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starling-framework

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

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declare namespace starling.events { /** * A class that provides constant values for the phases of a touch object. * * * * <p>A touch moves through at least the following phases in its life:</p> * * * * <code>BEGAN -> MOVED -> ENDED</code> * * * * <p>Furthermore, a touch can enter a <code>STATIONARY</code> phase. That phase does not * * trigger a touch event itself, and it can only occur in multitouch environments. Picture a * * situation where one finger is moving and the other is stationary. A touch event will * * be dispatched only to the object under the <em>moving</em> finger. In the list of touches * * of that event, you will find the second touch in the stationary phase.</p> * * * * <p>Finally, there's the <code>HOVER</code> phase, which is exclusive to mouse input. It is * * the equivalent of a <code>MouseOver</code> event in Flash when the mouse button is * * <em>not</em> pressed.</p> * */ export class TouchPhase { /** * Only available for mouse input: the cursor hovers over an object <em>without</em> a * * pressed button. */ static readonly HOVER = "hover"; /** * The finger touched the screen just now, or the mouse button was pressed. */ static readonly BEGAN = "began"; /** * The finger moves around on the screen, or the mouse is moved while the button is * * pressed. */ static readonly MOVED = "moved"; /** * The finger or mouse (with pressed button) has not moved since the last frame. */ static readonly STATIONARY = "stationary"; /** * The finger was lifted from the screen or from the mouse button. */ static readonly ENDED = "ended"; } } export default starling.events.TouchPhase;