param font a font loaded via loadFont(), or a
* String representing a web safe font (a font that
* is generally available across all systems)
* @param [size] the font size to use
* @chainable
*/
declare function textFont(font: object|string, size?: number): p5;
// src/utilities/array_functions.js
/**
* Adds a value to the end of an array. Extends the
* length of the array by one. Maps to Array.push().
*
* @param array Array to append
* @param value to be added to the Array
*/
declare function append(array: any[], value: any): void;
/**
* Copies an array (or part of an array) to another
* array. The src array is copied to the dst array,
* beginning at the position specified by srcPosition
* and into the position specified by dstPosition.
* The number of elements to copy is determined by
* length. Note that copying values overwrites
* existing values in the destination array. To
* append values instead of overwriting them, use
* concat(). The simplified version with only two
* arguments, arrayCopy(src, dst), copies an entire
* array to another of the same size. It is
* equivalent to arrayCopy(src, 0, dst, 0,
* src.length).
*
*
* Using this function is far more efficient for
* copying array data than iterating through a for()
* loop and copying each element individually.
*
* @param src the source Array
* @param srcPosition starting position in the source
* Array
* @param dst the destination Array
* @param dstPosition starting position in the
* destination Array
* @param length number of Array elements to be
* copied
*/
declare function arrayCopy(src: any[], srcPosition: number, dst: any[], dstPosition: number, length: number): void;
/**
* Copies an array (or part of an array) to another
* array. The src array is copied to the dst array,
* beginning at the position specified by srcPosition
* and into the position specified by dstPosition.
* The number of elements to copy is determined by
* length. Note that copying values overwrites
* existing values in the destination array. To
* append values instead of overwriting them, use
* concat(). The simplified version with only two
* arguments, arrayCopy(src, dst), copies an entire
* array to another of the same size. It is
* equivalent to arrayCopy(src, 0, dst, 0,
* src.length).
*
*
* Using this function is far more efficient for
* copying array data than iterating through a for()
* loop and copying each element individually.
*
* @param src the source Array
* @param dst the destination Array
* @param [length] number of Array elements to be
* copied
*/
declare function arrayCopy(src: any[], dst: any[], length?: number): void;
/**
* Concatenates two arrays, maps to Array.concat().
* Does not modify the input arrays.
*
* @param a first Array to concatenate
* @param b second Array to concatenate
* @return concatenated array
*/
declare function concat(a: any[], b: any[]): any[];
/**
* Reverses the order of an array, maps to
* Array.reverse()
*
* @param list Array to reverse
*/
declare function reverse(list: any[]): void;
/**
* Decreases an array by one element and returns the
* shortened array, maps to Array.pop().
*
* @param list Array to shorten
* @return shortened Array
*/
declare function shorten(list: any[]): any[];
/**
* Randomizes the order of the elements of an array.
* Implements Fisher-Yates Shuffle Algorithm.
*
* @param array Array to shuffle
* @param [bool] modify passed array
* @return shuffled Array
*/
declare function shuffle(array: any[], bool?: boolean): any[];
/**
* Sorts an array of numbers from smallest to
* largest, or puts an array of words in alphabetical
* order. The original array is not modified; a
* re-ordered array is returned. The count parameter
* states the number of elements to sort. For
* example, if there are 12 elements in an array and
* count is set to 5, only the first 5 elements in
* the array will be sorted.
*
* @param list Array to sort
* @param [count] number of elements to sort,
* starting from 0
*/
declare function sort(list: any[], count?: number): void;
/**
* Inserts a value or an array of values into an
* existing array. The first parameter specifies the
* initial array to be modified, and the second
* parameter defines the data to be inserted. The
* third parameter is an index value which specifies
* the array position from which to insert data.
* (Remember that array index numbering starts at
* zero, so the first position is 0, the second
* position is 1, and so on.)
*
* @param list Array to splice into
* @param value value to be spliced in
* @param position in the array from which to insert
* data
*/
declare function splice(list: any[], value: any, position: number): void;
/**
* Extracts an array of elements from an existing
* array. The list parameter defines the array from
* which the elements will be copied, and the start
* and count parameters specify which elements to
* extract. If no count is given, elements will be
* extracted from the start to the end of the array.
* When specifying the start, remember that the first
* array element is 0. This function does not change
* the source array.
*
* @param list Array to extract from
* @param start position to begin
* @param [count] number of values to extract
* @return Array of extracted elements
*/
declare function subset(list: any[], start: number, count?: number): any[];
// src/utilities/conversion.js
/**
* Converts a string to its floating point
* representation. The contents of a string must
* resemble a number, or NaN (not a number) will be
* returned. For example, float("1234.56") evaluates
* to 1234.56, but float("giraffe") will return NaN.
* When an array of values is passed in, then an
* array of floats of the same length is returned.
*
* @param str float string to parse
* @return floating point representation of string
*/
declare function float(str: string): number;
/**
* Converts a boolean, string, or float to its
* integer representation. When an array of values is
* passed in, then an int array of the same length is
* returned.
*
* @param n value to parse
* @return integer representation of value
*/
declare function int(n: string|boolean|number): number;
/**
* Converts a boolean, string, or float to its
* integer representation. When an array of values is
* passed in, then an int array of the same length is
* returned.
*
* @param ns values to parse
* @return integer representation of values
*/
declare function int(ns: any[]): number[];
/**
* Converts a boolean, string or number to its string
* representation. When an array of values is passed
* in, then an array of strings of the same length is
* returned.
*
* @param n value to parse
* @return string representation of value
*/
declare function str(n: string|boolean|number|any[]): string;
/**
* Converts a number or string to its boolean
* representation. For a number, any non-zero value
* (positive or negative) evaluates to true, while
* zero evaluates to false. For a string, the value
* "true" evaluates to true, while any other value
* evaluates to false. When an array of number or
* string values is passed in, then a array of
* booleans of the same length is returned.
