canvasengine 1.3.0 → 2.0.0-beta.2

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.
Files changed (96) hide show
  1. package/package.json +51 -17
  2. package/src/components/Canvas.ts +134 -0
  3. package/src/components/Container.ts +46 -0
  4. package/src/components/DisplayObject.ts +458 -0
  5. package/src/components/DrawMap/index.ts +65 -0
  6. package/src/components/Graphic.ts +147 -0
  7. package/src/components/NineSliceSprite.ts +46 -0
  8. package/src/components/ParticleEmitter.ts +39 -0
  9. package/src/components/Scene.ts +6 -0
  10. package/src/components/Sprite.ts +493 -0
  11. package/src/components/Text.ts +145 -0
  12. package/src/components/Tilemap/Tile.ts +79 -0
  13. package/src/components/Tilemap/TileGroup.ts +207 -0
  14. package/src/components/Tilemap/TileLayer.ts +163 -0
  15. package/src/components/Tilemap/TileSet.ts +41 -0
  16. package/src/components/Tilemap/index.ts +80 -0
  17. package/src/components/TilingSprite.ts +39 -0
  18. package/src/components/Viewport.ts +159 -0
  19. package/src/components/index.ts +13 -0
  20. package/src/components/types/DisplayObject.ts +69 -0
  21. package/src/components/types/MouseEvent.ts +3 -0
  22. package/src/components/types/Spritesheet.ts +389 -0
  23. package/src/components/types/index.ts +4 -0
  24. package/src/directives/Drag.ts +84 -0
  25. package/src/directives/KeyboardControls.ts +922 -0
  26. package/src/directives/Scheduler.ts +101 -0
  27. package/src/directives/Sound.ts +91 -0
  28. package/src/directives/Transition.ts +45 -0
  29. package/src/directives/ViewportCull.ts +40 -0
  30. package/src/directives/ViewportFollow.ts +26 -0
  31. package/src/directives/index.ts +7 -0
  32. package/src/engine/animation.ts +113 -0
  33. package/src/engine/bootstrap.ts +19 -0
  34. package/src/engine/directive.ts +23 -0
  35. package/src/engine/reactive.ts +379 -0
  36. package/src/engine/signal.ts +138 -0
  37. package/src/engine/trigger.ts +40 -0
  38. package/src/engine/utils.ts +135 -0
  39. package/src/hooks/addContext.ts +6 -0
  40. package/src/hooks/useProps.ts +155 -0
  41. package/src/hooks/useRef.ts +21 -0
  42. package/src/index.ts +13 -0
  43. package/src/utils/Ease.ts +33 -0
  44. package/src/utils/RadialGradient.ts +86 -0
  45. package/.gitattributes +0 -22
  46. package/.npmignore +0 -163
  47. package/canvasengine-1.3.0.all.min.js +0 -21
  48. package/canvasengine.js +0 -5802
  49. package/core/DB.js +0 -24
  50. package/core/ModelServer.js +0 -348
  51. package/core/Users.js +0 -190
  52. package/core/engine-common.js +0 -952
  53. package/doc/cocoonjs.md +0 -36
  54. package/doc/doc-lang.yml +0 -43
  55. package/doc/doc-router.yml +0 -14
  56. package/doc/doc-tuto.yml +0 -9
  57. package/doc/doc.yml +0 -39
  58. package/doc/element.md +0 -37
  59. package/doc/entity.md +0 -90
  60. package/doc/extend.md +0 -47
  61. package/doc/get_started.md +0 -19
  62. package/doc/images/entity.png +0 -0
  63. package/doc/multitouch.md +0 -58
  64. package/doc/nodejs.md +0 -142
  65. package/doc/scene.md +0 -44
  66. package/doc/text.md +0 -156
  67. package/examples/server/client.html +0 -31
  68. package/examples/server/server.js +0 -16
  69. package/examples/tiled_server/client.html +0 -52
  70. package/examples/tiled_server/images/tiles_spritesheet.png +0 -0
  71. package/examples/tiled_server/server/map.json +0 -50
  72. package/examples/tiled_server/server/map.tmx +0 -16
  73. package/examples/tiled_server/server/server.js +0 -16
  74. package/extends/Animation.js +0 -910
  75. package/extends/Effect.js +0 -252
  76. package/extends/Gleed2d.js +0 -252
  77. package/extends/Hit.js +0 -1509
  78. package/extends/Input.js +0 -699
  79. package/extends/Marshal.js +0 -716
  80. package/extends/Scrolling.js +0 -388
  81. package/extends/Soundmanager2.js +0 -5466
  82. package/extends/Spritesheet.js +0 -196
  83. package/extends/Text.js +0 -366
  84. package/extends/Tiled.js +0 -403
  85. package/extends/Window.js +0 -575
  86. package/extends/gamepad.js +0 -397
  87. package/extends/socket.io.min.js +0 -2
  88. package/extends/swf/soundmanager2.swf +0 -0
  89. package/extends/swf/soundmanager2_debug.swf +0 -0
  90. package/extends/swf/soundmanager2_flash9.swf +0 -0
  91. package/extends/swf/soundmanager2_flash9_debug.swf +0 -0
  92. package/extends/swf/soundmanager2_flash_xdomain.zip +0 -0
  93. package/extends/workers/transition.js +0 -43
  94. package/index.js +0 -46
  95. package/license.txt +0 -19
  96. package/readme.md +0 -483
package/extends/Input.js DELETED
@@ -1,699 +0,0 @@
1
- /*
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- Copyright (C) 2012 by Samuel Ronce
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-
4
- Permission is hereby granted, free of charge, to any person obtaining a copy
5
- of this software and associated documentation files (the "Software"), to deal
6
- in the Software without restriction, including without limitation the rights
7
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
8
- copies of the Software, and to permit persons to whom the Software is
9
- furnished to do so, subject to the following conditions:
