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    Interface LikeHandlers

    Every possible event handler callback is in this interface.

    The engine will call these functions when the corresponding events fire unless handleEvent is customized, for example when the scene system is in use.

    interface LikeHandlers {
        actionpressed?: (action: string) => void;
        actionreleased?: (action: string) => void;
        blur?: (source: "canvas" | "tab") => void;
        draw?: () => void;
        focus?: (source: "canvas" | "tab") => void;
        gamepadconnected?: (index: number) => void;
        gamepaddisconnected?: (index: number) => void;
        gamepadpressed?: (source: number, name: LikeButton, num: number) => void;
        gamepadreleased?: (source: number, name: LikeButton, num: number) => void;
        handleEvent?: TopLevelEventHandler;
        keypressed?: (scancode: string, keycode: string) => void;
        keyreleased?: (scancode: string, keycode: string) => void;
        load?: () => void;
        mousemoved?: (pos: Vector2, delta: Vector2) => void;
        mousepressed?: (pos: Vector2, button: MouseButton) => void;
        mousereleased?: (pos: Vector2, button: MouseButton) => void;
        quit?: () => void;
        resize?: (size: Vector2) => void;
        update?: (dt: number) => void;
    }
    Index

    Properties

    actionpressed?: (action: string) => void

    Mapped action triggered. See input.Input for action mapping.

    actionreleased?: (action: string) => void

    Mapped action released.

    blur?: (source: "canvas" | "tab") => void

    Canvas or tab lost focus. Game may pause audio/updates.

    draw?: () => void

    Render frame. Clear the screen and draw your game here.

    focus?: (source: "canvas" | "tab") => void

    Canvas or tab gained focus. Game may resume audio/updates.

    gamepadconnected?: (index: number) => void

    Fires when a gamepad is connected.

    gamepaddisconnected?: (index: number) => void

    Fires when a gamepad is disconnected.

    gamepadpressed?: (source: number, name: LikeButton, num: number) => void

    Gamepad button pressed. source is controller index, name is derived from a mapping on the raw num

    gamepadreleased?: (source: number, name: LikeButton, num: number) => void

    Gamepad button released. source is controller index, name is derived from a mapping on the raw num

    handleEvent?: TopLevelEventHandler

    LIKE's runtime is concentrated into handleEvent.

    This function recieves all events. callOwnHandlers is the default behavior.

    Otherwise, a custom handler will totally override event handler callbacks like like.draw, replacing it with a system of your choice.

    For example, the scene architecture is built around setting this function. Setting to a custom function will disable the scene system.

    Setting handleEvent to undefined will revert to default behavior.

    keypressed?: (scancode: string, keycode: string) => void

    Physical key pressed. scancode is the physical key, keycode is the character.

    keyreleased?: (scancode: string, keycode: string) => void

    Physical key released.

    load?: () => void

    Game initialization. Called once before the first frame.

    mousemoved?: (pos: Vector2, delta: Vector2) => void

    Mouse moved event. pos is absolute, delta is relative.

    mousepressed?: (pos: Vector2, button: MouseButton) => void

    Mouse button pressed. pos in canvas pixels. Button: 1=left, 2=middle, 3=right.

    mousereleased?: (pos: Vector2, button: MouseButton) => void

    Mouse button released.

    quit?: () => void

    Game deinit. Called when like is disposed.

    Use case: you're using native event handlers or global resource allocations that need to be cleared out to avoid memory leaks, regardless of what called like.dispose().

    resize?: (size: Vector2) => void

    Canvas was resized. Used mostly in native mode, though setMode may send it too.

    update?: (dt: number) => void

    Frame update. dt is delta time in seconds (time since last frame).