canvas2djs
Version:
HTML5 canvas based game engine
60 lines (59 loc) • 2.11 kB
TypeScript
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?);
}