10
-
11
- The above copyright notice and this permission notice shall be included in
12
- all copies or substantial portions of the Software.
13
-
14
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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- THE SOFTWARE.
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- */
22
-
23
- /**
24
- @doc input
25
- @class Input Keyboard, Gamepad et accelerometer
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- @example
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- Keyboard:
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-
29
- var canvas = CE.defines("canvas_id").
30
- extend(Input).
31
- ready(function() {
32
- canvas.Scene.call("Map");
33
- });
34
-
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- canvas.Scene.new({
36
- name: "Map",
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- ready: function(stage) {
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-
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- canvas.Input.keyDown(Input.Bottom);
40
- canvas.Input.keyDown(Input.A, function() {
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- console.log("A pressed");
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- });
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- canvas.Input.keyUp(Input.A, function() {
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- console.log("A released");
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- });
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-
47
- },
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- render: function(stage) {
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-
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- if (canvas.Input.isPressed(Input.Bottom)) {
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- console.log("Bottom pressed");
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- }
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-
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- stage.refresh();
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- }
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- });
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-
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- Gamepad :
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-
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- In header (http://www.gamepadjs.com)
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-
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- &lt;script src="extends/gamepad.js"></script&gt;
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-
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-
65
- Script :
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-
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-
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- var canvas = CE.defines("canvas_id").
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- extend(Input).
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- ready(function() {
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- canvas.Scene.call("Map");
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- });
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-
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- canvas.Scene.new({
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- name: "Map",
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- ready: function(stage) {
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-
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- this.gamepad = canvas.Input.Gamepad.init(function() {
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- console.log("Gamepad connected");
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- }, function() {
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- console.log("Gamepad disconnected");
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- });
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-
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- this.gamepad.addListener("faceButton0", function() {
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- console.log("A pressed");
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- }, function() {
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- console.log("A released");
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- });
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-
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- canvas.Input.keyDown(Input.Right, function() {
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- // Code
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- });
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- this.gamepad.addListener("dpadRight", Input.Right);
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-
95
- },
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- render: function(stage) {
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-
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- this.gamepad.update();
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-
