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events.js
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function keyDownEvents() {
//this is for an editEnable input element
}
function keyDownGameEvents(theKey) {
//this is for in-game events.
}
function keyUpEvents() {
//this is for an editEnable input element
}
function keyUpGameEvents(theKey) {
//this is for in-game events.
}
function mouseClickEvents() {
mClick(mouseVars.current.target);
}
function mouseDownEvents() {
//custom mouse/touch down events for your app go here
}
function mouseMoveEvents() {
//custom mouse/touch move events for your app go here
}
function mouseMoveEnter(targ) {
/*
* use this for hovering over things.
* eg. when you enter a new thing, highlight it.
*/
}
function mouseMoveOut(targ) {
/*
* opposite of enter...
* eg. unhighlight something as the mouse moves off of it.
*
*/
}
function mouseMoveOver(targ) {
/*
* for actively tracking while on an object.
* eg. moving, dynamic tooltip.
*/
}
function mouseUpEvents() {
//custom mouse/touch up events for your app go here
}
function mouseWheelEvents(targ, d) {
/*
letScroll scroll events are handled in globalScripts
put any other scrolling events here.
*/
}
function gamePadsButtonDown(zButton) {
//custom gamepad button down events for your app go here
}
function gamePadsButtonUp(zButton) {
//custom gamepad button down events for your app go here
}
function anEvent() {
/*
this one is for evergy-saving with static games.
If your game waits for an input and then does something,
then put something here to set it going.
*/
/*
If your game has a running animation loop, you can use this var
in your main loop to trigger stuff happening!
*/
//gameVars.go = 1; //obviously, you can call it whatever you want...lol
}
function resizeEvents() {
//make the todayPane go right to the bottom of the screen
document.getElementById('todayPane').style.height =
window.innerHeight
- document.getElementById('todayPane').offsetTop + 'px';
}
//This should be the only function that has to be edited for sliders :)
function sliderEvents(sliderPercent, sve) {
}