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@epicgames-ps/lib-pixelstreamingfrontend-ue5.4

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import { FakeTouchController } from './FakeTouchController'; import { KeyboardController } from './KeyboardController'; import { MouseController } from './MouseController'; import { TouchController } from './TouchController'; import { GamePadController } from './GamepadController'; import { Config, ControlSchemeType } from '../Config/Config'; import { CoordinateConverter } from '../Util/CoordinateConverter'; import { StreamMessageController } from '../UeInstanceMessage/StreamMessageController'; import { VideoPlayer } from '../VideoPlayer/VideoPlayer'; /** * Class for making and setting up input class types */ export declare class InputClassesFactory { toStreamerMessagesProvider: StreamMessageController; videoElementProvider: VideoPlayer; coordinateConverter: CoordinateConverter; activeKeys: ActiveKeys; /** * @param toStreamerMessagesProvider - Stream message instance * @param videoElementProvider - Video Player instance * @param coordinateConverter - A coordinateConverter instance */ constructor(toStreamerMessagesProvider: StreamMessageController, videoElementProvider: VideoPlayer, coordinateConverter: CoordinateConverter); /** * Registers browser key events. */ registerKeyBoard(config: Config): KeyboardController; /** * register mouse events based on a control type * @param controlScheme - if the mouse is either hovering or locked */ registerMouse(controlScheme: ControlSchemeType): MouseController; /** * register touch events * @param fakeMouseTouch - the faked mouse touch event */ registerTouch(fakeMouseTouch: boolean, videoElementParentClientRect: DOMRect): FakeTouchController | TouchController; /** * registers a gamepad */ registerGamePad(): GamePadController; } /** * A class that keeps track of current active keys */ export declare class ActiveKeys { activeKeys: Array<number>; constructor(); /** * Get the current array of active keys * @returns - an array of active keys */ getActiveKeys(): number[]; }