import type { IEventContainer } from "../../collection/EventContainer"; import { Component } from "../../hierarchy_object/Component"; import type { ComponentConstructor } from "../../hierarchy_object/ComponentConstructor"; import type { PointerGridEvent } from "./PointerGridInputListener"; /** * grid pointer * * draw grid aligned rectangle cursor and receive pointer events * * * disallow multiple component * * require components: `PointerGridInputListener` */ export declare class GridPointer extends Component { readonly disallowMultipleComponent: boolean; readonly requiredComponents: ComponentConstructor[]; private _pointerGridInputListener; private _pointerZoffset; private _pointerObject; private _pointerRenderer; private readonly _onPointerDownEvent; private readonly _onPointerUpEvent; private readonly _onPointerMoveEvent; private _isMouseDown; private _started; start(): void; onDestroy(): void; private readonly onPointerEnterBind; private readonly onPointerLeaveBind; private readonly onPointerDownBind; private readonly onPointerUpBind; private readonly onPointerMoveBind; private updatePointerPosition; /** * on pointer down event */ get onPointerDown(): IEventContainer<(event: PointerGridEvent) => void>; /** * on pointer up event */ get onPointerUp(): IEventContainer<(event: PointerGridEvent) => void>; /** * on pointer move event */ get onPointerMove(): IEventContainer<(event: PointerGridEvent) => void>; /** * pointer z offset from gameObject.transform.position.z. default: 0 * * if cursor is not visible, set this to a big positive value */ get pointerZoffset(): number; /** * pointer z offset from gameObject.transform.position.z. (default: 0) * * if cursor is not visible, set this to a big positive value */ set pointerZoffset(value: number); }