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- stage.refresh();
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- }
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- });
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-
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-
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- */
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-
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- var Input = {Input: {
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-
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- keyBuffer: [],
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- cacheKeyBuffer: [],
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- _keyFunctions: {},
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- _keyPress: {},
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- _keyUp: {},
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- _keyType: {},
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- _keyPressed: {},
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- _lock: {},
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- _rules: {},
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-
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- _key: function(e, key, callback) {
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- if (typeof key == "function") {
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- key(e);
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- }
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- else {
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- if (key instanceof Array) {
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- for (var i=0 ; i < key.length ; i++) {
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- if (e.which == key[i]) {
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- if (callback) callback(e);
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- }
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- }
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- }
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- else if (e.which == key) {
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- if (callback) callback(e);
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- }
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- }
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- },
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-
137
- /**
138
- @doc keyboard/
139
- @method press Calling a function when a key is pressed (only once)
140
- @param {Integer|Array} key Value of the key (or keys if array). Input.A or [Input.A, Input.Z] for example
141
- @param {Function} onPressKey Function called when a key is pressed. One parameter: the event of the button (Event Object)
142
- */
143
- press: function(key, onPressKey) {
144
- this._press('keyPress', key, onPressKey);
145
- this.keyUp(key);
146
- },
147
-
148
- /**
149
- @doc keyboard/
150
- @method clearKeys Clears the functions assigned to keys indicated
151
- @param {Integer|Array} key Value of the key (or keys if array). Input.A or [Input.A, Input.Z] for example
152
- */
153
- clearKeys: function(key) {
154
- this.press(key, function() {});
155
- },
156
-
157
- /**
158
- @doc keyboard/
159
- @method keyDown Calling a function when a key is down
160
- @param {Integer} key Value of the key (or keys if array). Input.A or [Input.A, Input.Z] for example
161
- @param {Function} onPressKey (optional) Function called. One parameter: the event of the button (Event Object)
162
- @example
163
-
164
- To avoid latency before repeating the movement, use `isPressed()` in render method. In the example below, use Left and Right keys :
165
-
166
- <jsfiddle>WebCreative5/KCSu3</jsfiddle>
167
-
168
- */
169
- keyDown: function(key, onPressKey) {
170
- this._press('keyDown', key, onPressKey);
171
- },
172
-
173
- /**
174
- @doc keyboard/
175
- @method keyUp Calling a function when a key is up
176
- @param {Integer} key Value of the key (or keys if array). Input.A or [Input.A, Input.Z] for example
177
- @param {Function} onKeyUp (optional) Function called. One parameter: the event of the button (Event Object)
178
- */
179
- keyUp: function(key, onKeyUp) {
180
- var self = this;
181
-
182
- if (key instanceof Array) {
183
- for (var i=0 ; i < key.length ; i++) {
184
- self._keyUp[key[i]] = onKeyUp;
185
- }
186
- }
187
- else {
188
- self._keyUp[key] = onKeyUp;
189
- }
190
-
191
- document.onkeyup = function(e) {
192
- self._keyPress[e.which] = 0;
193
- self._keyPressed[e.which] = false;
194
- if (self._keyUp[e.which]) {
195
- self._keyUp[e.which](e);
196
- }
197
- };
198
- },
199
-
200
- _press: function(type, key, onPressKey) {
201
- var self = this;
202
- if (typeof key == "string") {
203
- key = this._rules[key];
204
- }
205
- if (key instanceof Array) {
206
- for (var i=0 ; i < key.length ; i++) {
207
- assignKey(key[i], type);
208
- }
209
- }
210
- else {
211
- assignKey(key, type);
212
- }
213
-
214
- if (this._lock.canvas) {
215
- var canvas = this._lock.canvas;
216
- canvas.onkeydown = onkeydown;
