LNXSDK/Kha/Tools/linux_x64/std/js/html/GamepadEvent.hx

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/*
* Copyright (C)2005-2019 Haxe Foundation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
// This file is generated from mozilla\GamepadEvent.webidl. Do not edit!
package js.html;
/**
The GamepadEvent interface of the Gamepad API contains references to gamepads connected to the system, which is what the gamepad events `Window.gamepadconnected` and `Window.gamepaddisconnected` are fired in response to.
Documentation [GamepadEvent](https://developer.mozilla.org/en-US/docs/Web/API/GamepadEvent) by [Mozilla Contributors](https://developer.mozilla.org/en-US/docs/Web/API/GamepadEvent$history), licensed under [CC-BY-SA 2.5](https://creativecommons.org/licenses/by-sa/2.5/).
@see <https://developer.mozilla.org/en-US/docs/Web/API/GamepadEvent>
**/
@:native("GamepadEvent")
extern class GamepadEvent extends Event {
/**
Returns a `Gamepad` object, providing access to the associated gamepad data for the event fired.
**/
var gamepad(default,null) : Gamepad;
/** @throws DOMError */
function new( type : String, ?eventInitDict : GamepadEventInit ) : Void;
}