Gleam - v1.0.2
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    Interface GameEventMap

    Type-safe registry of engine events and their payload tuples. Both EventSystem.addEventListener and EventSystem.dispatchEvent are generic over this map, so the listener callback and dispatched args are checked against the declared shape.

    interface GameEventMap {
        gameloopStopped: [];
        inputControllerConnected: [event: Gamepad];
        inputControllerDisconnected: [];
        inputKeyboard: [
            keys: Record<string, boolean>,
            code: string,
            pressed: boolean,
        ];
        inputPointer: [pointer: Pointer];
        resized: [];
    }
    Index

    Properties

    gameloopStopped: []

    Fired by Gameloop once teardown completes, after stopLoop() is called.

    inputControllerConnected: [event: Gamepad]

    Fired by Controller when a gamepad is connected. Payload is the native Gamepad.

    inputControllerDisconnected: []

    Fired by Controller when our tracked gamepad disconnects. Other gamepads disconnecting are logged but don't dispatch.

    inputKeyboard: [keys: Record<string, boolean>, code: string, pressed: boolean]

    Fired by Keyboard on every key down/up with the live keys map, the code that changed, and its new pressed state.

    inputPointer: [pointer: Pointer]

    Fired by Pointer on every move and button transition. Payload is the Pointer instance — read posScaled/pressed from it.

    resized: []

    Fired by Game.preInit once at startup and on every debounced window.resize thereafter. The canonical "viewport changed" signal.