217
-
218
- canvas.onfocus = function(e) {
219
- document.onkeydown = function() {
220
- return false;
221
- }
222
- if (self._lock.onFocus) self._lock.onFocus(e, canvas);
223
- }
224
-
225
- canvas.onblur = function(e) {
226
- document.onkeydown = null;
227
- if (self._lock.onBlur) self._lock.onBlur(e, canvas);
228
- }
229
- }
230
- else {
231
- document.onkeydown = onkeydown;
232
- }
233
-
234
- function onkeydown(e) {
235
- if (!self._keyPress[e.which]) self._keyPress[e.which] = 0;
236
- self._keyPress[e.which]++;
237
- if (self._keyPress[e.which] > 1 && self._keyType[e.which] == 'keyPress') return;
238
- self._keyPressed[e.which] = true;
239
- // self.keyUp(e.which);
240
- if (self._keyFunctions[e.which]) self._keyFunctions[e.which](e);
241
- }
242
-
243
- function assignKey(_key, type) {
244
- self._keyType[_key] = type;
245
- self._keyFunctions[_key] = onPressKey;
246
- }
247
- },
248
-
249
- /**
250
- @doc keyboard/
251
- @method reset Resets all keys. You must assign the buttons (press(), keyDown() and keyUp()) to restore movement and actions
252
- @param {Array} keys (optional) Reset only the keys assigned in the array
253
- @example
254
-
255
- canvas.Input.reset([Input.Enter, Input.Space]);
256
- */
257
- reset: function(keys) {
258
- this._keyPressed = {};
259
- if (keys) {
260
- for (var i=0 ; i < keys.length ; i++) {
261
- this._keyFunctions[keys[i]] = null;
262
- }
263
- }
264
- else {
265
- this._keyFunctions = {};
266
- }
267
- },
268
-
269
- /**
270
- @doc keyboard/
271
- @method lock Lock the keys on the canvas and avoid scrolling of the page
272
- @param {HTMLCanvasElement} canvas Canvas
273
- @param {Boolean} focus_start (optional) Place the focus on the canvas. false by default
274
- @param {Function} onFocus (optional) Callback when the canvas is the focus
275
- @param {Function} onBlur (optional) Callback when the canvas loses the focus
276
- */
277
- lock: function(canvas, focus_start, onFocus, onBlur) {
278
- var dom = document.getElementById(canvas);
279
- dom.setAttribute('tabindex', 1);
280
- if (focus_start) {
281
- dom.focus();
282
- document.onkeydown = function() {
283
- return false;
284
- }
285
- }
286
- this._lock.canvas = dom;
287
- this._lock.onFocus = onFocus;
288
- this._lock.onBlur = onBlur;
289
- },
290
-
291
-
292
- /**
293
- @doc keyboard/
294
- @method isPressed Whether a key is pressed
295
- @param {Integer} key Value of the key. If it's an array, returns true if a key is pressed
296
- @return Boolean true if pressed
297
- */
298
- isPressed: function(key) {
299
- if (!(key instanceof Array)) {
300
- key = [key];
301
- }
302
- for (var i=0 ; i < key.length ; i++) {
303
- if (this._keyPressed[key[i]]) {
304
- return true;
305
- }
306
- }
307
- return false;
308
- },
309
-
310
- /**
311
- @doc keyboard/
312
- @method addKey Add key (constant).
313
- @param {String} id ID key
314
- @param {Integer} keycode Key value
315
- @example
316
-
317
- canvas.Input.addKey("F", 70);
318
- canvas.Input.press(Input.F, function(e) {
319
- // Code
320
- });
321
-
322
- */
323
- addKey: function(id, keycode) {
324
- Input[id] = keycode;
325
- },
326
-
327
- /**
328
- @doc keyboard/
329
- @method memorize Stores the keys pressed
330
- */
331
- memorize: function() {
332
- this.cacheKeyBuffer = this.keyBuffer;
333
- },
334
-
335
- /**
336
- @doc keyboard/
337
- @method restore Reassigns the keys pressed cached (see "Input.memorize()")
338
- */
339
- restore: function() {
340
- this.keyBuffer = this.cacheKeyBuffer;
341
- },
342
-
343
- /**
344
- @doc keyboard/
345
- @method trigger Simulates the call of a key
346
- @param {Integer} key Key Code (example: Input.Space)
347
- @param {String} type Type of event key, "down", "up" or "press". "press" is the touch of a key (pressed and then released)
348
- @param {HTMLCanvasElement} canvas (optional) Canvas. Allows to restore the focus to the canvas
349
- @example
350
-
351
- canvas.Input.trigger(Input.A, "press");
352
-
353
- @example
354
-
355
- canvas.Input.trigger(Input.Enter, "down", _canvas);
356
-
357
- */
358
- trigger: function(key, type, canvas) {
359
- var ev, element, dom;
360
- if (type == "press") {
361
- this.trigger(key, "down");
362
- this.trigger(key, "up", canvas);
363
- return;
364
- }
365
- if (this._lock.canvas) {
366
- element = this._lock.canvas;
367
- }
368
- else {
369
- element = document;
370
- }
371
- if (document.createEventObject) {
372
- ev = document.createEventObject();
373
- ev.keyCode = key;
374
- element.fireEvent("onkey" + type, ev);
375
- }
376
- else if (document.createEvent) {
377
- ev = document.createEvent("Events");
378
- ev.initEvent("key" + type, true, true);
379
- ev.which = key;
380
- element.dispatchEvent(ev);
381
- }
382
- if (canvas) {
383
- dom = document.getElementById(canvas.id + '-dom');
384
- dom.focus();
385
- }
386
- },
387
-
388
- // TODO
389
- addRule: function(name, inputs) {
390
- this._rules[name] = inputs;
391
- },
392
- /**
393
- @doc gamepad
394
- @class Gamepad Can play with the gamepad
395
- @example
396
- In method "ready" of the scene :
397
-
398
- var canvas = CE.defines("canvas_id").