*
* @param n value to parse
* @return boolean representation of value
*/
declare function boolean(n: string|boolean|number|any[]): boolean;
/**
* Converts a number, string representation of a
* number, or boolean to its byte representation. A
* byte can be only a whole number between -128 and
* 127, so when a value outside of this range is
* converted, it wraps around to the corresponding
* byte representation. When an array of number,
* string or boolean values is passed in, then an
* array of bytes the same length is returned.
*
* @param n value to parse
* @return byte representation of value
*/
declare function byte(n: string|boolean|number): number;
/**
* Converts a number, string representation of a
* number, or boolean to its byte representation. A
* byte can be only a whole number between -128 and
* 127, so when a value outside of this range is
* converted, it wraps around to the corresponding
* byte representation. When an array of number,
* string or boolean values is passed in, then an
* array of bytes the same length is returned.
*
* @param ns values to parse
* @return array of byte representation of values
*/
declare function byte(ns: any[]): number[];
/**
* Converts a number or string to its corresponding
* single-character string representation. If a
* string parameter is provided, it is first parsed
* as an integer and then translated into a
* single-character string. When an array of number
* or string values is passed in, then an array of
* single-character strings of the same length is
* returned.
*
* @param n value to parse
* @return string representation of value
*/
declare function char(n: string|number): string;
/**
* Converts a number or string to its corresponding
* single-character string representation. If a
* string parameter is provided, it is first parsed
* as an integer and then translated into a
* single-character string. When an array of number
* or string values is passed in, then an array of
* single-character strings of the same length is
* returned.
*
* @param ns values to parse
* @return array of string representation of values
*/
declare function char(ns: any[]): string[];
/**
* Converts a single-character string to its
* corresponding integer representation. When an
* array of single-character string values is passed
* in, then an array of integers of the same length
* is returned.
*
* @param n value to parse
* @return integer representation of value
*/
declare function unchar(n: string): number;
/**
* Converts a single-character string to its
* corresponding integer representation. When an
* array of single-character string values is passed
* in, then an array of integers of the same length
* is returned.
*
* @param ns values to parse
* @return integer representation of values
*/
declare function unchar(ns: any[]): number[];
/**
* Converts a number to a string in its equivalent
* hexadecimal notation. If a second parameter is
* passed, it is used to set the number of characters
* to generate in the hexadecimal notation. When an
* array is passed in, an array of strings in
* hexadecimal notation of the same length is
* returned.
*
* @param n value to parse
* @return hexadecimal string representation of value
*/
declare function hex(n: number, digits?: number): string;
/**
* Converts a number to a string in its equivalent
* hexadecimal notation. If a second parameter is
* passed, it is used to set the number of characters
* to generate in the hexadecimal notation. When an
* array is passed in, an array of strings in
* hexadecimal notation of the same length is
* returned.
*
* @param ns array of values to parse
* @return hexadecimal string representation of
* values
*/
declare function hex(ns: number[], digits?: number): string[];
/**
* Converts a string representation of a hexadecimal
* number to its equivalent integer value. When an
* array of strings in hexadecimal notation is passed
* in, an array of integers of the same length is
* returned.
*
* @param n value to parse
* @return integer representation of hexadecimal
* value
*/
declare function unhex(n: string): number;
/**
* Converts a string representation of a hexadecimal
* number to its equivalent integer value. When an
* array of strings in hexadecimal notation is passed
* in, an array of integers of the same length is
* returned.
*
* @param ns values to parse
* @return integer representations of hexadecimal
* value
*/
declare function unhex(ns: any[]): number[];
// src/utilities/string_functions.js
/**
* Combines an array of Strings into one String, each
* separated by the character(s) used for the
* separator parameter. To join arrays of ints or
* floats, it's necessary to first convert them to
* Strings using nf() or nfs().
*
* @param list array of Strings to be joined
* @param separator String to be placed between each
* item
* @return joined String
*/
declare function join(list: any[], separator: string): string;
/**
* This function is used to apply a regular
* expression to a piece of text, and return matching
* groups (elements found inside parentheses) as a
* String array. If there are no matches, a null
* value will be returned. If no groups are specified
* in the regular expression, but the sequence
* matches, an array of length 1 (with the matched
* text as the first element of the array) will be
* returned. To use the function, first check to see
* if the result is null. If the result is null, then
* the sequence did not match at all. If the sequence
* did match, an array is returned.
*
*
* If there are groups (specified by sets of
* parentheses) in the regular expression, then the
* contents of each will be returned in the array.
* Element [0] of a regular expression match returns
* the entire matching string, and the match groups
* start at element [1] (the first group is [1], the
* second [2], and so on).
*
* @param str the String to be searched
* @param regexp the regexp to be used for matching
* @return Array of Strings found
*/
declare function match(str: string, regexp: string): string[];
/**
* This function is used to apply a regular
* expression to a piece of text, and return a list
* of matching groups (elements found inside
* parentheses) as a two-dimensional String array. If
* there are no matches, a null value will be
* returned. If no groups are specified in the
* regular expression, but the sequence matches, a
* two dimensional array is still returned, but the
* second dimension is only of length one. To use
* the function, first check to see if the result is
* null. If the result is null, then the sequence did
* not match at all. If the sequence did match, a 2D
* array is returned.
*
*
* If there are groups (specified by sets of
* parentheses) in the regular expression, then the
* contents of each will be returned in the array.
* Assuming a loop with counter variable i, element
* [i][0] of a regular expression match returns the
* entire matching string, and the match groups start
* at element [i][1] (the first group is [i][1], the
* second [i][2], and so on).
