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InspectorDriveInput

Defined in: Inspector.ts:445

Synthetic input for a drive. The setters write input state and return; the three that hold a key across frames issue those frames and are awaited.

clearAll(): void

Defined in: Inspector.ts:457

Releases every synthetic key, pointer and pad input at once.

void


fireAction(name, frames?): Promise<void>

Defined in: Inspector.ts:474

Fires name once per frame for frames frames. Each frame is a fresh one-frame pulse, so isJustPressed reads true on every one of them.

string

number

Promise<void>


gamepadAxis(side, value): void

Defined in: Inspector.ts:455

InspectorGamepadAxisKey

number

void


gamepadButton(code, pressed): void

Defined in: Inspector.ts:454

string

boolean

void


hold(code, frames): Promise<void>

Defined in: Inspector.ts:469

string

number

Promise<void>


keyDown(code): void

Defined in: Inspector.ts:446

string

void


keyUp(code): void

Defined in: Inspector.ts:447

string

void


mouseDown(button?): void

Defined in: Inspector.ts:449

0 | 1 | 2

void


mouseMove(x, y): void

Defined in: Inspector.ts:448

number

number

void


mouseUp(button?): void

Defined in: Inspector.ts:450

0 | 1 | 2

void


pointerDown(button?, opts?): void

Defined in: Inspector.ts:452

0 | 1 | 2

InspectorPointerOpts

void


pointerMove(x, y, opts?): void

Defined in: Inspector.ts:451

number

number

InspectorPointerOpts

void


pointerUp(button?, opts?): void

Defined in: Inspector.ts:453

0 | 1 | 2

number

void


tap(code, frames?): Promise<void>

Defined in: Inspector.ts:468

Holds code for one frame unless told otherwise, then releases it.

string

number

Promise<void>


whileHolding<T>(codes, fn): Promise<T>

Defined in: Inspector.ts:466

Holds codes for the duration of fn, then restores what was held before — including when fn throws — and resolves with whatever fn returned. A code already down on entry is left alone at both ends, so nested holds compose by lexical scope: an inner call that repeats one of the outer call’s codes does not drop it, and neither does a code a plain keyDown is holding.

T

readonly string[]

() => Promise<T>

Promise<T>