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starling-framework

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A fast, productive library for 2D cross-platform development.

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import Touch from "./Touch"; import EventDispatcher from "./EventDispatcher"; import Event from "./Event"; import DisplayObject from "../display/DisplayObject"; import Vector from "openfl/Vector"; declare namespace starling.events { /** * A TouchEvent is triggered either by touch or mouse input. * * * * <p>In Starling, both touch events and mouse events are handled through the same class: * * TouchEvent. To process user input from a touch screen or the mouse, you have to register * * an event listener for events of the type <code>TouchEvent.TOUCH</code>. This is the only * * event type you need to handle; the long list of mouse event types as they are used in * * conventional Flash are mapped to so-called "TouchPhases" instead.</p> * * * * <p>The difference between mouse input and touch input is that</p> * * * * <ul> * * <li>only one mouse cursor can be present at a given moment and</li> * * <li>only the mouse can "hover" over an object without a pressed button.</li> * * </ul> * * * * <strong>Which objects receive touch events?</strong> * * * * <p>In Starling, any display object receives touch events, as long as the * * <code>touchable</code> property of the object and its parents is enabled. There * * is no "InteractiveObject" class in Starling.</p> * * * * <strong>How to work with individual touches</strong> * * * * <p>The event contains a list of all touches that are currently present. Each individual * * touch is stored in an object of type "Touch". Since you are normally only interested in * * the touches that occurred on top of certain objects, you can query the event for touches * * with a specific target:</p> * * * * <code>var touches:Vector.&lt;Touch&gt; = touchEvent.getTouches(this);</code> * * * * <p>This will return all touches of "this" or one of its children. When you are not using * * multitouch, you can also access the touch object directly, like this:</p> * * * * <code>var touch:Touch = touchEvent.getTouch(this);</code> * * * * @see Touch * * @see TouchPhase * */ export class TouchEvent extends Event { /** * Creates a new TouchEvent instance. */ constructor(type: string, touches?: Vector<Touch>, shiftKey?: boolean, ctrlKey?: boolean, bubbles?: boolean); /** * Event type for touch or mouse input. */ static readonly TOUCH = "touch"; /** * Returns a list of touches that originated over a certain target. If you pass an * * <code>out</code>-vector, the touches will be added to this vector instead of creating * * a new object. */ getTouches(target: DisplayObject, phase?: string, out?: Vector<Touch>): Vector<Touch>; /** * Returns a touch that originated over a certain target. * * * * @param target The object that was touched; may also be a parent of the actual * * touch-target. * * @param phase The phase the touch must be in, or null if you don't care. * * @param id The ID of the requested touch, or -1 if you don't care. * */ getTouch(target: DisplayObject, phase?: string, id?: number): Touch; /** * Indicates if a target is currently being touched or hovered over. */ interactsWith(target: DisplayObject): boolean; /** * @private * * Dispatches the event along a custom bubble chain. During the lifetime of the event, * * each object is visited only once. */ dispatch(chain: Vector<EventDispatcher>): void; /** * The time the event occurred (in seconds since application launch). */ get timestamp(): number; /** * All touches that are currently available. */ get touches(): Vector<Touch>; /** * Indicates if the shift key was pressed when the event occurred. */ get shiftKey(): boolean; /** * Indicates if the ctrl key was pressed when the event occurred. (Mac OS: Cmd or Ctrl) */ get ctrlKey(): boolean; } } export default starling.events.TouchEvent;