*
* @param str the String to be searched
* @param regexp the regexp to be used for matching
* @return 2d Array of Strings found
*/
declare function matchAll(str: string, regexp: string): string[];
/**
* Utility function for formatting numbers into
* strings. There are two versions: one for
* formatting floats, and one for formatting ints.
* The values for the digits, left, and right
* parameters should always be positive integers.
*
* @param num the Number to format
* @param [left] number of digits to the left of the
* decimal point
* @param [right] number of digits to the right of
* the decimal point
* @return formatted String
*/
declare function nf(num: number|string, left?: number|string, right?: number|string): string;
/**
* Utility function for formatting numbers into
* strings. There are two versions: one for
* formatting floats, and one for formatting ints.
* The values for the digits, left, and right
* parameters should always be positive integers.
*
* @param nums the Numbers to format
* @param [left] number of digits to the left of the
* decimal point
* @param [right] number of digits to the right of
* the decimal point
* @return formatted Strings
*/
declare function nf(nums: any[], left?: number|string, right?: number|string): string[];
/**
* Utility function for formatting numbers into
* strings and placing appropriate commas to mark
* units of 1000. There are two versions: one for
* formatting ints, and one for formatting an array
* of ints. The value for the right parameter should
* always be a positive integer.
*
* @param num the Number to format
* @param [right] number of digits to the right of
* the decimal point
* @return formatted String
*/
declare function nfc(num: number|string, right?: number|string): string;
/**
* Utility function for formatting numbers into
* strings and placing appropriate commas to mark
* units of 1000. There are two versions: one for
* formatting ints, and one for formatting an array
* of ints. The value for the right parameter should
* always be a positive integer.
*
* @param nums the Numbers to format
* @param [right] number of digits to the right of
* the decimal point
* @return formatted Strings
*/
declare function nfc(nums: any[], right?: number|string): string[];
/**
* Utility function for formatting numbers into
* strings. Similar to nf() but puts a "+" in front
* of positive numbers and a "-" in front of negative
* numbers. There are two versions: one for
* formatting floats, and one for formatting ints.
* The values for left, and right parameters should
* always be positive integers.
*
* @param num the Number to format
* @param [left] number of digits to the left of the
* decimal point
* @param [right] number of digits to the right of
* the decimal point
* @return formatted String
*/
declare function nfp(num: number, left?: number, right?: number): string;
/**
* Utility function for formatting numbers into
* strings. Similar to nf() but puts a "+" in front
* of positive numbers and a "-" in front of negative
* numbers. There are two versions: one for
* formatting floats, and one for formatting ints.
* The values for left, and right parameters should
* always be positive integers.
*
* @param nums the Numbers to format
* @param [left] number of digits to the left of the
* decimal point
* @param [right] number of digits to the right of
* the decimal point
* @return formatted Strings
*/
declare function nfp(nums: number[], left?: number, right?: number): string[];
/**
* Utility function for formatting numbers into
* strings. Similar to nf() but puts a " " (space) in
* front of positive numbers and a "-" in front of
* negative numbers. There are two versions: one for
* formatting floats, and one for formatting ints.
* The values for the digits, left, and right
* parameters should always be positive integers.
*
* @param num the Number to format
* @param [left] number of digits to the left of the
* decimal point
* @param [right] number of digits to the right of
* the decimal point
* @return formatted String
*/
declare function nfs(num: number, left?: number, right?: number): string;
/**
* Utility function for formatting numbers into
* strings. Similar to nf() but puts a " " (space) in
* front of positive numbers and a "-" in front of
* negative numbers. There are two versions: one for
* formatting floats, and one for formatting ints.
* The values for the digits, left, and right
* parameters should always be positive integers.
*
* @param nums the Numbers to format
* @param [left] number of digits to the left of the
* decimal point
* @param [right] number of digits to the right of
* the decimal point
* @return formatted Strings
*/
declare function nfs(nums: any[], left?: number, right?: number): string[];
/**
* The split() function maps to String.split(), it
* breaks a String into pieces using a character or
* string as the delimiter. The delim parameter
* specifies the character or characters that mark
* the boundaries between each piece. A String[]
* array is returned that contains each of the
* pieces. The splitTokens() function works in a
* similar fashion, except that it splits using a
* range of characters instead of a specific
* character or sequence.
*
* @param value the String to be split
* @param delim the String used to separate the data
* @return Array of Strings
*/
declare function split(value: string, delim: string): string[];
/**
* The splitTokens() function splits a String at one
* or many character delimiters or "tokens." The
* delim parameter specifies the character or
* characters to be used as a boundary. If no delim
* characters are specified, any whitespace character
* is used to split. Whitespace characters include
* tab (\t), line feed (\n), carriage return (\r),
* form feed (\f), and space.
*
* @param value the String to be split
* @param [delim] list of individual Strings that
* will be used as separators
* @return Array of Strings
*/
declare function splitTokens(value: string, delim?: string): string[];
/**
* Removes whitespace characters from the beginning
* and end of a String. In addition to standard
* whitespace characters such as space, carriage
* return, and tab, this function also removes the
* Unicode "nbsp" character.
*
* @param str a String to be trimmed
* @return a trimmed String
*/
declare function trim(str: string): string;
/**
* Removes whitespace characters from the beginning
* and end of a String. In addition to standard
* whitespace characters such as space, carriage
* return, and tab, this function also removes the
* Unicode "nbsp" character.
*
* @param strs an Array of Strings to be trimmed
* @return an Array of trimmed Strings
*/
declare function trim(strs: any[]): string[];
// src/utilities/time_date.js
/**
* p5.js communicates with the clock on your
* computer. The day() function returns the current
* day as a value from 1 - 31.
