import { WonderlandEngine } from "@wonderlandengine/api"; import { GamepadsManager } from "../gamepad/cauldron/gamepads_manager.js"; import { HandPose } from "../pose/hand_pose.js"; import { HeadPose } from "../pose/head_pose.js"; import { TrackedHandPose } from "../pose/tracked_hand_pose.js"; import { Handedness } from "./input_types.js"; import { Keyboard } from "./keyboard.js"; import { Mouse } from "./mouse.js"; export declare class InputManager { private readonly _myMouse; private readonly _myKeyboard; private readonly _myHeadPose; private readonly _myHandPoses; private readonly _myHandRayPoses; private readonly _myTrackedHandPoses; private readonly _myGamepadsManager; private _myStarted; private _myActive; private _myTrackedHandPosesEnabled; private _myTrackedHandPosesStarted; private readonly _myPreUpdateEmitter; private readonly _myPostUpdateEmitter; private readonly _myEngine; private _myDestroyed; constructor(engine?: Readonly); setActive(active: boolean): void; isActive(): boolean; start(): void; update(dt: number): void; getMouse(): Mouse; getKeyboard(): Keyboard; getGamepadsManager(): GamepadsManager; getHeadPose(): HeadPose; getLeftHandPose(): HandPose; getRightHandPose(): HandPose; getHandPose(handedness: Handedness): HandPose; getHandPoses(): Record; getLeftHandRayPose(): HandPose; getRightHandRayPose(): HandPose; getHandRayPose(handedness: Handedness): HandPose; getHandRayPoses(): Record; getLeftTrackedHandPose(): TrackedHandPose; getRightTrackedHandPose(): TrackedHandPose; getTrackedHandPose(handedness: Handedness): TrackedHandPose; getTrackedHandPoses(): Record; areTrackedHandPosesEnabled(): boolean; setTrackedHandPosesEnabled(enabled: boolean): void; registerPreUpdateCallback(id: unknown, callback: (dt: number, inputManager: InputManager) => void): void; unregisterPreUpdateCallback(id: unknown): void; registerPostUpdateCallback(id: unknown, callback: (dt: number, inputManager: InputManager) => void): void; unregisterPostUpdateCallback(id: unknown): void; private _startTrackedHandPoses; private _updateTrackedHandPoses; destroy(): void; isDestroyed(): boolean; }