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@types/p5

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// This file was auto-generated. Please do not edit it. import * as p5 from '../../index'; declare module '../../index' { interface p5InstanceExtensions { /** * 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. * @param [event] optional MouseEvent callback * argument. */ mouseMoved(event?: object): 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 * function. * @param [event] optional MouseEvent callback * argument. */ mouseDragged(event?: object): 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 * function. * @param [event] optional MouseEvent callback * argument. */ mousePressed(event?: object): 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 function. * @param [event] optional MouseEvent callback * argument. */ mouseReleased(event?: object): 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 function. * @param [event] optional MouseEvent callback * argument. */ mouseClicked(event?: object): 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 * @param [event] optional MouseEvent callback * argument. */ doubleClicked(event?: object): 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 macOS 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. * @param [event] optional WheelEvent callback * argument. */ mouseWheel(event?: object): void; /** * The function requestPointerLock() locks the * pointer to its current position and makes it * invisible. Use movedX and movedY to get the * difference the mouse was moved since the last call * of draw. Note that not all browsers support this * feature. This enables you to create experiences * that aren't limited by the mouse moving out of the * screen even if it is repeatedly moved into one * direction. For example, a first person perspective * experience. */ requestPointerLock(): void; /** * The function exitPointerLock() exits a previously * triggered pointer Lock for example to make ui * elements usable etc */ exitPointerLock(): void; /** * The variable movedX contains the horizontal * movement of the mouse since the last frame */ movedX: number; /** * The variable movedY contains the vertical movement * of the mouse since the last frame */ movedY: number; /** * The system variable mouseX always contains the * current horizontal position of the mouse, relative * to (0, 0) of the canvas. The value at the top-left * corner is (0, 0) for 2-D and (-width/2, -height/2) * for WebGL. If touch is used instead of mouse * input, mouseX will hold the x value of the most * recent touch point. */ mouseX: number; /** * The system variable mouseY always contains the * current vertical position of the mouse, relative * to (0, 0) of the canvas. The value at the top-left * corner is (0, 0) for 2-D and (-width/2, -height/2) * for WebGL. If touch is used instead of mouse * input, mouseY will hold the y value of the most * recent touch point. */ 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. The value at the top-left * corner is (0, 0) for 2-D and (-width/2, -height/2) * for WebGL. Note: pmouseX will be reset to the * current mouseX value at the start of each touch * event. */ 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. The value at the top-left * corner is (0, 0) for 2-D and (-width/2, -height/2) * for WebGL. Note: pmouseY will be reset to the * current mouseY value at the start of each touch * event. */ pmouseY: number; /** * The system variable winMouseX always contains the * current horizontal position of the mouse, relative * to (0, 0) of the window. */ winMouseX: number; /** * The system variable winMouseY always contains the * current vertical position of the mouse, relative * to (0, 0) of the window. */ 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. Note: pwinMouseX will be reset to * the current winMouseX value at the start of each * touch event. */ 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. Note: pwinMouseY will be reset to * the current winMouseY value at the start of each * touch event. */ pwinMouseY: number; /** * p5 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. */ mouseButton: UNKNOWN_P5_CONSTANT; /** * The boolean system variable mouseIsPressed is true * if the mouse is pressed and false if not. */ mouseIsPressed: boolean; } }