*
* @return the current day
*/
declare function day(): number;
/**
* p5.js communicates with the clock on your
* computer. The hour() function returns the current
* hour as a value from 0 - 23.
*
* @return the current hour
*/
declare function hour(): number;
/**
* p5.js communicates with the clock on your
* computer. The minute() function returns the
* current minute as a value from 0 - 59.
*
* @return the current minute
*/
declare function minute(): number;
/**
* Returns the number of milliseconds (thousandths of
* a second) since starting the program. This
* information is often used for timing events and
* animation sequences.
*
* @return the number of milliseconds since starting
* the program
*/
declare function millis(): number;
/**
* p5.js communicates with the clock on your
* computer. The month() function returns the current
* month as a value from 1 - 12.
*
* @return the current month
*/
declare function month(): number;
/**
* p5.js communicates with the clock on your
* computer. The second() function returns the
* current second as a value from 0 - 59.
*
* @return the current second
*/
declare function second(): number;
/**
* p5.js communicates with the clock on your
* computer. The year() function returns the current
* year as an integer (2014, 2015, 2016, etc).
*
* @return the current year
*/
declare function year(): number;
// src/webgl/camera.js
/**
* Sets camera position for a 3D sketch. The function
* behaves similarly gluLookAt, except that it
* replaces the existing modelview matrix instead of
* applying any transformations calculated here on
* top of the existing model view. When called with
* no arguments, this function sets a default camera
* equivalent to calling camera(0, 0, (height/2.0) /
* tan(PI*30.0 / 180.0), 0, 0, 0, 0, 1, 0);
*
* @param [x] camera position value on x axis
* @param [y] camera position value on y axis
* @param [z] camera position value on z axis
* @param [centerX] x coordinate representing center
* of the sketch
* @param [centerY] y coordinate representing center
* of the sketch
* @param [centerZ] z coordinate representing center
* of the sketch
* @param [upX] x component of direction 'up' from
* camera
* @param [upY] y component of direction 'up' from
* camera
* @param [upZ] z component of direction 'up' from
* camera
* @chainable
*/
declare function camera(x?: number, y?: number, z?: number, centerX?: number, centerY?: number, centerZ?: number, upX?: number, upY?: number, upZ?: number): p5;
/**
* Sets perspective camera. When called with no
* arguments, the defaults provided are equivalent to
* perspective(PI/3.0, width/height, cameraZ/10.0,
* cameraZ10.0) where cameraZ is ((height/2.0) /
* tan(PI60.0/360.0));
*
* @param [fovy] camera frustum vertical field of
* view, from bottom to top of view, in angleMode
* units
* @param [aspect] camera frustum aspect ratio
* @param [near] frustum near plane length
* @param [far] frustum far plane length
* @chainable
*/
declare function perspective(fovy?: number, aspect?: number, near?: number, far?: number): p5;
/**
* Setup ortho camera
*
* @param [left] camera frustum left plane
* @param [right] camera frustum right plane
* @param [bottom] camera frustum bottom plane
* @param [top] camera frustum top plane
* @param [near] camera frustum near plane
* @param [far] camera frustum far plane
* @chainable
*/
declare function ortho(left?: number, right?: number, bottom?: number, top?: number, near?: number, far?: number): p5;
// src/webgl/interaction.js
declare function orbitControl(): p5;
// src/webgl/light.js
/**
* Creates an ambient light with a color
*
* @param v1 red or hue value relative to the current
* color range
* @param v2 green or saturation value relative to
* the current color range
* @param v3 blue or brightness value relative to the
* current color range
* @chainable
*/
declare function ambientLight(v1: number, v2: number, v3: number, alpha?: number): p5;
/**
* Creates an ambient light with a color
*
* @param value a color string
* @chainable
*/
declare function ambientLight(value: string, alpha?: number): p5;
/**
* Creates an ambient light with a color
*
* @param values an array containing the
* red,green,blue & and alpha components of the color
* @chainable
*/
declare function ambientLight(values: number[]): p5;
/**
* Creates an ambient light with a color
*
* @param color the ambient light color
* @chainable
*/
declare function ambientLight(color: p5.Color): p5;
/**
* Creates a directional light with a color and a
* direction
*
* @param v1 red or hue value (depending on the
* current color mode),
* @param v2 green or saturation value
* @param v3 blue or brightness value
* @param position the direction of the light
* @chainable
*/
declare function directionalLight(v1: number, v2: number, v3: number, position: p5.Vector): p5;
/**
* Creates a directional light with a color and a
* direction
*
* @param color color Array, CSS color string, or
* p5.Color value
* @param x x axis direction
* @param y y axis direction
* @param z z axis direction
* @chainable
*/
declare function directionalLight(color: number[]|string|p5.Color, x: number, y: number, z: number): p5;
/**
* Creates a directional light with a color and a
* direction
*
* @param color color Array, CSS color string, or
* p5.Color value
* @param position the direction of the light
* @chainable
*/
declare function directionalLight(color: number[]|string|p5.Color, position: p5.Vector): p5;
/**
* Creates a directional light with a color and a
* direction
*
* @param v1 red or hue value (depending on the
* current color mode),
* @param v2 green or saturation value
* @param v3 blue or brightness value
* @param x x axis direction
* @param y y axis direction
* @param z z axis direction
* @chainable
*/
declare function directionalLight(v1: number, v2: number, v3: number, x: number, y: number, z: number): p5;
/**
* Creates a point light with a color and a light
* position
*
* @param v1 red or hue value (depending on the
* current color mode),
* @param v2 green or saturation value
* @param v3 blue or brightness value
* @param x x axis position
* @param y y axis position
* @param z z axis position
* @chainable
*/
declare function pointLight(v1: number, v2: number, v3: number, x: number, y: number, z: number): p5;
/**
* Creates a point light with a color and a light
* position
*
* @param v1 red or hue value (depending on the
* current color mode),
* @param v2 green or saturation value
* @param v3 blue or brightness value
* @param position the position of the light
* @chainable
*/
declare function pointLight(v1: number, v2: number, v3: number, position: p5.Vector): p5;
/**
* Creates a point light with a color and a light
* position
*
* @param color color Array, CSS color string, or
* p5.Color value
* @param x x axis position
* @param y y axis position
* @param z z axis position
* @chainable
*/
declare function pointLight(color: number[]|string|p5.Color, x: number, y: number, z: number): p5;
/**
* Creates a point light with a color and a light
* position
*
* @param color color Array, CSS color string, or
* p5.Color value
* @param position the position of the light
* @chainable
*/
declare function pointLight(color: number[]|string|p5.Color, position: p5.Vector): p5;
// src/webgl/loading.js
/**
* Load a 3d model from an OBJ file. One of the
* limitations of the OBJ format is that it doesn't
* have a built-in sense of scale. This means that
* models exported from different programs might be
* very different sizes. If your model isn't
* displaying, try calling loadModel() with the
* normalized parameter set to true. This will resize
* the model to a scale appropriate for p5. You can
* also make additional changes to the final size of
* your model with the scale() function.
