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isaac-typescript-definitions

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TypeScript definitions for The Binding of Isaac: Repentance.

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.ButtonAction = void 0; var ButtonAction; (function (ButtonAction) { /** This only fires on `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["LEFT"] = 0] = "LEFT"; /** This only fires on `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["RIGHT"] = 1] = "RIGHT"; /** This only fires on `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["UP"] = 2] = "UP"; /** This only fires on `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["DOWN"] = 3] = "DOWN"; /** This fires on `InputHook.IS_ACTION_PRESSED` (0) and `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["SHOOT_LEFT"] = 4] = "SHOOT_LEFT"; /** This fires on `InputHook.IS_ACTION_PRESSED` (0) and `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["SHOOT_RIGHT"] = 5] = "SHOOT_RIGHT"; /** This fires on `InputHook.IS_ACTION_PRESSED` (0) and `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["SHOOT_UP"] = 6] = "SHOOT_UP"; /** This fires on `InputHook.IS_ACTION_PRESSED` (0) and `InputHook.GET_ACTION_VALUE` (2). */ ButtonAction[ButtonAction["SHOOT_DOWN"] = 7] = "SHOOT_DOWN"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["BOMB"] = 8] = "BOMB"; /** This fires on `InputHook.IS_ACTION_PRESSED` (0) and `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["ITEM"] = 9] = "ITEM"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["PILL_CARD"] = 10] = "PILL_CARD"; /** * This is also used for switching cards, switching The Forgotten, holding Esau in place, and so * on. * * This fires on `InputHook.IS_ACTION_PRESSED` (0) and `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["DROP"] = 11] = "DROP"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["PAUSE"] = 12] = "PAUSE"; /** This only fires on `InputHook.IS_ACTION_PRESSED` (0). */ ButtonAction[ButtonAction["MAP"] = 13] = "MAP"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["MENU_CONFIRM"] = 14] = "MENU_CONFIRM"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["MENU_BACK"] = 15] = "MENU_BACK"; /** This only fires on `InputHook.IS_ACTION_PRESSED` (0). */ ButtonAction[ButtonAction["RESTART"] = 16] = "RESTART"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["FULLSCREEN"] = 17] = "FULLSCREEN"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["MUTE"] = 18] = "MUTE"; // Does not seem to trigger any input hooks while on keyboard. ButtonAction[ButtonAction["JOIN_MULTIPLAYER"] = 19] = "JOIN_MULTIPLAYER"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["MENU_LEFT"] = 20] = "MENU_LEFT"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["MENU_RIGHT"] = 21] = "MENU_RIGHT"; // Does not seem to trigger any input hooks while on keyboard. ButtonAction[ButtonAction["MENU_UP"] = 22] = "MENU_UP"; // Does not seem to trigger any input hooks while on keyboard. ButtonAction[ButtonAction["MENU_DOWN"] = 23] = "MENU_DOWN"; // Does not seem to trigger any input hooks while on keyboard. ButtonAction[ButtonAction["MENU_LT"] = 24] = "MENU_LT"; // Does not seem to trigger any input hooks while on keyboard. ButtonAction[ButtonAction["MENU_RT"] = 25] = "MENU_RT"; // Does not seem to trigger any input hooks while on keyboard. ButtonAction[ButtonAction["MENU_TAB"] = 26] = "MENU_TAB"; /** This only fires on `InputHook.IS_ACTION_TRIGGERED` (1). */ ButtonAction[ButtonAction["CONSOLE"] = 28] = "CONSOLE"; })(ButtonAction || (exports.ButtonAction = ButtonAction = {}));