399
- extend(Input).
400
- ready(function() {
401
- canvas.Scene.call("MyScene");
402
- });
403
-
404
- canvas.Scene.new({
405
- name: "MyScene",
406
- ready: function(stage) {
407
- this.gamepad = canvas.Input.Gamepad.init(function() {
408
- console.log("Gamepad connected");
409
- }, function() {
410
- console.log("Gamepad disconnected");
411
- });
412
-
413
- this.gamepad.addListener("faceButton0", function() {
414
- console.log("key A down");
415
- }, function() {
416
- console.log("key A up");
417
- });
418
- },
419
- render: function(stage) {
420
- this.gamepad.update();
421
- }
422
- });
423
-
424
- */
425
- Gamepad: {
426
- _listener: {},
427
- gamepad: null,
428
- _onConnect: null,
429
- _onDisconnect: null,
430
- _connectState: false,
431
- /**
432
- @doc gamepad/
433
- @method init Initialize the gamepad
434
- @param {Function} onConnect (optional) Callback function when the gamepad is connected
435
- @param {Function} onDisconnect (optional) Callback function when the gamepad is disconnected
436
- @return {CanvasEngine.Input.Gamepad}
437
- */
438
- init: function(onConnect, onDisconnect) {
439
- this._onConnect = onConnect;
440
- this._onDisconnect = onDisconnect;
441
- return this;
442
- },
443
- // Private
444
- getState: function(pos) {
445
- this.gamepad = Gamepad.getStates()[pos];
446
- if (this.gamepad && !this._connectState) {
447
- if (this._onConnect) this._onConnect();
448
- this._connectState = true;
449
- }
450
- else if (!this.gamepad && this._connectState) {
451
- if (this._onDisconnect) this._onDisconnect();
452
- this._connectState = false;
453
- }
454
- },
455
- /**
456
- @doc gamepad/
457
- @method addListener Adds a listener when a button is pressed or released
458
- @param {String} Id button. See https://github.com/sgraham/gamepad.js
459
- @param {Function} onDown Callback function when the button is pressed
460
- @param {Function} onUp Callback function when the button is released
461
- */
462
- /**
463
- @doc gamepad/
464
- @method addListener Execute a function already defined on the keyboard
465
- @param {String} Id button. See https://github.com/sgraham/gamepad.js
466
- @param {Integer} input Value of the key on the keyboard
467
- @example
468
-
469
- this.gamepad = canvas.Input.Gamepad.init();
470
- canvas.Input.keyDown(Input.Right, function() {
471
- // Code
472
- });
473
- this.gamepad.addListener("dpadRight", Input.Right);
474
-
475
- */
476
- addListener: function(obj, onDown, onUp) {
477
- var _Input = Input.Input;
478
- if (typeof onDown != "function") {
479
- var _input = onDown;
480
- onDown = function() {
481
- _Input.trigger(_input, "down");
482
- };
483
- onUp = function() {
484
- _Input.trigger(_input, "up");
485
- };
486
- }
487
- this._listener[obj] = {
488
- onDown: onDown,
489
- onUp: onUp,
490
- state: false
491
- };
492
- },
493
- /**
494
- @doc gamepad/
495
- @method update Updates the inputs of the gamepad
496
- */
497
- update: function() {
498
- this.getState(0);
499
- if (!this.gamepad) return;
500
- for (var key in this._listener) {
501
- if (this.gamepad[key] == 1 && !this._listener[key].state) {
502
- if (this._listener[key].onDown) this._listener[key].onDown();
503
- this._listener[key].state = true;
504
- }
505
- else if (this.gamepad[key] == 0 && this._listener[key].state) {
506
- if (this._listener[key].onUp) this._listener[key].onUp();
507
- this._listener[key].state = false;
508
- }
509
- }
510
- }
511
- },
512
-
513
- /**
514
- @doc accelerometer/
515
- @method accelerometer Assigns the accelerometer
516
- @param {Function} callback Callback function called with "deviceorientation" listener. 3 parameters :