*
* @param path Path of the model to be loaded
* @param normalize If true, scale the model to a
* standardized size when loading
* @param [successCallback] Function to be called
* once the model is loaded. Will be passed the 3D
* model object.
* @param [failureCallback] called with event error
* if the image fails to load.
* @return the p5.Geometry object
*/
declare function loadModel(path: string, normalize: boolean, successCallback?: (p1: p5.Geometry) => any, failureCallback?: (p1: Event) => any): p5.Geometry;
/**
* Load a 3d model from an OBJ file. One of the
* limitations of the OBJ format is that it doesn't
* have a built-in sense of scale. This means that
* models exported from different programs might be
* very different sizes. If your model isn't
* displaying, try calling loadModel() with the
* normalized parameter set to true. This will resize
* the model to a scale appropriate for p5. You can
* also make additional changes to the final size of
* your model with the scale() function.
*
* @param path Path of the model to be loaded
* @param [successCallback] Function to be called
* once the model is loaded. Will be passed the 3D
* model object.
* @param [failureCallback] called with event error
* if the image fails to load.
* @return the p5.Geometry object
*/
declare function loadModel(path: string, successCallback?: (p1: p5.Geometry) => any, failureCallback?: (p1: Event) => any): p5.Geometry;
/**
* Render a 3d model to the screen.
*
* @param model Loaded 3d model to be rendered
*/
declare function model(model: p5.Geometry): void;
// src/webgl/material.js
/**
* Loads a custom shader from the provided vertex and
* fragment shader paths. The shader files are loaded
* asynchronously in the background, so this method
* should be used in preload(). For now, there are
* three main types of shaders. p5 will automatically
* supply appropriate vertices, normals, colors, and
* lighting attributes if the parameters defined in
* the shader match the names.
*
* @param [vertFilename] path to file containing
* vertex shader source code
* @param [fragFilename] path to file containing
* fragment shader source code
* @return a shader object created from the provided
* vertex and fragment shader files.
*/
declare function loadShader(vertFilename?: string, fragFilename?: string): p5.Shader;
declare function createShader(vertSrc: string, fragSrc: string): p5.Shader;
/**
* The shader() function lets the user provide a
* custom shader to fill in shapes in WEBGL mode.
* Users can create their own shaders by loading
* vertex and fragment shaders with loadShader().
*
* @param [s] the desired p5.Shader to use for
* rendering shapes.
* @chainable
*/
declare function shader(s?: p5.Shader): p5;
/**
* Normal material for geometry. You can view all
* possible materials in this example.
*
* @chainable
*/
declare function normalMaterial(): p5;
/**
* Texture for geometry. You can view other possible
* materials in this example.
*
* @param tex 2-dimensional graphics to render as
* texture
* @chainable
*/
declare function texture(tex: p5.Image|p5.MediaElement|p5.Graphics): p5;
/**
* Ambient material for geometry with a given color.
* You can view all possible materials in this
* example.
*
* @param v1 gray value, red or hue value (depending
* on the current color mode),
* @param [v2] green or saturation value
* @param [v3] blue or brightness value
* @param [a] opacity
* @chainable
*/
declare function ambientMaterial(v1: number, v2?: number, v3?: number, a?: number): p5;
/**
* Ambient material for geometry with a given color.
* You can view all possible materials in this
* example.
*
* @param color color, color Array, or CSS color
* string
* @chainable
*/
declare function ambientMaterial(color: number[]|string|p5.Color): p5;
/**
* Specular material for geometry with a given color.
* You can view all possible materials in this
* example.
*
* @param v1 gray value, red or hue value (depending
* on the current color mode),
* @param [v2] green or saturation value
* @param [v3] blue or brightness value
* @param [a] opacity
* @chainable
*/
declare function specularMaterial(v1: number, v2?: number, v3?: number, a?: number): p5;
/**
* Specular material for geometry with a given color.
* You can view all possible materials in this
* example.
*
* @param color color Array, or CSS color string
* @chainable
*/
declare function specularMaterial(color: number[]|string|p5.Color): p5;
// src/webgl/p5.RendererGL.js
/**
* Set attributes for the WebGL Drawing context. This
* is a way of adjusting ways that the WebGL renderer
* works to fine-tune the display and performance.
