@flighthq/input 0.5.0-next.1944.cd6b6e7 → 0.5.1-edge.1019.1274ec5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -13,5 +13,5 @@ Import the supported application-facing API from `@flighthq/input`. The `@flight
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  This package is part of the locked-version Flight SDK graph. Applications may instead install and import `@flighthq/sdk` when package-level tree shaking is sufficient.
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  - [Flight project](https://github.com/flighthq/flight)
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- - [Source for @flighthq/input@0.5.0-next.1944.cd6b6e7](https://github.com/flighthq/flight/tree/cd6b6e71eb472b3a4249830a7743333f019fa7b7/packages/input)
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- - [License](https://github.com/flighthq/flight/blob/cd6b6e71eb472b3a4249830a7743333f019fa7b7/LICENSE.md)
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+ - [Source for @flighthq/input@0.5.1-edge.1019.1274ec5](https://github.com/flighthq/flight/tree/1274ec5c923947dc64d5ffedcbd8169fc758cd9f/packages/input)
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+ - [License](https://github.com/flighthq/flight/blob/1274ec5c923947dc64d5ffedcbd8169fc758cd9f/LICENSE.md)
@@ -1,2 +1,3 @@
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  export * from './inputManager';
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+ export { initializeInputKeyRepeatTimer, initializeInputManager, initializeInputSignals, initializeInputState, initializeWebInputIngressBackend, } from './inputManager';
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  //# sourceMappingURL=contract.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"contract.d.ts","sourceRoot":"","sources":["../src/contract.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC"}
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+ {"version":3,"file":"contract.d.ts","sourceRoot":"","sources":["../src/contract.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,OAAO,EACL,6BAA6B,EAC7B,sBAAsB,EACtB,sBAAsB,EACtB,oBAAoB,EACpB,gCAAgC,GACjC,MAAM,gBAAgB,CAAC"}
package/dist/contract.js CHANGED
@@ -1,2 +1,3 @@
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  export * from './inputManager';
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+ export { initializeInputKeyRepeatTimer, initializeInputManager, initializeInputSignals, initializeInputState, initializeWebInputIngressBackend, } from './inputManager';
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  //# sourceMappingURL=contract.js.map
@@ -1 +1 @@
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- {"version":3,"file":"contract.js","sourceRoot":"","sources":["../src/contract.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC"}
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+ {"version":3,"file":"contract.js","sourceRoot":"","sources":["../src/contract.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,OAAO,EACL,6BAA6B,EAC7B,sBAAsB,EACtB,sBAAsB,EACtB,oBAAoB,EACpB,gCAAgC,GACjC,MAAM,gBAAgB,CAAC"}
package/dist/index.d.ts CHANGED
@@ -1,2 +1,2 @@
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- export { applyGamepadAxisDeadZone, applyGamepadStickDeadZone, attachGamepadInput, attachKeyboardInput, attachPointerInput, attachRelativePointerInput, attachTextInput, attachWheelInput, connectInputStateToInputManager, createInputKeyRepeatTimer, createInputManager, createInputState, detachGamepadInput, detachKeyboardInput, detachPointerInput, detachRelativePointerInput, detachTextInput, detachWheelInput, endInputStateFrame, exitInputPointerLock, getCoalescedInputPointerEvents, getGamepadAxisName, getGamepadButtonName, getInputGamepadAxis, getKeyCodeFromDomKeyboardEvent, getKeyModifierFromDomKeyboardEvent, getMouseWheelModeFromDomWheelEvent, hasInputPointerLock, isInputGamepadButtonDown, isInputKeyDown, isInputPointerButtonDown, pollGamepadInput, releaseInputPointerCapture, requestInputPointerLock, setInputPointerCapture, wasInputGamepadButtonPressed, wasInputGamepadButtonReleased, wasInputKeyPressed, wasInputKeyReleased, } from './contract';
