/** * Contains mouse and pen motion information. Supports relative, absolute positions and speed. See [method Node._input]. * * **Note:** By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with `false` to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. * */ declare class InputEventMouseMotion extends InputEventMouse { /** * Contains mouse and pen motion information. Supports relative, absolute positions and speed. See [method Node._input]. * * **Note:** By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with `false` to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. * */ new(): InputEventMouseMotion; static "new"(): InputEventMouseMotion /** Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code]. */ pressure: float; /** * The mouse position relative to the previous position (position at the last frame). * * **Note:** Since [InputEventMouseMotion] is only emitted when the mouse moves, the last event won't have a relative position of `Vector2(0, 0)` when the user stops moving the mouse. * */ relative: Vector2; /** The mouse speed in pixels per second. */ speed: Vector2; /** Represents the angles of tilt of the pen. Positive X-coordinate value indicates a tilt to the right. Positive Y-coordinate value indicates a tilt toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both axes. */ tilt: Vector2; connect>(signal: T, method: SignalFunction): number; }