export interface SequenceMatcherOptions { /** Max ms allowed between consecutive inputs before the sequence resets. 0 = no limit. */ timeout?: number; /** Reset progress on any wrong button press. Default: true. */ resetOnMiss?: boolean; } /** * Pure stateful sequence matcher — no React, no side effects. * Call `onButtonUp(name)` on each button release; it returns `true` when * the full sequence has been matched so the caller can fire its callback. * * Used by both `useGamepadSequence` and `useGamepadCore` (for `onKonamiSuccess`). */ export declare class SequenceMatcher { private progress; private lastInputTime; private sequence; private timeout; private resetOnMiss; constructor(sequence: string[], options?: SequenceMatcherOptions); setSequence(sequence: string[]): void; setOptions(options: SequenceMatcherOptions): void; /** * Call on every button-up event. Returns `true` when the full sequence is matched. */ onButtonUp(buttonName: string): boolean; reset(): void; getProgress(): number; getLength(): number; }