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+ export { applyGamepadAxisDeadZone, applyGamepadStickDeadZone, attachGamepadInput, attachKeyboardInput, attachPointerInput, attachRelativePointerInput, attachTextInput, attachWheelInput, connectInputStateToInputManager, createInputKeyRepeatTimer, createInputManager, createInputState, detachGamepadInput, detachKeyboardInput, detachPointerInput, detachRelativePointerInput, detachTextInput, detachWheelInput, endInputStateFrame, getCoalescedInputPointerEvents, getGamepadAxisName, getGamepadButtonName, getInputGamepadAxis, getKeyCodeFromDomKeyboardEvent, getKeyModifierFromDomKeyboardEvent, getMouseWheelModeFromDomWheelEvent, isInputGamepadButtonDown, isInputKeyDown, isInputPointerButtonDown, releaseInputPointerCapture, setInputPointerCapture, wasInputGamepadButtonPressed, wasInputGamepadButtonReleased, wasInputKeyPressed, wasInputKeyReleased, } from './contract';
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  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
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+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,wBAAwB,EACxB,yBAAyB,EACzB,kBAAkB,EAClB,mBAAmB,EACnB,kBAAkB,EAClB,0BAA0B,EAC1B,eAAe,EACf,gBAAgB,EAChB,+BAA+B,EAC/B,yBAAyB,EACzB,kBAAkB,EAClB,gBAAgB,EAChB,kBAAkB,EAClB,mBAAmB,EACnB,kBAAkB,EAClB,0BAA0B,EAC1B,eAAe,EACf,gBAAgB,EAChB,kBAAkB,EAClB,8BAA8B,EAC9B,kBAAkB,EAClB,oBAAoB,EACpB,mBAAmB,EACnB,8BAA8B,EAC9B,kCAAkC,EAClC,kCAAkC,EAClC,wBAAwB,EACxB,cAAc,EACd,wBAAwB,EACxB,0BAA0B,EAC1B,sBAAsB,EACtB,4BAA4B,EAC5B,6BAA6B,EAC7B,kBAAkB,EAClB,mBAAmB,GACpB,MAAM,YAAY,CAAC"}
package/dist/index.js CHANGED
@@ -1,2 +1,2 @@
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- export { applyGamepadAxisDeadZone, applyGamepadStickDeadZone, attachGamepadInput, attachKeyboardInput, attachPointerInput, attachRelativePointerInput, attachTextInput, attachWheelInput, connectInputStateToInputManager, createInputKeyRepeatTimer, createInputManager, createInputState, detachGamepadInput, detachKeyboardInput, detachPointerInput, detachRelativePointerInput, detachTextInput, detachWheelInput, endInputStateFrame, exitInputPointerLock, getCoalescedInputPointerEvents, getGamepadAxisName, getGamepadButtonName, getInputGamepadAxis, getKeyCodeFromDomKeyboardEvent, getKeyModifierFromDomKeyboardEvent, getMouseWheelModeFromDomWheelEvent, hasInputPointerLock, isInputGamepadButtonDown, isInputKeyDown, isInputPointerButtonDown, pollGamepadInput, releaseInputPointerCapture, requestInputPointerLock, setInputPointerCapture, wasInputGamepadButtonPressed, wasInputGamepadButtonReleased, wasInputKeyPressed, wasInputKeyReleased, } from './contract';
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+ export { applyGamepadAxisDeadZone, applyGamepadStickDeadZone, attachGamepadInput, attachKeyboardInput, attachPointerInput, attachRelativePointerInput, attachTextInput, attachWheelInput, connectInputStateToInputManager, createInputKeyRepeatTimer, createInputManager, createInputState, detachGamepadInput, detachKeyboardInput, detachPointerInput, detachRelativePointerInput, detachTextInput, detachWheelInput, endInputStateFrame, getCoalescedInputPointerEvents, getGamepadAxisName, getGamepadButtonName, getInputGamepadAxis, getKeyCodeFromDomKeyboardEvent, getKeyModifierFromDomKeyboardEvent, getMouseWheelModeFromDomWheelEvent, isInputGamepadButtonDown, isInputKeyDown, isInputPointerButtonDown, releaseInputPointerCapture, setInputPointerCapture, wasInputGamepadButtonPressed, wasInputGamepadButtonReleased, wasInputKeyPressed, wasInputKeyReleased, } from './contract';
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  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,wBAAwB,EACxB,yBAAyB,EACzB,kBAAkB,EAClB,mBAAmB,EACnB,kBAAkB,EAClB,0BAA0B,EAC1B,eAAe,EACf,gBAAgB,EAChB,+BAA+B,EAC/B,yBAAyB,EACzB,kBAAkB,EAClB,gBAAgB,EAChB,kBAAkB,EAClB,mBAAmB,EACnB,kBAAkB,EAClB,0BAA0B,EAC1B,eAAe,EACf,gBAAgB,EAChB,kBAAkB,EAClB,oBAAoB,EACpB,8BAA8B,EAC9B,kBAAkB,EAClB,oBAAoB,EACpB,mBAAmB,EACnB,8BAA8B,EAC9B,kCAAkC,EAClC,kCAAkC,EAClC,mBAAmB,EACnB,wBAAwB,EACxB,cAAc,EACd,wBAAwB,EACxB,gBAAgB,EAChB,0BAA0B,EAC1B,uBAAuB,EACvB,sBAAsB,EACtB,4BAA4B,EAC5B,6BAA6B,EAC7B,kBAAkB,EAClB,mBAAmB,GACpB,MAAM,YAAY,CAAC"}
