playcanvas
Version:
PlayCanvas WebGL game engine
184 lines (183 loc) • 6.3 kB
TypeScript
/**
* Callback used by {@link Mouse#enablePointerLock} and {@link Mouse#disablePointerLock}.
*/
export type LockMouseCallback = () => void;
/**
* @callback LockMouseCallback
* Callback used by {@link Mouse#enablePointerLock} and {@link Mouse#disablePointerLock}.
* @returns {void}
*/
/**
* Manages mouse input by tracking button states and dispatching events. Extends {@link EventHandler}
* to fire `mousedown`, `mouseup`, `mousemove` and `mousewheel` events (see {@link MouseEvent}).
*
* Allows the state of mouse buttons to be queried to check if they are currently pressed or were
* pressed/released since the last update. Provides methods to enable/disable pointer lock for
* raw mouse movement input and control over the context menu. The Mouse instance must be attached
* to a DOM element before it can detect mouse events.
*
* Your application's Mouse instance is managed and accessible via {@link AppBase#mouse}.
*
* @category Input
*/
export class Mouse extends EventHandler {
/**
* Fired when the mouse is moved. The handler is passed a {@link MouseEvent}.
*
* @event
* @example
* app.mouse.on('mousemove', (e) => {
* console.log(`Current mouse position is: ${e.x}, ${e.y}`);
* });
*/
static EVENT_MOUSEMOVE: string;
/**
* Fired when a mouse button is pressed. The handler is passed a {@link MouseEvent}.
*
* @event
* @example
* app.mouse.on('mousedown', (e) => {
* console.log(`The ${e.button} button was pressed at position: ${e.x}, ${e.y}`);
* });
*/
static EVENT_MOUSEDOWN: string;
/**
* Fired when a mouse button is released. The handler is passed a {@link MouseEvent}.
*
* @event
* @example
* app.mouse.on('mouseup', (e) => {
* console.log(`The ${e.button} button was released at position: ${e.x}, ${e.y}`);
* });
*/
static EVENT_MOUSEUP: string;
/**
* Fired when a mouse wheel is moved. The handler is passed a {@link MouseEvent}.
*
* @event
* @example
* app.mouse.on('mousewheel', (e) => {
* console.log(`The mouse wheel was moved by ${e.wheelDelta}`);
* });
*/
static EVENT_MOUSEWHEEL: string;
/**
* Check if the mouse pointer has been locked, using {@link Mouse#enablePointerLock}.
*
* @returns {boolean} True if locked.
*/
static isPointerLocked(): boolean;
/**
* Create a new Mouse instance.
*
* @param {Element} [element] - The Element that the mouse events are attached to.
*/
constructor(element?: Element);
/** @private */
private _lastX;
/** @private */
private _lastY;
/** @private */
private _buttons;
/** @private */
private _lastbuttons;
/** @private */
private _target;
/** @private */
private _attached;
_upHandler: any;
_downHandler: any;
_moveHandler: any;
_wheelHandler: any;
_contextMenuHandler: (event: any) => void;
/**
* Attach mouse events to an Element.
*
* @param {Element} element - The DOM element to attach the mouse to.
*/
attach(element: Element): void;
/**
* Remove mouse events from the element that it is attached to.
*/
detach(): void;
/**
* Disable the context menu usually activated with right-click.
*/
disableContextMenu(): void;
/**
* Enable the context menu usually activated with right-click. This option is active by
* default.
*/
enableContextMenu(): void;
/**
* Request that the browser hides the mouse cursor and locks the mouse to the element. Allowing
* raw access to mouse movement input without risking the mouse exiting the element. Notes:
*
* - In some browsers this will only work when the browser is running in fullscreen mode. See
* {@link https://developer.mozilla.org/en-US/docs/Web/API/Fullscreen_API Fullscreen API} for
* more details.
* - Enabling pointer lock can only be initiated by a user action e.g. in the event handler for
* a mouse or keyboard input.
*
* @param {LockMouseCallback} [success] - Function called if the request for mouse lock is
* successful.
* @param {LockMouseCallback} [error] - Function called if the request for mouse lock is
* unsuccessful.
*/
enablePointerLock(success?: LockMouseCallback, error?: LockMouseCallback): void;
/**
* Return control of the mouse cursor to the user.
*
* @param {LockMouseCallback} [success] - Function called when the mouse lock is disabled.
*/
disablePointerLock(success?: LockMouseCallback): void;
/**
* Update method, should be called once per frame.
*/
update(): void;
/**
* Returns true if the mouse button is currently pressed.
*
* @param {number} button - The mouse button to test. Can be:
*
* - {@link MOUSEBUTTON_LEFT}
* - {@link MOUSEBUTTON_MIDDLE}
* - {@link MOUSEBUTTON_RIGHT}
*
* @returns {boolean} True if the mouse button is current pressed.
*/
isPressed(button: number): boolean;
/**
* Returns true if the mouse button was pressed this frame (since the last call to update).
*
* @param {number} button - The mouse button to test. Can be:
*
* - {@link MOUSEBUTTON_LEFT}
* - {@link MOUSEBUTTON_MIDDLE}
* - {@link MOUSEBUTTON_RIGHT}
*
* @returns {boolean} True if the mouse button was pressed since the last update.
*/
wasPressed(button: number): boolean;
/**
* Returns true if the mouse button was released this frame (since the last call to update).
*
* @param {number} button - The mouse button to test. Can be:
*
* - {@link MOUSEBUTTON_LEFT}
* - {@link MOUSEBUTTON_MIDDLE}
* - {@link MOUSEBUTTON_RIGHT}
*
* @returns {boolean} True if the mouse button was released since the last update.
*/
wasReleased(button: number): boolean;
_handleUp(event: any): void;
_handleDown(event: any): void;
_handleMove(event: any): void;
_handleWheel(event: any): void;
_getTargetCoords(event: any): {
x: number;
y: number;
};
}
import { EventHandler } from '../../core/event-handler.js';