/** @noSelfInFile */ /** * Begin "Left click" in the 3D world * @protected * @deprecated * @see https://wow.gamepedia.com/API_CameraOrSelectOrMoveStart */ declare function CameraOrSelectOrMoveStart(): void; /** * End "Left click" in the 3D game world * @param stickyFlag If present and set then any camera offset is 'sticky' and remains until explicitly cancelled * @protected * @deprecated * @see https://wow.gamepedia.com/API_CameraOrSelectOrMoveStop */ declare function CameraOrSelectOrMoveStop(stickyFlag?: boolean): void; /** * Zooms the camera into the viewplane * @param increment float increment * @description Zooms the camera into the viewplane by increment. The increment must be between 0.0 and 50 with 0.0 indicating no * zoom relative to current view and 50 being maximum zoom. From a completely zoomed out position, an increment of 50 will result in * a first person camera angle * @see https://wow.gamepedia.com/API_CameraZoomIn */ declare function CameraZoomIn(increment: number): void; /** * Zooms the camera out of the viewplane * @param increment float increment * @description Zooms the camera out of the viewplane by increment. The increment must be between 0.0 and the max camera distance. * As of patch 1.9.0 if the 'Interface Options > Advanced Options > Max Camera Distance' setting is set to Low, then the largest * value for increment is 15. If this setting is set to High, then the largest value for increment is 30. You can test for the max camera * distance by zooming in to first person and counting the number of times you can call this function with increment set to 1.0 and still zoom out * @see https://wow.gamepedia.com/API_CameraZoomOut */ declare function CameraZoomOut(increment: number): void; /** * Rotates the camera about the Z-axis * @param angle float angle * @description Rotates the camera about the Z-axis by the angle amount specified in degrees * @see https://wow.gamepedia.com/API_FlipCameraYaw */ declare function FlipCameraYaw(angle: number): void; /** * Gets the current zoom level of the camera * @returns float, the currently set zoom level * @description Doesn't take camera collisions with the environment into account and will return what the camera would be at. If the * camera is in motion, the zoom level that is set that frame is used, not the zoom level that the camera is traveling to. * @see https://wow.gamepedia.com/API_GetCameraZoom */ declare function GetCameraZoom(): number; /** * For checking whether mouselook mode is currently active * @returns true if mouselook mode is active, false otherwise * @see https://wow.gamepedia.com/API_IsMouselooking */ declare function IsMouselooking(): boolean; /** * Enters mouse look mode, during which mouse movement is used to alter the character's movement/facing direction * @see https://wow.gamepedia.com/API_MouselookStart */ declare function MouselookStart(): void; /** * Exits mouse look mode; allows mouse input to move the mouse cursor * @see https://wow.gamepedia.com/API_MouselookStop */ declare function MouselookStop(): void; /** * Begins rotating the camera down around your character * - Speed is a multiplier on the CVar 'cameraPitchMoveSpeed', which is in degrees/second * - If speed is omitted, it is assumed to be 1.0. * - Negative numbers go the opposite way, a speed of 0.0 will stop it. * - This is not canceled by moving your character or interacting with the camera * - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied * simultaneously. If you rotate both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other * @param speed Speed at which to begin rotating * @see https://wow.gamepedia.com/API_MoveViewDownStart */ declare function MoveViewDownStart(speed: number): void; /** * Stops rotating the camera Down * @see https://wow.gamepedia.com/API_MoveViewDownStop */ declare function MoveViewDownStop(): void; /** * Begins zooming the camera in * - Speed is a multiplier on the CVar 'cameraZoomSpeed', which is in increments/second. A zoom increment appears to be about a yard from the character * - If speed is omitted, it is assumed to be 1.0 * - Negative numbers go the opposite way, a speed of 0.0 will stop it. * - This is not canceled by moving your character, but is canceled by using the mousewheel to zoom * - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied * simultaneously. If you zoom both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other * @param speed Speed at which to begin zooming * @see https://wow.gamepedia.com/API_MoveViewInStart */ declare function MoveViewInStart(speed: number): void; /** * Stops moving the camera In * @see https://wow.gamepedia.com/API_MoveViewInStop */ declare function MoveViewInStop(): void; /** * Begins rotating the camera to the left around your character * - Speed