/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Circle: any; declare var CircleContains: any; declare var Class: any; declare var CreateInteractiveObject: (gameObject: any, hitArea: any, hitAreaCallback: any) => { gameObject: any; enabled: boolean; draggable: boolean; dropZone: boolean; cursor: boolean; target: any; camera: any; hitArea: any; hitAreaCallback: any; localX: number; localY: number; dragState: number; dragStartX: number; dragStartY: number; dragX: number; dragY: number; }; declare var CreatePixelPerfectHandler: (textureManager: any, alphaTolerance: any) => (hitArea: any, x: any, y: any, gameObject: any) => boolean; declare var DistanceBetween: any; declare var Ellipse: any; declare var EllipseContains: any; declare var EventEmitter: any; declare var GetFastValue: any; declare var InputPluginCache: any; declare var IsPlainObject: any; declare var PluginCache: any; declare var Rectangle: any; declare var RectangleContains: any; declare var Triangle: any; declare var TriangleContains: any; /** * @classdesc * The Input Plugin belongs to a Scene and handles all input related events and operations for it. * * You can access it from within a Scene using `this.input`. * * It emits events directly. For example, you can do: * * ```javascript * this.input.on('pointerdown', callback, context); * ``` * * To listen for a pointer down event anywhere on the game canvas. * * Game Objects can be enabled for input by calling their `setInteractive` method. After which they * will directly emit input events: * * ```javascript * var sprite = this.add.sprite(x, y, texture); * sprite.setInteractive(); * sprite.on('pointerdown', callback, context); * ``` * * Please see the Input examples and tutorials for more information. * * @class InputPlugin * @extends Phaser.Events.EventEmitter * @memberOf Phaser.Input * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - A reference to the Scene that this Input Plugin is responsible for. */ declare var InputPlugin: any;