/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var OS: any; declare var Browser: any; declare var CanvasPool: any; /** * Determines the features of the browser running this Phaser Game instance. * These values are read-only and populated during the boot sequence of the game. * They are then referenced by internal game systems and are available for you to access * via `this.sys.game.device.features` from within any Scene. * * @typedef {object} Phaser.Device.Features * @since 3.0.0 * * @property {?boolean} canvasBitBltShift - True if canvas supports a 'copy' bitblt onto itself when the source and destination regions overlap. * @property {boolean} canvas - Is canvas available? * @property {boolean} file - Is file available? * @property {boolean} fileSystem - Is fileSystem available? * @property {boolean} getUserMedia - Does the device support the getUserMedia API? * @property {boolean} littleEndian - Is the device big or little endian? (only detected if the browser supports TypedArrays) * @property {boolean} localStorage - Is localStorage available? * @property {boolean} pointerLock - Is Pointer Lock available? * @property {boolean} support32bit - Does the device context support 32bit pixel manipulation using array buffer views? * @property {boolean} vibration - Does the device support the Vibration API? * @property {boolean} webGL - Is webGL available? * @property {boolean} worker - Is worker available? */ declare var Features: any; declare function checkIsLittleEndian(): boolean;