* This should be put in setup(). The available
* attributes are: alpha - indicates if the canvas
* contains an alpha buffer
*
* default is true
*
*
* depth - indicates whether the drawing buffer has a
* depth buffer of at least 16 bits - default is true
*
*
* stencil - indicates whether the drawing buffer has
* a stencil buffer of at least 8 bits
*
*
* antialias - indicates whether or not to perform
* anti-aliasing
*
* default is false
*
*
* premultipliedAlpha - indicates that the page
* compositor will assume the drawing buffer contains
* colors with pre-multiplied alpha
*
* default is false
*
*
* preserveDrawingBuffer - if true the buffers will
* not be cleared and and will preserve their values
* until cleared or overwritten by author (note that
* p5 clears automatically on draw loop)
*
* default is true
*
*
* perPixelLighting - if true, per-pixel lighting
* will be used in the lighting shader.
*
* default is false
*
* @param key Name of attribute
* @param value New value of named attribute
*/
declare function setAttributes(key: string, value: boolean): void;
/**
* Set attributes for the WebGL Drawing context. This
* is a way of adjusting ways that the WebGL renderer
* works to fine-tune the display and performance.
* This should be put in setup(). The available
* attributes are: alpha - indicates if the canvas
* contains an alpha buffer
*
* default is true
*
*
* depth - indicates whether the drawing buffer has a
* depth buffer of at least 16 bits - default is true
*
*
* stencil - indicates whether the drawing buffer has
* a stencil buffer of at least 8 bits
*
*
* antialias - indicates whether or not to perform
* anti-aliasing
*
* default is false
*
*
* premultipliedAlpha - indicates that the page
* compositor will assume the drawing buffer contains
* colors with pre-multiplied alpha
*
* default is false
*
*
* preserveDrawingBuffer - if true the buffers will
* not be cleared and and will preserve their values
* until cleared or overwritten by author (note that
* p5 clears automatically on draw loop)
*
* default is true
*
*
* perPixelLighting - if true, per-pixel lighting
* will be used in the lighting shader.
*
* default is false
*
* @param obj object with key-value pairs
*/
declare function setAttributes(obj: object): void;
// src/webgl/primitives.js
/**
* Draw a plane with given a width and height
*
* @param [width] width of the plane
* @param [height] height of the plane
* @param [detailX] Optional number of triangle
* subdivisions in x-dimension
* @param [detailY] Optional number of triangle
* subdivisions in y-dimension
* @chainable
*/
declare function plane(width?: number, height?: number, detailX?: number, detailY?: number): p5;
/**
* Draw a box with given width, height and depth
*
* @param [width] width of the box
* @param [Height] height of the box
* @param [depth] depth of the box
* @param [detailX] Optional number of triangle
* subdivisions in x-dimension
* @param [detailY] Optional number of triangle
* subdivisions in y-dimension
* @chainable
*/
declare function box(width?: number, Height?: number, depth?: number, detailX?: number, detailY?: number): p5;
/**
* Draw a sphere with given radius
*
* @param [radius] radius of circle
* @param [detailX] number of segments, the more
* segments the smoother geometry default is 24
* @param [detailY] number of segments, the more
* segments the smoother geometry default is 16
* @chainable
*/
declare function sphere(radius?: number, detailX?: number, detailY?: number): p5;
/**
* Draw a cylinder with given radius and height
*
* @param [radius] radius of the surface
* @param [height] height of the cylinder
* @param [detailX] number of segments, the more
* segments the smoother geometry default is 24
* @param [detailY] number of segments in
* y-dimension, the more segments the smoother
* geometry default is 1
* @param [bottomCap] whether to draw the bottom of
* the cylinder
* @param [topCap] whether to draw the top of the
* cylinder
* @chainable
*/
declare function cylinder(radius?: number, height?: number, detailX?: number, detailY?: number, bottomCap?: boolean, topCap?: boolean): p5;
/**
* Draw a cone with given radius and height
*
* @param [radius] radius of the bottom surface
* @param [height] height of the cone
* @param [detailX] number of segments, the more
* segments the smoother geometry default is 24
* @param [detailY] number of segments, the more
* segments the smoother geometry default is 1
* @param [cap] whether to draw the base of the cone
* @chainable
*/
declare function cone(radius?: number, height?: number, detailX?: number, detailY?: number, cap?: boolean): p5;
/**
* Draw an ellipsoid with given radius
*
* @param [radiusx] xradius of circle
* @param [radiusy] yradius of circle
* @param [radiusz] zradius of circle
* @param [detailX] number of segments, the more
* segments the smoother geometry default is 24.
* Avoid detail number above 150, it may crash the
* browser.
* @param [detailY] number of segments, the more
* segments the smoother geometry default is 16.
* Avoid detail number above 150, it may crash the
* browser.
* @chainable
*/
declare function ellipsoid(radiusx?: number, radiusy?: number, radiusz?: number, detailX?: number, detailY?: number): p5;
/**
* Draw a torus with given radius and tube radius
*
* @param [radius] radius of the whole ring
* @param [tubeRadius] radius of the tube
* @param [detailX] number of segments in
* x-dimension, the more segments the smoother
* geometry default is 24
* @param [detailY] number of segments in
* y-dimension, the more segments the smoother
* geometry default is 16
* @chainable
*/
declare function torus(radius?: number, tubeRadius?: number, detailX?: number, detailY?: number): p5;
// lib/addons/p5.sound.js
/**
* Returns a number representing the sample rate, in
* samples per second, of all sound objects in this
* audio context. It is determined by the sampling
* rate of your operating system's sound card, and it
* is not currently possile to change. It is often
* 44100, or twice the range of human hearing.
*
* @return samplerate samples per second
*/
declare function sampleRate(): number;
/**
* Returns the closest MIDI note value for a given
* frequency.
