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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); class AppOptions { constructor() { /** * Input handler for {@link ElementComponent}s. * * @type {ElementInput} */ __publicField(this, "elementInput"); /** * Keyboard handler for input. * * @type {Keyboard} */ __publicField(this, "keyboard"); /** * Mouse handler for input. * * @type {Mouse} */ __publicField(this, "mouse"); /** * TouchDevice handler for input. * * @type {TouchDevice} */ __publicField(this, "touch"); /** * Gamepad handler for input. * * @type {GamePads} */ __publicField(this, "gamepads"); /** * Prefix to apply to script urls before loading. * * @type {string} */ __publicField(this, "scriptPrefix"); /** * Prefix to apply to asset urls before loading. * * @type {string} */ __publicField(this, "assetPrefix"); /** * Scripts in order of loading first. * * @type {string[]} */ __publicField(this, "scriptsOrder"); /** * The sound manager * * @type {SoundManager} */ __publicField(this, "soundManager"); /** * The graphics device. * * @type {GraphicsDevice} */ __publicField(this, "graphicsDevice"); /** * The lightmapper. * * @type {typeof Lightmapper} */ __publicField(this, "lightmapper"); /** * The BatchManager. * * @type {typeof BatchManager} */ __publicField(this, "batchManager"); /** * The XrManager. * * @type {typeof XrManager} */ __publicField(this, "xr"); /** * The component systems the app requires. * * @type {typeof ComponentSystem[]} */ __publicField(this, "componentSystems", []); /** * The resource handlers the app requires. * * @type {typeof ResourceHandler[]} */ __publicField(this, "resourceHandlers", []); } } export { AppOptions };