import type { ArcRotateCamera } from "../../Cameras/arcRotateCamera"; import type { ICameraInput } from "../../Cameras/cameraInputsManager"; /** * Manage the keyboard inputs to control the movement of an arc rotate camera. * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs */ export declare class ArcRotateCameraKeyboardMoveInput implements ICameraInput { /** * Defines the camera the input is attached to. */ camera: ArcRotateCamera; /** * Defines the list of key codes associated with the up action (increase alpha) */ keysUp: number[]; /** * Defines the list of key codes associated with the down action (decrease alpha) */ keysDown: number[]; /** * Defines the list of key codes associated with the left action (increase beta) */ keysLeft: number[]; /** * Defines the list of key codes associated with the right action (decrease beta) */ keysRight: number[]; /** * Defines the list of key codes associated with the reset action. * Those keys reset the camera to its last stored state (with the method camera.storeState()) */ keysReset: number[]; /** * Defines the panning sensibility of the inputs. * (How fast is the camera panning) */ panningSensibility: number; /** * Defines the zooming sensibility of the inputs. * (How fast is the camera zooming) */ zoomingSensibility: number; /** * Defines whether maintaining the alt key down switch the movement mode from * orientation to zoom. */ useAltToZoom: boolean; /** * Rotation speed of the camera */ angularSpeed: number; private _keys; private _ctrlPressed; private _altPressed; private _onCanvasBlurObserver; private _onKeyboardObserver; private _engine; private _scene; /** * Attach the input controls to a specific dom element to get the input from. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault) */ attachControl(noPreventDefault?: boolean): void; /** * Detach the current controls from the specified dom element. */ detachControl(): void; /** * Update the current camera state depending on the inputs that have been used this frame. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop. */ checkInputs(): void; /** * Gets the class name of the current input. * @returns the class name */ getClassName(): string; /** * Get the friendly name associated with the input class. * @returns the input friendly name */ getSimpleName(): string; }