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+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,wBAAwB,EACxB,yBAAyB,EACzB,kBAAkB,EAClB,mBAAmB,EACnB,kBAAkB,EAClB,0BAA0B,EAC1B,eAAe,EACf,gBAAgB,EAChB,+BAA+B,EAC/B,yBAAyB,EACzB,kBAAkB,EAClB,gBAAgB,EAChB,kBAAkB,EAClB,mBAAmB,EACnB,kBAAkB,EAClB,0BAA0B,EAC1B,eAAe,EACf,gBAAgB,EAChB,kBAAkB,EAClB,8BAA8B,EAC9B,kBAAkB,EAClB,oBAAoB,EACpB,mBAAmB,EACnB,8BAA8B,EAC9B,kCAAkC,EAClC,kCAAkC,EAClC,wBAAwB,EACxB,cAAc,EACd,wBAAwB,EACxB,0BAA0B,EAC1B,sBAAsB,EACtB,4BAA4B,EAC5B,6BAA6B,EAC7B,kBAAkB,EAClB,mBAAmB,GACpB,MAAM,YAAY,CAAC"}
@@ -1,4 +1,4 @@
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- import type { AttachInputOptions, GamepadAxisKind, GamepadButtonKind, GamepadMappingKind, InputKeyRepeatOptions, InputKeyRepeatTimer, InputManager, InputPointerData, InputSignals, InputState, MouseWheelMode } from '@flighthq/types/contract';
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+ import type { AttachInputOptions, Entity, GamepadAxisKind, GamepadButtonKind, GamepadMappingKind, InputIngressBackend, InputIngressSource, InputKeyRepeatOptions, InputKeyRepeatTimer, InputManager, InputPointerData, InputSignals, InputState, MouseWheelMode, EntityConstruction } from '@flighthq/types/contract';
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  /**
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  * Filters a single gamepad axis value through a simple dead zone.
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  * Values within `[-deadZone, deadZone]` are mapped to `0`; values outside
@@ -21,12 +21,12 @@ export declare function applyGamepadStickDeadZone(out: {
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  x: number;
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  y: number;
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  }, x: number, y: number, deadZone: number): void;
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- export declare function attachGamepadInput(manager: InputManager, target: Window, options?: Readonly<AttachInputOptions>): void;
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- export declare function attachKeyboardInput(manager: InputManager, target: EventTarget, options?: Readonly<AttachInputOptions>): void;
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- export declare function attachPointerInput(manager: InputManager, element: HTMLElement, options?: Readonly<AttachInputOptions>): void;
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- export declare function attachRelativePointerInput(manager: InputManager, element: HTMLElement, options?: Readonly<AttachInputOptions>): void;
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- export declare function attachTextInput(manager: InputManager, element: HTMLElement, options?: Readonly<AttachInputOptions>): void;
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- export declare function attachWheelInput(manager: InputManager, element: HTMLElement, options?: Readonly<AttachInputOptions>): void;
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+ export declare function attachGamepadInput(manager: InputManager, source: InputIngressSource, options?: Readonly<AttachInputOptions>): void;
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+ export declare function attachKeyboardInput(manager: InputManager, source: InputIngressSource, options?: Readonly<AttachInputOptions>): void;
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+ export declare function attachPointerInput(manager: InputManager, source: InputIngressSource, options?: Readonly<AttachInputOptions>): void;
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+ export declare function attachRelativePointerInput(manager: InputManager, source: InputIngressSource, options?: Readonly<AttachInputOptions>): void;
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+ export declare function attachTextInput(manager: InputManager, source: InputIngressSource, options?: Readonly<AttachInputOptions>): void;
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+ export declare function attachWheelInput(manager: InputManager, source: InputIngressSource, options?: Readonly<AttachInputOptions>): void;
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  /**
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  * Subscribes `state` to all signals on `manager` to maintain a live held-state snapshot.
