Quark
#
Modules #
quark/actionquark/appquark/bubblesquark/bufferquark/checkboxquark/cssquark/ctrquark/defsquark/dialogquark/eventquark/fontquark/fsquark/hashquark/httpquark/indexquark/jsonbquark/keyboardquark/lmdbquark/mediaquark/navquark/netquark/osquark/pathquark/pkgquark/screenquark/statequark/stepperquark/storagequark/testquark/typesquark/uriquark/utilquark/viewquark/windowquark/wsquark/_bufferquark/_commonquark/_decoratorsquark/_eventquark/_extquark/_md5quark/_sha1quark/_sha256quark/_utilquark/_watching
Quark v1.4.0 Documentation
Contents
-
quark/event
- Enum: ReturnValueMask
- Class: UIEvent
- Class: ActionEvent
- Enum: KeyboardLocation
- Class: KeyEvent
- Enum: ClickType
- Class: ClickEvent
- Enum: WheelDeltaMode
- Class: MouseEvent
- Enum: UIState
- Class: UIStateEvent
- Class: InputEvent
- Interface: TouchPoint
- Class: TouchEvent
- Class: GestureTouchPoint
- Enum: GestureStage
- Enum: GestureType
-
Class: GestureEvent
- GestureEvent
- gestureevent.expectedFingerCount
- gestureevent.swipeDistance
- gestureevent.swipeVelocity
- gestureevent.initTimestamp
- gestureevent.lastVelocityWeight
- gestureevent.id
- gestureevent.startTimestamp
- gestureevent.stage
- gestureevent.initDistance
- gestureevent.initVelocity
- gestureevent.distance
- gestureevent.velocity
- gestureevent.lastVelocity
- gestureevent.touchs
- gestureevent.sealed
- gestureevent.first
- gestureevent.last
- gestureevent.length
- gestureevent.constructor(origin,id,timestamp)
- gestureevent.isInitialStage()
- gestureevent.isSwipeTriggered()
- gestureevent.reject()
- gestureevent.seal()
- gestureevent.startPosition()
- gestureevent.position()
- gestureevent.center()
- gestureevent.rotation(isDegree)
- gestureevent.scale()
- gestureevent.distanceOfTwoFinger()
- Enum: SpineEventType
- Interface: SpineEventData
- Class: SpineEvent
- Class: SpineExtEvent
- Class: AgentStateEvent
- Class: ArrivePositionEvent
- Enum: MovementState
- Class: AgentMovementEvent
- Class: DiscoveryAgentEvent
- Class: NativeNotification
quark/event #
Enum: ReturnValueMask #
ReturnValueMask #
Mask function corresponding to event return value (returnValue)
Default
Enable default actionsBubble
Enable event bubblingAll
Both of the above include
Class: UIEvent #
UIEvent #
Extends: Event
Type parameters: SendData
uievent.origin #
Origin of the event
readonly origin: View
uievent.timestamp #
The time when the event is created, in milliseconds
readonly timestamp: Int
uievent.isDefault #
Gets whether the default action of an event is enabled
readonly isDefault: boolean
uievent.isBubble #
Gets whether event bubbling is enabled
readonly isBubble: boolean
uievent.cancelDefault() #
Cancel the default event action, if one exists
cancelDefault(): void
uievent.cancelBubble() #
Cancel event bubbling. After calling this method, the event stops propagating upward
cancelBubble(): void
Class: ActionEvent #
ActionEvent #
Extends: UIEvent
actionevent.action #
Get the action object that triggers the event
readonly action: Action
actionevent.delay #
The difference between the event triggering time and the target time
readonly delay: number
actionevent.frame #
Keyframe Index
readonly frame: number
actionevent.looped #
The current number of looped
readonly looped: number
Enum: KeyboardLocation #
KeyboardLocation #
Keyboard location on the device
Standard=0Standard keys, such as alphanumeric keys on a keyboardLeft=1Left-side keys, such as left Shift or left CtrlRight=2Right-side keys, such as right Shift or right CtrlNumpad=3Numeric keypad keys, such as the number pad on a keyboard
Class: KeyEvent #
KeyEvent #
Extends: UIEvent
keyevent.nextFocus #
The next possible remote focus view
nextFocus: View | null
keyevent.keycode #
Keyboard Code
readonly keycode: KeyboardCode
keyevent.code #
Keyboard code for physical key
readonly code: KeyboardCode
keyevent.keypress #
Ascii code converted from keyboard code
readonly keypress: number
keyevent.location #
The location of the key on the keyboard or device
readonly location: KeyboardLocation
keyevent.repeat #
The number of times the event is triggered repeatedly after the key is pressed until the key is released
readonly repeat: number
keyevent.shift #
Is the shift key pressed
readonly shift: boolean
keyevent.ctrl #
Is the ctrl key pressed
readonly ctrl: boolean
keyevent.alt #
Is the alt key pressed
readonly alt: boolean
keyevent.command #
Is the command/meta/windows key pressed
readonly command: boolean
keyevent.capsLock #
Is capsLock enabled
readonly capsLock: boolean
