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canvas2djs

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HTML5 canvas based game engine

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import { Stage } from './Stage'; import { Sprite } from './sprite/Sprite'; export declare type EventHelper = { identifier?: number; beginX: number; beginY: number; localX?: number; localY?: number; stageX?: number; stageY?: number; _moved?: boolean; beginTarget?: Sprite<{}>; target?: Sprite<{}>; cancelBubble: boolean; stopPropagation(); }; export declare class UIEvent { static supportTouch: boolean; static TOUCH_BEGIN: string; static TOUCH_MOVED: string; static TOUCH_ENDED: string; static MOUSE_BEGIN: string; static MOUSE_MOVED: string; static MOUSE_ENDED: string; static CLICK: string; static ADD_TO_STAGE: string; static REMOVED_FROM_STAGE: string; static FRAME: string; private _registered; private _touchHelperMap; private _mouseBeginHelper; private _mouseMovedHelper; private _eventQueue; stage: Stage; element: HTMLElement; constructor(stage: Stage); register(): void; unregister(): void; release(): void; _handleEvent(): void; private _transformLocation(event); private _transformTouches(touches, justGet?); private _touchBeginHandler; private _handleTouchBegin(event); private _touchMovedHandler; private _handleTouchMoved(event); private _touchEndedHandler; private _handleTouchEnded(event); private _mouseBeginHandler; private _handleMouseBegin(event); private _mouseMovedHandler; private _handleMouseMoved(event); private _mouseEndedHandler; private _handleMouseEnded(event); private _dispatchTouch(sprite, offsetX, offsetY, helpers, event, methodName, eventName, needTriggerClick?); private _detectTouchOnClipArea(sprite, offsetX, offsetY, helpers, event, methodName, eventName, needTriggerClick?); private _dispatchMouse(sprite, offsetX, offsetY, helper, event, methodName, eventName, needTriggerClick?); private _detectMouseOnClipArea(sprite, offsetX, offsetY, helper, event, methodName, eventName, needTriggerClick?); }