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  * Also tracks per-frame edge sets (`justPressedKeys`, `justReleasedKeys`,
@@ -35,42 +35,17 @@ export declare function attachWheelInput(manager: InputManager, element: HTMLEle
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  * Returns a disposer that disconnects the subscriptions.
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  */
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  export declare function connectInputStateToInputManager(state: InputState, manager: InputManager): () => void;
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- /**
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- * Creates a key-repeat timer for non-DOM sources (gamepad d-pad buttons,
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- * virtual on-screen keys, native backends) that do not generate their own
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- * auto-repeat events.
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- *
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- * Call `start(callback)` when a "key" is pressed. The `callback` is invoked
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- * immediately on press, then again after `options.delay` ms, then every
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- * `options.interval` ms until `stop()` is called.
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- *
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- * Returns a handle with `start(callback)` and `stop()` methods.
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- * The handle may be reused across multiple press/release cycles.
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- *
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- * ```ts
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- * const timer = createInputKeyRepeatTimer({ delay: 500, interval: 33 });
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- * // on press:
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- * timer.start(() => emitSignal(manager.onKeyDown, dpadData));
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- * // on release:
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- * timer.stop();
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- * ```
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- */
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  export declare function createInputKeyRepeatTimer(options: Readonly<InputKeyRepeatOptions>): InputKeyRepeatTimer;
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  export declare function createInputManager(): InputManager;
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  export declare function createInputSignals(): InputSignals;
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- /**
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- * Creates a fresh `InputState` with empty held-state maps/sets and empty
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- * frame-edge sets. Connect it to an `InputManager` via
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- * `connectInputStateToInputManager`, and call `endInputStateFrame` once per
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- * logical frame to roll the edge sets.
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- */
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  export declare function createInputState(): InputState;
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- export declare function detachGamepadInput(manager: InputManager, target: Window): void;
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- export declare function detachKeyboardInput(manager: InputManager, target: EventTarget): void;
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- export declare function detachPointerInput(manager: InputManager, element: HTMLElement): void;
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- export declare function detachRelativePointerInput(manager: InputManager, element: HTMLElement): void;
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- export declare function detachTextInput(manager: InputManager, element: HTMLElement): void;
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- export declare function detachWheelInput(manager: InputManager, element: HTMLElement): void;
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+ export declare function createWebInputIngressBackend(): InputIngressBackend & Entity;
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+ export declare function detachGamepadInput(manager: InputManager, source: InputIngressSource): void;
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+ export declare function detachKeyboardInput(manager: InputManager, source: InputIngressSource): void;
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+ export declare function detachPointerInput(manager: InputManager, source: InputIngressSource): void;
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+ export declare function detachRelativePointerInput(manager: InputManager, source: InputIngressSource): void;
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+ export declare function detachTextInput(manager: InputManager, source: InputIngressSource): void;
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+ export declare function detachWheelInput(manager: InputManager, source: InputIngressSource): void;
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  /**
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  * Rolls the per-frame edge sets on `state`, clearing `justPressedKeys`,
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  * `justReleasedKeys`, `justPressedGamepadButtons`, and
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  * frame (or input-poll cycle) to prepare the edge sets for the next frame.
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  */
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  export declare function endInputStateFrame(state: InputState): void;
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- /**
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- * Exits pointer lock, returning the pointer to normal movement.
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- * No-op if pointer lock is not currently active.
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- */
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- export declare function exitInputPointerLock(): void;
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  /**
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  * Returns coalesced pointer event data for a `pointermove` event, iterating
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  * over the high-frequency intermediate positions captured since the last
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  * `gamepad` is the gamepad index; `axis` is the axis index.