is a multiplier on the CVar 'cameraYawMoveSpeed', which is in degrees/second * - If speed is omitted, it is assumed to be 1.0 * - Negative numbers go the opposite way, a speed of 0.0 will stop it. * - This is not canceled by moving your character or interacting with the camera * - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously. * If you zoom both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other * @param speed Speed at which to begin rotating * @see https://wow.gamepedia.com/API_MoveViewLeftStart */ declare function MoveViewLeftStart(speed: number): void; /** * Stops rotating the camera to the Left * @see https://wow.gamepedia.com/API_MoveViewLeftStop */ declare function MoveViewLeftStop(): void; /** * Begins zooming the camera out * - Speed is a multiplier on the CVar 'cameraZoomSpeed', which is in increments/second. A zoom increment appears to be about a yard from the character * - If speed is omitted, it is assumed to be 1.0 * - Negative numbers go the opposite way, a speed of 0.0 will stop it * - This is not canceled by moving your character, but is canceled by using the mousewheel to zoom * - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously. * If you zoom both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other * @param speed Speed at which to begin zooming * @see https://wow.gamepedia.com/API_MoveViewOutStart */ declare function MoveViewOutStart(speed: number): void; /** * Stops moving the camera out * @see https://wow.gamepedia.com/API_MoveViewOutStop */ declare function MoveViewOutStop(): void; /** * Begins rotating the camera to the right around your character * - Speed is a multiplier on the CVar 'cameraYawMoveSpeed', which is in degrees/second * - If speed is omitted, it is assumed to be 1.0. * - Negative numbers go the opposite way, a speed of 0.0 will stop it * - This is not canceled by moving your character or interacting with the camera * - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously. * If you rotate both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other * @param speed Speed at which to begin rotating * @see https://wow.gamepedia.com/API_MoveViewRightStart */ declare function MoveViewRightStart(speed: number): void; /** * Stops rotating the camera to the Right * @see https://wow.gamepedia.com/API_MoveViewRightStop */ declare function MoveViewRightStop(): void; /** * Begins rotating the camera up around your character * - Speed is a multiplier on the CVar 'cameraPitchMoveSpeed', which is in degrees/second * - If speed is omitted, it is assumed to be 1.0 * - Negative numbers go the opposite way, a speed of 0.0 will stop it * - This is not canceled by moving your character or interacting with the camera * - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously. * If you rotate both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other * @param speed Speed at which to begin rotating * @see https://wow.gamepedia.com/API_MoveViewUpStart */ declare function MoveViewUpStart(speed: number): void; /** * Stops rotating the camera Up * @see https://wow.gamepedia.com/API_MoveViewUpStop */ declare function MoveViewUpStop(): void; /** * unknown * @param args unknown * @protected * @deprecated */ declare function PitchDownStart(...args: WoWAPI.Unknown[]): void; /** * unknown * @param args unknown * @protected * @deprecated */ declare function PitchDownStop(...args: WoWAPI.Unknown[]): void; /** * unknown * @param args unknown * @protected * @deprecated */ declare function PitchUpStart(...args: WoWAPI.Unknown[]): void; /** * unknown * @param args unknown * @protected * @deprecated */ declare function PitchUpStop(...args: WoWAPI.Unknown[]): void; /** * Cycles forward through the five predefined camera positions */ declare function NextView(): void; /** * Cycles backward through the five predefined camera positions */ declare function PrevView(): void; /** * Resets the specified (1-5) predefined camera position to it's default if it was changed using SaveView(index) * @param index the index set to */ declare function ResetView(index: 1 | 2 | 3 | 4 | 5): void; /** * Saves a camera angle for later retrieval with SetView. The last position loaded is stored in the CVar cameraView * @param viewIndex The index (2-5) to save the camera angle to. (1 is reserved for first person view) * @see https://wow.gamepedia.com/API_SaveView */ declare function SaveView(viewIndex: 2 | 3 | 4 | 5): void; /** * Sets a camera perspective from one previously saved with SaveView. The last position loaded is stored in the CVar cameraView * @param viewIndex The view index (1-5) to return to (1 is always first person, and cannot be saved with SaveView) * @see https://wow.gamepedia.com/API_SetView */ declare function SetView(viewIndex: 1 | 2 | 3 | 4 | 5): void;