*
* @param frequency A freqeuncy, for example, the "A"
* above Middle C is 440Hz
* @return MIDI note value
*/
declare function freqToMidi(frequency: number): number;
/**
* Returns the frequency value of a MIDI note value.
* General MIDI treats notes as integers where middle
* C is 60, C# is 61, D is 62 etc. Useful for
* generating musical frequencies with oscillators.
*
* @param midiNote The number of a MIDI note
* @return Frequency value of the given MIDI note
*/
declare function midiToFreq(midiNote: number): number;
/**
* List the SoundFile formats that you will include.
* LoadSound will search your directory for these
* extensions, and will pick a format that is
* compatable with the client's web browser. Here is
* a free online file converter.
*
* @param [formats] i.e. 'mp3', 'wav', 'ogg'
*/
declare function soundFormats(formats?: string): void;
// Properties from p5.dom
// lib/addons/p5.dom.js
/**
* Searches the page for an element with the given
* ID, class, or tag name (using the '#' or '.'
* prefixes to specify an ID or class respectively,
* and none for a tag) and returns it as a
* p5.Element. If a class or tag name is given with
* more than 1 element, only the first element will
* be returned. The DOM node itself can be accessed
* with .elt. Returns null if none found. You can
* also specify a container to search within.
*
* @param name id, class, or tag name of element to
* search for
* @param [container] id, p5.Element, or HTML element
* to search within
* @return p5.Element containing node found
*/
declare function select(name: string, container?: string): object|p5.Element|null;
/**
* Searches the page for elements with the given
* class or tag name (using the '.' prefix to specify
* a class and no prefix for a tag) and returns them
* as p5.Elements in an array. The DOM node itself
* can be accessed with .elt. Returns an empty array
* if none found. You can also specify a container to
* search within.
*
* @param name class or tag name of elements to
* search for
* @param [container] id, p5.Element, or HTML element
* to search within
* @return Array of p5.Elements containing nodes
* found
*/
declare function selectAll(name: string, container?: string): any[];
/**
* Removes all elements created by p5, except any
* canvas / graphics elements created by createCanvas
* or createGraphics. Event handlers are removed, and
* element is removed from the DOM.
*
*/
declare function removeElements(): void;
/**
* Creates a <div></div> element in the DOM with
* given inner HTML. Appends to the container node if
* one is specified, otherwise appends to body.
*
* @param [html] inner HTML for element created
* @return pointer to p5.Element holding created node
*/
declare function createDiv(html?: string): object|p5.Element;
/**
* Creates a <p></p> element in the DOM with given
* inner HTML. Used for paragraph length text.
* Appends to the container node if one is specified,
* otherwise appends to body.
*
* @param [html] inner HTML for element created
* @return pointer to p5.Element holding created node
*/
declare function createP(html?: string): object|p5.Element;
/**
* Creates a <span></span> element in the DOM with
* given inner HTML. Appends to the container node if
* one is specified, otherwise appends to body.
*
* @param [html] inner HTML for element created
* @return pointer to p5.Element holding created node
*/
declare function createSpan(html?: string): object|p5.Element;
/**
* Creates an <img> element in the DOM with given src
* and alternate text. Appends to the container node
* if one is specified, otherwise appends to body.
*
* @param src src path or url for image
* @param [alt] alternate text to be used if image
* does not load
* @param [successCallback] callback to be called
* once image data is loaded
* @return pointer to p5.Element holding created node
*/
declare function createImg(src: string, alt?: string, successCallback?: Function): object|p5.Element;
/**
* Creates an <a></a> element in the DOM for
* including a hyperlink. Appends to the container
* node if one is specified, otherwise appends to
* body.
*
* @param href url of page to link to
* @param html inner html of link element to display
* @param [target] target where new link should open,
* could be _blank, _self, _parent, _top.
* @return pointer to p5.Element holding created node
*/
declare function createA(href: string, html: string, target?: string): object|p5.Element;
/**
* Creates a slider <input></input> element in the
* DOM. Use .size() to set the display length of the
* slider. Appends to the container node if one is
* specified, otherwise appends to body.
*
* @param min minimum value of the slider
* @param max maximum value of the slider
* @param [value] default value of the slider
* @param [step] step size for each tick of the
* slider (if step is set to 0, the slider will move
* continuously from the minimum to the maximum
* value)
* @return pointer to p5.Element holding created node
*/
declare function createSlider(min: number, max: number, value?: number, step?: number): object|p5.Element;
/**
* Creates a <button></button> element in the DOM.
* Use .size() to set the display size of the button.
* Use .mousePressed() to specify behavior on press.
* Appends to the container node if one is specified,
* otherwise appends to body.
*
* @param label label displayed on the button
* @param [value] value of the button
* @return pointer to p5.Element holding created node
*/
declare function createButton(label: string, value?: string): object|p5.Element;
/**
* Creates a checkbox <input></input> element in the
* DOM. Calling .checked() on a checkbox returns if
* it is checked or not
*
* @param [label] label displayed after checkbox
* @param [value] value of the checkbox; checked is
* true, unchecked is false
* @return pointer to p5.Element holding created node
*/
declare function createCheckbox(label?: string, value?: boolean): object|p5.Element;
/**
* Creates a dropdown menu <select></select> element
* in the DOM. It also helps to assign select-box
* methods to p5.Element when selecting existing
* select box
*
* @param [multiple] true if dropdown should support
* multiple selections
*/
declare function createSelect(multiple?: boolean): p5.Element;
/**
* Creates a dropdown menu <select></select> element
* in the DOM. It also helps to assign select-box
* methods to p5.Element when selecting existing
* select box
*
* @param existing DOM select element
*/
declare function createSelect(existing: object): p5.Element;
/**
* Creates a radio button <input></input> element in
* the DOM. The .option() method can be used to set
* options for the radio after it is created. The
* .value() method will return the currently selected
* option.