keyevent.device #
Device id
readonly device: number
keyevent.source #
Source id
readonly source: number
Enum: ClickType #
ClickType #
The type or device that triggers the click event, such as using a touch screen or a mouse
Mouse
mouseTouch
touchscreenKeyboard
Press Enter on the keyboard or press OK on the remote control
Class: ClickEvent #
ClickEvent #
Extends: UIEvent
clickevent.position #
The cursor position in the window
readonly position: Vec2
clickevent.multiCount #
Number of consecutive clicks, possibly double clicks
readonly multiCount: number
clickevent.type #
Click trigger type
readonly type: ClickType
clickevent.isMultiClick #
Whether it is a multi-click event
readonly isMultiClick: boolean
Enum: WheelDeltaMode #
WheelDeltaMode #
Describes the semantic unit of a mouse wheel delta. Different input devices report scroll deltas in fundamentally different ways:
- Line: Discrete, step-based scrolling typically produced by a physical mouse wheel. Each event represents one logical "notch" (line step), not a precise distance. The actual pixel movement should be determined by the application (e.g. multiply by line height or a fixed step size).
- Pixel: Continuous, high-precision scrolling produced by devices like trackpads. The delta represents a true pixel-based movement and can be applied directly for smooth, inertial scrolling. This distinction allows scroll views or editors to interpret the same input differently, providing consistent behavior across mice and touchpads.
Linediscrete wheel step (mouse)Pixelprecise pixel delta (trackpad)
Class: MouseEvent #
MouseEvent #
Extends: UIEvent
mouseevent.position #
The cursor position in the window
readonly position: Vec2
mouseevent.delta #
The Wheel delta only
readonly delta: Vec2
mouseevent.level #
The current view level under the mouse cursor
readonly level: Uint
mouseevent.deltaMode #
The unit of the wheel delta, either in lines or pixels
readonly deltaMode: WheelDeltaMode
Enum: UIState #
UIState #
Status type of event UIState
None
No statusNormal
Normal situationHover
When the mouse moves over the view or the focus switches to the viewActive
When the mouse is pressed or the OK button is pressed on the remote control
Class: UIStateEvent #
UIStateEvent #
When this event triggers,
the UI state that the view should enter after triggering certain events.
For example: when the mouse enters the view, the state is Hover
Extends: UIEvent
uistateevent.state #
UI state type
readonly state: UIState
Class: InputEvent #
InputEvent #
InputEvent payload. Note: actual semantic is defined by the bound event type. Receivers should only access the field relevant to the event.
Extends: UIEvent
inputevent.input #
input text that includes input text or marked text or unmarked text
readonly input: string
inputevent.inputDelete #
delete char count
readonly inputDelete: Int
inputevent.cursorIndex #
cursor index after input
readonly cursorIndex: Int
inputevent.inputControl #
control keycode
readonly inputControl: KeyboardCode
Interface: TouchPoint #
TouchPoint #
Touch point data of the touch event
touchpoint.id #
Touch point id
readonly id: number
touchpoint.startPosition #
The position x/y of the touchpoint in the window when it is first pressed
readonly startPosition: Vec2
touchpoint.position #
The position of the touchpoint in the window
readonly position: Vec2
touchpoint.force #
touchpoint pressure strength, value range [0-1]
readonly force: number
touchpoint.view #
The initial view of the touchpoint
readonly view: View
Class: TouchEvent #
TouchEvent #
Extends: UIEvent
touchevent.changedTouches #
Touch point collection
readonly changedTouches: TouchPoint[]
touchevent.position #
first touch point position
readonly position: Vec2
Class: GestureTouchPoint #
GestureTouchPoint #
Implements: TouchPoint
gesturetouchpoint.touch #
The reference touch point
readonly touch: TouchPoint
gesturetouchpoint.constructor(touch) #
constructor(touch: TouchPoint)
Parameters:
touch— The reference touch point
gesturetouchpoint.center #
start and current position mid point
readonly center:
gesturetouchpoint.distance #
The gesture movement distance, for example, the distance moved by a finger
readonly distance:
Enum: GestureStage #
GestureStage #
Gesture stage
Start
The gesture has just startedChange
The gesture is changingEnd
The gesture has endedCancel
The gesture has been cancelled
Enum: GestureType #
GestureType #
Gesture event type
Class: GestureEvent #
GestureEvent #
Gesture event, such as pan, swipe, pinch, rotate, etc.
