@babylonjs/gui
Version:
Babylon.js GUI module =====================
94 lines (93 loc) • 3.56 kB
TypeScript
import { Observable } from "@babylonjs/core/Misc/observable.js";
import type { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
import { Rectangle } from "./rectangle.js";
import type { Control } from "./control.js";
import type { PointerInfoBase } from "@babylonjs/core/Events/pointerEvents.js";
/**
* Class used to create toggle buttons
* @since 5.0.0
*/
export declare class ToggleButton extends Rectangle {
name?: string | undefined;
/**
* Function called to generate the toActive animation
*/
toActiveAnimation: () => void;
/**
* Function called to generate the toInactive animation
*/
toInactiveAnimation: () => void;
/**
* Function called to generate a pointer enter animation when the toggle button is active.
*/
pointerEnterActiveAnimation: () => void;
/**
* Function called to generate a pointer out animation when the toggle button is active.
*/
pointerOutActiveAnimation: () => void;
/**
* Function called to generate a pointer down animation when the toggle button is active.
*/
pointerDownActiveAnimation: () => void;
/**
* Function called to generate a pointer up animation when the toggle button is active.
*/
pointerUpActiveAnimation: () => void;
/**
* Function called to generate a pointer enter animation when the toggle button is inactive.
*/
pointerEnterInactiveAnimation: () => void;
/**
* Function called to generate a pointer out animation when the toggle button is inactive.
*/
pointerOutInactiveAnimation: () => void;
/**
* Function called to generate a pointer down animation when the toggle button is inactive.
*/
pointerDownInactiveAnimation: () => void;
/**
* Function called to generate a pointer up animation when the toggle button is inactive.
*/
pointerUpInactiveAnimation: () => void;
/** Observable raised when isActive is changed */
onIsActiveChangedObservable: Observable<boolean>;
/**
* Gets or sets a boolean indicating that the toggle button will let internal controls handle picking instead of doing it directly using its bounding info
*/
delegatePickingToChildren: boolean;
private _group;
/** Gets or sets group name this toggle button belongs to */
get group(): string;
set group(value: string);
private _isActive;
/** Gets or sets a boolean indicating if the toggle button is active or not */
get isActive(): boolean;
set isActive(value: boolean);
/**
* Creates a new ToggleButton
* @param name defines the control name
* @param group defines the toggle group this toggle belongs to
*/
constructor(name?: string | undefined, group?: string);
protected _getTypeName(): string;
/**
* @internal
*/
_processPicking(x: number, y: number, pi: PointerInfoBase, type: number, pointerId: number, buttonIndex: number, deltaX?: number, deltaY?: number): boolean;
/**
* @internal
*/
_onPointerEnter(target: Control, pi: PointerInfoBase): boolean;
/**
* @internal
*/
_onPointerOut(target: Control, pi: PointerInfoBase, force?: boolean): void;
/**
* @internal
*/
_onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean;
/**
* @internal
*/
_onPointerUp(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean, pi: PointerInfoBase): void;
}