import type Pointer from "./../../input/pointer.ts"; import type { Vector2d } from "../../math/vector2d.ts"; import Container from "../container.js"; /** * This is a basic clickable and draggable container which you can use in your game UI. * Use this for example if you want to display a panel that contains text, images or other UI elements. * @category UI */ export default class UIBaseElement extends Container { /** * UI base elements use screen coordinates by default * (Note: any child elements added to a UIBaseElement should have their floating property to false) * @see Renderable.floating * @default true */ floating: boolean; /** * object can be clicked or not * @default true */ isClickable: boolean; /** * object can be dragged or not * @default false */ isDraggable: boolean; /** * Tap and hold threshold timeout in ms * @default 250 */ holdThreshold: number; /** * object can be tap and hold * @default false */ isHoldable: boolean; /** * true if the pointer is over the object * @default false */ hover: boolean; /** * false if the pointer is down, or true when the pointer status is up * @default true */ released: boolean; holdTimeout: number; grabOffset: Vector2d | undefined; /** * @param x - The x position of the container * @param y - The y position of the container * @param w - width of the container * @param h - height of the container */ constructor(x: number, y: number, w?: number, h?: number); /** * function callback for the pointerdown event * @ignore */ clicked(event: Pointer): boolean | void; /** * function called when the object is pressed (to be extended) * @param _event - the event object * @returns return false if we need to stop propagating the event */ onClick(_event?: Pointer): boolean; /** * function callback for the pointerEnter event * @ignore */ enter(event: Pointer): void; /** * pointermove function * @ignore */ pointerMove(event: Pointer): void; /** * function called when the pointer is moved over the object * @param _event - the event object */ onMove(_event?: Pointer): void; /** * function called when the pointer is over the object * @param _event - the event object */ onOver(_event?: Pointer): void; /** * function callback for the pointerLeave event * @ignore */ leave(event: Pointer): void; /** * function called when the pointer is leaving the object area * @param _event - the event object */ onOut(_event?: Pointer): void; /** * function callback for the pointerup event * @ignore */ release(event: Pointer): boolean | void; /** * function called when the object is pressed and released (to be extended) * @param _event - the event object * @returns return false if we need to stop propagating the event */ onRelease(_event?: Pointer): boolean; /** * function callback for the tap and hold timer event * @ignore */ hold(): void; /** * function called when the object is pressed and held
* to be extended
*/ onHold(): void; /** * function called when added to the game world or a container * @ignore */ onActivateEvent(): void; /** * function called when removed from the game world or a container * @ignore */ onDeactivateEvent(): void; } //# sourceMappingURL=uibaseelement.d.ts.map