starling-framework
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A fast, productive library for 2D cross-platform development.
112 lines (99 loc) • 5.33 kB
TypeScript
import Touch from "./../../starling/events/Touch";
import MathUtil from "./../../starling/utils/MathUtil";
import Starling from "./../../starling/core/Starling";
import TouchMarker from "./../../starling/events/TouchMarker";
import Error from "openfl/errors/Error";
import Vector from "openfl/Vector";
import Point from "openfl/geom/Point";
import TouchEvent from "./../../starling/events/TouchEvent";
import Stage from "./../display/Stage";
import DisplayObject from "./../display/DisplayObject";
declare namespace starling.events
{
/** The TouchProcessor is used to convert mouse and touch events of the conventional
* Flash stage to Starling's TouchEvents.
*
* <p>The Starling instance listens to mouse and touch events on the native stage. The
* attributes of those events are enqueued (right as they are happening) in the
* TouchProcessor.</p>
*
* <p>Once per frame, the "advanceTime" method is called. It analyzes the touch queue and
* figures out which touches are active at that moment; the properties of all touch objects
* are updated accordingly.</p>
*
* <p>Once the list of touches has been finalized, the "processTouches" method is called
* (that might happen several times in one "advanceTime" execution; no information is
* discarded). It's responsible for dispatching the actual touch events to the Starling
* display tree.</p>
*
* <strong>Subclassing TouchProcessor</strong>
*
* <p>You can extend the TouchProcessor if you need to have more control over touch and
* mouse input. For example, you could filter the touches by overriding the "processTouches"
* method, throwing away any touches you're not interested in and passing the rest to the
* super implementation.</p>
*
* <p>To use your custom TouchProcessor, assign it to the "Starling.touchProcessor"
* property.</p>
*
* <p>Note that you should not dispatch TouchEvents yourself, since they are
* much more complex to handle than conventional events (e.g. it must be made sure that an
* object receives a TouchEvent only once, even if it's manipulated with several fingers).
* Always use the base implementation of "processTouches" to let them be dispatched. That
* said: you can always dispatch your own custom events, of course.</p>
*/
export class TouchProcessor
{
/** Creates a new TouchProcessor that will dispatch events to the given stage. */
public constructor(stage:Stage);
/** Removes all event handlers on the stage and releases any acquired resources. */
public dispose():void;
/** Analyzes the current touch queue and processes the list of current touches, emptying
* the queue while doing so. This method is called by Starling once per frame. */
public advanceTime(passedTime:number):void;
/** Enqueues a new touch our mouse event with the given properties. */
public enqueue(touchID:number, phase:string, globalX:number, globalY:number,
pressure?:number, width?:number, height?:number):void;
/** Enqueues an artificial touch that represents the mouse leaving the stage.
*
* <p>On OS X, we get mouse events from outside the stage; on Windows, we do not.
* This method enqueues an artificial hover point that is just outside the stage.
* That way, objects listening for HOVERs over them will get notified everywhere.</p>
*/
public enqueueMouseLeftStage():void;
/** Force-end all current touches. Changes the phase of all touches to 'ENDED' and
* immediately dispatches a new TouchEvent (if touches are present). Called automatically
* when the app receives a 'DEACTIVATE' event. */
public cancelTouches():void;
/** Indicates if it multitouch simulation should be activated. When the user presses
* ctrl/cmd (and optionally shift), he'll see a second touch curser that mimics the first.
* That's an easy way to develop and test multitouch when there's only a mouse available.
*/
public simulateMultitouch:boolean;
protected get_simulateMultitouch():boolean;
protected set_simulateMultitouch(value:boolean):boolean;
/** The time period (in seconds) in which two touches must occur to be recognized as
* a multitap gesture. */
public multitapTime:number;
protected get_multitapTime():number;
protected set_multitapTime(value:number):number;
/** The distance (in points) describing how close two touches must be to each other to
* be recognized as a multitap gesture. */
public multitapDistance:number;
protected get_multitapDistance():number;
protected set_multitapDistance(value:number):number;
/** The base object that will be used for hit testing. Per default, this reference points
* to the stage; however, you can limit touch processing to certain parts of your game
* by assigning a different object. */
public root:DisplayObject;
protected get_root():DisplayObject;
protected set_root(value:DisplayObject):DisplayObject;
/** The stage object to which the touch objects are (per default) dispatched. */
public readonly stage:Stage;
protected get_stage():Stage;
/** Returns the number of fingers / touch points that are currently on the stage. */
public readonly numCurrentTouches:number;
protected get_numCurrentTouches():number;
}
}
export default starling.events.TouchProcessor;