/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Class: any; declare var CONST: { VERSION: string; BlendModes: any; ScaleModes: any; AUTO: number; CANVAS: number; WEBGL: number; HEADLESS: number; FOREVER: number; NONE: number; UP: number; DOWN: number; LEFT: number; RIGHT: number; }; declare var EventEmitter: any; declare var Mouse: any; declare var Pointer: any; declare var Rectangle: any; declare var Touch: { new (): Touch; prototype: Touch; }; declare var TransformMatrix: any; declare var TransformXY: any; /** * @classdesc * The Input Manager is responsible for handling the pointer related systems in a single Phaser Game instance. * * Based on the Game Config it will create handlers for mouse and touch support. * * Keyboard and Gamepad are plugins, handled directly by the InputPlugin class. * * It then manages the event queue, pointer creation and general hit test related operations. * * You rarely need to interact with the Input Manager directly, and as such, all of its properties and methods * should be considered private. Instead, you should use the Input Plugin, which is a Scene level system, responsible * for dealing with all input events for a Scene. * * @class InputManager * @memberOf Phaser.Input * @constructor * @since 3.0.0 * * @param {Phaser.Game} game - The Game instance that owns the Input Manager. * @param {object} config - The Input Configuration object, as set in the Game Config. */ declare var InputManager: any;