@babylonjs/core
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TypeScript
import type { AbstractMesh } from "../Meshes/abstractMesh.js";
import type { Nullable } from "../types.js";
import type { Sprite } from "../Sprites/sprite.js";
import type { Scene } from "../scene.js";
import type { Vector2 } from "../Maths/math.vector.js";
/**
* Interface used to define ActionEvent
*/
export interface IActionEvent {
/** The mesh or sprite that triggered the action */
source: any;
/** The X mouse cursor position at the time of the event */
pointerX: number;
/** The Y mouse cursor position at the time of the event */
pointerY: number;
/** The mesh that is currently pointed at (can be null) */
meshUnderPointer: Nullable<AbstractMesh>;
/** the original (browser) event that triggered the ActionEvent */
sourceEvent?: any;
/** additional data for the event */
additionalData?: any;
}
/**
* ActionEvent is the event being sent when an action is triggered.
*/
export declare class ActionEvent implements IActionEvent {
/** The mesh or sprite that triggered the action */
source: any;
/** The X mouse cursor position at the time of the event */
pointerX: number;
/** The Y mouse cursor position at the time of the event */
pointerY: number;
/** The mesh that is currently pointed at (can be null) */
meshUnderPointer: Nullable<AbstractMesh>;
/** the original (browser) event that triggered the ActionEvent */
sourceEvent?: any | undefined;
/** additional data for the event */
additionalData?: any | undefined;
/**
* Creates a new ActionEvent
* @param source The mesh or sprite that triggered the action
* @param pointerX The X mouse cursor position at the time of the event
* @param pointerY The Y mouse cursor position at the time of the event
* @param meshUnderPointer The mesh that is currently pointed at (can be null)
* @param sourceEvent the original (browser) event that triggered the ActionEvent
* @param additionalData additional data for the event
*/
constructor(
/** The mesh or sprite that triggered the action */
source: any,
/** The X mouse cursor position at the time of the event */
pointerX: number,
/** The Y mouse cursor position at the time of the event */
pointerY: number,
/** The mesh that is currently pointed at (can be null) */
meshUnderPointer: Nullable<AbstractMesh>,
/** the original (browser) event that triggered the ActionEvent */
sourceEvent?: any | undefined,
/** additional data for the event */
additionalData?: any | undefined);
/**
* Helper function to auto-create an ActionEvent from a source mesh.
* @param source The source mesh that triggered the event
* @param evt The original (browser) event
* @param additionalData additional data for the event
* @returns the new ActionEvent
*/
static CreateNew(source: AbstractMesh, evt?: any, additionalData?: any): ActionEvent;
/**
* Helper function to auto-create an ActionEvent from a source sprite
* @param source The source sprite that triggered the event
* @param scene Scene associated with the sprite
* @param evt The original (browser) event
* @param additionalData additional data for the event
* @returns the new ActionEvent
*/
static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: any, additionalData?: any): ActionEvent;
/**
* Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
* @param scene the scene where the event occurred
* @param evt The original (browser) event
* @returns the new ActionEvent
*/
static CreateNewFromScene(scene: Scene, evt: any): ActionEvent;
/**
* Helper function to auto-create an ActionEvent from a primitive
* @param prim defines the target primitive
* @param pointerPos defines the pointer position
* @param evt The original (browser) event
* @param additionalData additional data for the event
* @returns the new ActionEvent
*/
static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
}