517
-
518
- * x : Direction side to side
519
- * y : Vertically oriented front-back
520
- * z : Front and rear horizontal orientation
521
-
522
- @example
523
-
524
- canvas.Input.accelerometer(function(x, y, z) {
525
-
526
- });
527
-
528
- */
529
- accelerometer: function(callback) {
530
- if (window.DeviceOrientationEvent) {
531
- window.addEventListener('deviceorientation', function(eventData) {
532
- orientationHandler(eventData.alpha, eventData.beta, eventData.gamma);
533
- }, false);
534
-
535
-
536
- }
537
- else if (window.OrientationEvent) {
538
- window.addEventListener('MozOrientation', function(eventData) {
539
- orientationHandler(eventData.x, eventData.y, eventData.z);
540
- }, false);
541
- }
542
-
543
- function orientationHandler(x, y, z) {
544
- callback(x, y, z);
545
- }
546
- }
547
- }};
548
-
549
- /**
550
- @doc keyboard/
551
- @static
552
- @property A Value of the A button
553
- @type Integer
554
- */
555
- Input.A = 65;
556
-
557
- /**
558
- @doc keyboard/
559
- @static
560
- @property Z Value of the Z button
561
- @type Integer
562
- */
563
- Input.Z = 90;
564
-
565
- /**
566
- @doc keyboard/
567
- @static
568
- @property E Value of the E button
569
- @type Integer
570
- */
571
- Input.E = 69;
572
-
573
- /**
574
- @doc keyboard/
575
- @static
576
- @property Q Value of the Q button
577
- @type Integer
578
- */
579
- Input.Q = 81;
580
-
581
- /**
582
- @doc keyboard/
583
- @static
584
- @property Esc Value of the Escape button
585
- @type Integer
586
- */
587
- Input.Esc = 27;
588
-
589
- /**
590
- @doc keyboard/
591
- @static
592
- @property Enter Value of the Enter button
593
- @type Integer
594
- */
595
- Input.Enter = 13;
596
-
597
- /**
598
- @doc keyboard/
599
- @static
600
- @property Shift Value of the Shift button
601
- @type Integer
602
- */
603
- Input.Shift = 16;
604
-
605
- /**
606
- @doc keyboard/
607
- @static
608
- @property Ctrl Value of the Ctrl button
609
- @type Integer
610
- */
611
- Input.Ctrl = 17;
612
-
613
- /**
614
- @doc keyboard/
615
- @static
616
- @property Alt Value of the Alt button
617
- @type Integer
618
- */
619
- Input.Alt = 18;
620
-
621
- /**
622
- @doc keyboard/
623
- @static
624
- @property Space Value of the Space button
625
- @type Integer
626
- */
627
- Input.Space = 32;
628
-
629
- /**
630
- @doc keyboard/
631
- @static
632
- @property Back Value of the Back button
633
- @type Integer
634
- */
635
- Input.Back = 8;
636
-
637
- /**
638
- @doc keyboard/
639
- @static
640
- @property F1 Value of the F1 button
641
- @type Integer
642
- */
643
- Input.F1 = 112;
644
-
645
- /**
646
- @doc keyboard/
647
- @static
648
- @property F2 Value of the F2 button
649
- @type Integer
650
- */
651
- Input.F2 = 113;
652
-
653
- /**
654
- @doc keyboard/
655
- @static
656
- @property F11 Value of the F11 button
657
- @type Integer
658
- */
659
- Input.F11 = 122;
660
-
661
- /**
662
- @doc keyboard/
663
- @static
664
- @property F12 Value of the F12 button
665
- @type Integer
666
- */
667
- Input.F12 = 123;
668
-
669
- /**
670
- @doc keyboard/
671
- @static
672
- @property Left Value of the left button
673
- @type Integer
674
- */
675
- Input.Left = 37;
676
-
677
- /**
678
- @doc keyboard/
679
- @static
680
- @property Up Value of the Up button
681
- @type Integer
682
- */
683
- Input.Up = 38;
684
-
685
- /**
686
- @doc keyboard/
687
- @static
688
- @property Right Value of the Right button
689
- @type Integer
690
- */
691
- Input.Right = 39;
692
-
693
- /**
694
- @doc keyboard/
695
- @static
696
- @property Bottom Value of the Bottom button
697
- @type Integer
698
- */
699
- Input.Bottom = 40;