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  */
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  export declare function getInputGamepadAxis(state: Readonly<InputState>, gamepad: number, axis: number): number;
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+ export declare function getInputIngressBackend(): InputIngressBackend;
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  export declare function getKeyCodeFromDomKeyboardEvent(event: Readonly<KeyboardEvent>): number;
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  export declare function getKeyModifierFromDomKeyboardEvent(event: Readonly<KeyboardEvent>): number;
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  export declare function getMouseWheelModeFromDomWheelEvent(event: Readonly<WheelEvent>): MouseWheelMode;
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  /**
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- * Returns `true` if pointer lock is currently active on any element.
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+ * Creates a key-repeat timer for non-DOM sources (gamepad d-pad buttons,
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+ * virtual on-screen keys, native backends) that do not generate their own
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+ * auto-repeat events.
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+ *
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+ * Call `start(callback)` when a "key" is pressed. The `callback` is invoked
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+ * immediately on press, then again after `options.delay` ms, then every
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+ * `options.interval` ms until `stop()` is called.
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+ *
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+ * Returns a handle with `start(callback)` and `stop()` methods.
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+ * The handle may be reused across multiple press/release cycles.
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+ *
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+ * ```ts
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+ * const timer = createInputKeyRepeatTimer({ delay: 500, interval: 33 });
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+ * // on press:
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+ * timer.start(() => emitSignal(manager.onKeyDown, dpadData));
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+ * // on release:
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+ * timer.stop();
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+ * ```
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  */
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- export declare function hasInputPointerLock(): boolean;
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+ export declare function initializeInputKeyRepeatTimer(out: EntityConstruction<InputKeyRepeatTimer>, options: Readonly<InputKeyRepeatOptions>): void;
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+ export declare function initializeInputManager(out: EntityConstruction<InputManager>): void;
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+ export declare function initializeInputSignals(out: EntityConstruction<InputSignals>): void;
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+ /**
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+ * Creates a fresh `InputState` with empty held-state maps/sets and empty
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+ * frame-edge sets. Connect it to an `InputManager` via
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+ * `connectInputStateToInputManager`, and call `endInputStateFrame` once per
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+ * logical frame to roll the edge sets.
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+ */
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+ export declare function initializeInputState(out: EntityConstruction<InputState>): void;
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+ /** Explicit browser adapter for the process-wide input-ingress seam. */
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+ export declare function initializeWebInputIngressBackend(out: EntityConstruction<InputIngressBackend & Entity>): void;
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+ export declare function installInputIngressHostBackend(backend: InputIngressBackend): void;
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  /**
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  * Returns `true` if the given gamepad button is currently held.
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  * `gamepad` is the gamepad index; `button` is the button index.
@@ -131,19 +131,14 @@ export declare function isInputKeyDown(state: Readonly<InputState>, keyCode: num
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  * `button` corresponds to `MouseEvent.button` (0 = primary, 1 = middle, 2 = secondary, …).
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  */
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  export declare function isInputPointerButtonDown(state: Readonly<InputState>, pointerId: number, button: number): boolean;
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- export declare function pollGamepadInput(manager: InputManager): void;
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  /**
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  * Releases pointer capture for `pointerId` from `element`, allowing pointer
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  * events to fire on the element under the pointer again.
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  * No-op if `element` does not have capture for this pointer.
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  */
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  export declare function releaseInputPointerCapture(element: HTMLElement, pointerId: number): void;
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- /**
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- * Requests pointer lock on `element`. Returns a `Promise<boolean>` that
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- * resolves to `true` when lock is granted or `false` if the request is
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- * rejected (e.g. outside a user gesture, or the browser denies it).
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- */
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- export declare function requestInputPointerLock(element: HTMLElement): Promise<boolean>;
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+ export declare function resetInputIngressBackendForTest(): void;
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+ export declare function setInputIngressBackend(backend: InputIngressBackend | null): void;
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  /**
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  * Explicitly captures all pointer events for `pointerId` to `element`,
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  * regardless of where the pointer moves. Useful for drag operations.
@@ -1 +1 @@
1
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