*
* @param [divId] the id and name of the created div
* and input field respectively
* @return pointer to p5.Element holding created node
*/
declare function createRadio(divId?: string): object|p5.Element;
/**
* Creates an <input></input> element in the DOM for
* text input. Use .size() to set the display length
* of the box. Appends to the container node if one
* is specified, otherwise appends to body.
*
* @param [value] default value of the input box
* @param [type] type of text, ie text, password etc.
* Defaults to text
* @return pointer to p5.Element holding created node
*/
declare function createInput(value?: string, type?: string): object|p5.Element;
/**
* Creates an <input></input> element in the DOM of
* type 'file'. This allows users to select local
* files for use in a sketch.
*
* @param [callback] callback function for when a
* file loaded
* @param [multiple] optional to allow multiple files
* selected
* @return pointer to p5.Element holding created DOM
* element
*/
declare function createFileInput(callback?: Function, multiple?: string): object|p5.Element;
/**
* Creates an HTML5 <video> element in the DOM for
* simple playback of audio/video. Shown by default,
* can be hidden with .hide() and drawn into canvas
* using video(). Appends to the container node if
* one is specified, otherwise appends to body. The
* first parameter can be either a single string path
* to a video file, or an array of string paths to
* different formats of the same video. This is
* useful for ensuring that your video can play
* across different browsers, as each supports
* different formats. See this page for further
* information about supported formats.
*
* @param src path to a video file, or array of paths
* for supporting different browsers
* @param [callback] callback function to be called
* upon 'canplaythrough' event fire, that is, when
* the browser can play the media, and estimates that
* enough data has been loaded to play the media up
* to its end without having to stop for further
* buffering of content
* @return pointer to video p5.Element
*/
declare function createVideo(src: string|any[], callback?: object): p5.MediaElement|p5.Element;
/**
* Creates a hidden HTML5 <audio> element in the DOM
* for simple audio playback. Appends to the
* container node if one is specified, otherwise
* appends to body. The first parameter can be either
* a single string path to a audio file, or an array
* of string paths to different formats of the same
* audio. This is useful for ensuring that your audio
* can play across different browsers, as each
* supports different formats. See this page for
* further information about supported formats.
*
* @param [src] path to an audio file, or array of
* paths for supporting different browsers
* @param [callback] callback function to be called
* upon 'canplaythrough' event fire, that is, when
* the browser can play the media, and estimates that
* enough data has been loaded to play the media up
* to its end without having to stop for further
* buffering of content
* @return pointer to audio p5.Element /**
*/
declare function createAudio(src?: string|string[], callback?: object): p5.MediaElement|p5.Element;
/**
* Creates a new <video> element that contains the
* audio/video feed from a webcam. This can be drawn
* onto the canvas using video(). More specific
* properties of the feed can be passing in a
* Constraints object. See the W3C spec for possible
* properties. Note that not all of these are
* supported by all browsers.
*
* Security note: A new browser security
* specification requires that getUserMedia, which is
* behind createCapture(), only works when you're
* running the code locally, or on HTTPS. Learn more
* here and here.
*
* @param type type of capture, either VIDEO or AUDIO
* if none specified, default both, or a Constraints
* object
* @param callback function to be called once stream
* has loaded
* @return capture video p5.Element
*/
declare function createCapture(type: string|any|object, callback: Function): object|p5.Element;
/**
* Creates element with given tag in the DOM with
* given content. Appends to the container node if
* one is specified, otherwise appends to body.
*
* @param tag tag for the new element
* @param [content] html content to be inserted into
* the element
* @return pointer to p5.Element holding created node
*/
declare function createElement(tag: string, content?: string): object|p5.Element;
// Properties from p5.sound
// lib/addons/p5.sound.js
/**
* Returns the Audio Context for this sketch. Useful
* for users who would like to dig deeper into the
* Web Audio API .
*
* @return AudioContext for this sketch
*/
declare function getAudioContext(): object;
/**
* Returns a number representing the master amplitude
* (volume) for sound in this sketch.
*
* @return Master amplitude (volume) for sound in
* this sketch. Should be between 0.0 (silence) and
* 1.0.
*/
declare function getMasterVolume(): number;
/**
* Scale the output of all sound in this sketch
* Scaled between 0.0 (silence) and 1.0 (full
* volume). 1.0 is the maximum amplitude of a digital
* sound, so multiplying by greater than 1.0 may
* cause digital distortion. To fade, provide a
* rampTime parameter. For more complex fades, see
* the Env class. Alternately, you can pass in a
* signal source such as an oscillator to modulate
* the amplitude with an audio signal. How This
* Works: When you load the p5.sound module, it
* creates a single instance of p5sound. All sound
* objects in this module output to p5sound before
* reaching your computer's output. So if you change
* the amplitude of p5sound, it impacts all of the
* sound in this module.
*
* If no value is provided, returns a Web Audio API
* Gain Node
*
* @param volume Volume (amplitude) between 0.0 and
* 1.0 or modulating signal/oscillator
* @param [rampTime] Fade for t seconds
* @param [timeFromNow] Schedule this event to happen
* at t seconds in the future
*/
declare function masterVolume(volume: number|object, rampTime?: number, timeFromNow?: number): void;
/**
* p5.soundOut is the p5.sound master output. It
* sends output to the destination of this window's
* web audio context. It contains Web Audio API nodes
* including a dyanmicsCompressor (.limiter), and
* Gain Nodes for .input and .output.
*
*/
declare var soundOut: object;