/** * @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 SmoothStepInterpolation: any; declare var Vector2: any; /** * @classdesc * A Pointer object encapsulates both mouse and touch input within Phaser. * * By default, Phaser will create 2 pointers for your game to use. If you require more, i.e. for a multi-touch * game, then use the `InputPlugin.addPointer` method to do so, rather than instantiating this class directly, * otherwise it won't be managed by the input system. * * You can reference the current active pointer via `InputPlugin.activePointer`. You can also use the properties * `InputPlugin.pointer1` through to `pointer10`, for each pointer you have enabled in your game. * * The properties of this object are set by the Input Plugin during processing. This object is then sent in all * input related events that the Input Plugin emits, so you can reference properties from it directly in your * callbacks. * * @class Pointer * @memberOf Phaser.Input * @constructor * @since 3.0.0 * * @param {Phaser.Input.InputManager} manager - A reference to the Input Manager. * @param {integer} id - The internal ID of this Pointer. */ declare var Pointer: any;