Extends: UIEvent
gestureevent.expectedFingerCount #
Get or set the expected number of touch points for the gesture event
expectedFingerCount: Uint
gestureevent.swipeDistance #
Get or set the minimum distance (in points) that a swipe gesture needs to move
swipeDistance: number
gestureevent.swipeVelocity #
Get or set the minimum speed (in points per second) that a swipe gesture needs to move
swipeVelocity: number
gestureevent.initTimestamp #
Get or set the initial velocity calculation time window, in milliseconds
initTimestamp: number
gestureevent.lastVelocityWeight #
Get or set the last velocity smoothing weight, value range [0, 0.95], default is 0.85
lastVelocityWeight: number
gestureevent.id #
The gesture context number id
readonly id: number
gestureevent.startTimestamp #
The gesture start timestamp, in milliseconds
readonly startTimestamp: Int
gestureevent.stage #
The current gesture stage
readonly stage: GestureStage
gestureevent.initDistance #
The gesture initial distance
readonly initDistance: Vec2
gestureevent.initVelocity #
The gesture initial speed, in dp per second
readonly initVelocity: Vec2
gestureevent.distance #
The gesture movement distance
readonly distance: Vec2
gestureevent.velocity #
The gesture speed, in dp per second
readonly velocity: Vec2
gestureevent.lastVelocity #
The gesture speed in the last frame, in dp per second
readonly lastVelocity: Vec2
gestureevent.touchs #
The gesture touch points
readonly touchs: GestureTouchPoint[]
gestureevent.sealed #
Whether the gesture is sealed
readonly sealed: boolean
gestureevent.first #
The first gesture touch point
readonly first: GestureTouchPoint
gestureevent.last #
The last gesture touch point
readonly last: GestureTouchPoint
gestureevent.length #
The number of gesture touch points
readonly length: Uint
gestureevent.constructor(origin,id,timestamp) #
constructor(id: number, timestamp: Int, origin: View)
Parameters:
id— The gesture context number idtimestamp— The gesture start timestamp, in milliseconds
gestureevent.isInitialStage() #
Whether the gesture is in the initial stage
isInitialStage(): boolean
gestureevent.isSwipeTriggered() #
Whether the gesture has been triggered
isSwipeTriggered(): boolean
gestureevent.reject() #
Reject the current start point, point will be sent to next gesture event flow.
Only valid in the Start stage, and the temp state will be cleared when the call ends.
reject()
gestureevent.seal() #
Prevent the creation of new gesture contexts for subsequent new points and close the flow of gestures backwards.
seal()
gestureevent.startPosition() #
Get the mid point of all touch points' start position
startPosition(): Vec2
gestureevent.position() #
Get the mid point of all touch points' current position
position(): Vec2
gestureevent.center() #
Get the mid point of all touch points' start position and current position
center(): Vec2
gestureevent.rotation(isDegree) #
Get the relative rotation angle (radians or degree) between two touch points. Positive = counter-clockwise, Negative = clockwise.
rotation(isDegree: boolean): number
gestureevent.scale() #
Get the scale of the first two touch points If there are less than two touch points, 1 is returned
scale(): number
gestureevent.distanceOfTwoFinger() #
Get the distance vector between two touch points
distanceOfTwoFinger(): Vec2
Enum: SpineEventType #
SpineEventType #
Spine animation event types
Start_TypeAnimation startedInterrupt_TypeAnimation interruptedEnd_TypeAnimation reached its endComplete_TypeAnimation completed one loopDispose_TypeAnimation (TrackEntry) disposedExtEvent_TypeCustom extend Spine event
Interface: SpineEventData #
SpineEventData #
Spine animation event description data
spineeventdata.name #
The event name
readonly name: string
spineeventdata.time #
The event time (seconds)
readonly time: number
spineeventdata.intValue #
The event integer payload
readonly intValue: number
spineeventdata.floatValue #
The event float payload
readonly floatValue: number
spineeventdata.stringValue #
The event string payload
readonly stringValue: string
spineeventdata.audioPath #
The event audio path
readonly audioPath: string
spineeventdata.volume #
The event volume
readonly volume: number
spineeventdata.balance #
The event audio balance
readonly balance: number
Class: SpineEvent #
SpineEvent #
Extends: UIEvent
spineevent.origin #
The origin Spine object of the event
readonly origin: Spine
spineevent.type #
The event type
readonly type: SpineEventType
spineevent.trackIndex #
The animation track index
readonly trackIndex: Uint
spineevent.animationName #
The animation name
readonly animationName: string
spineevent.trackTime #
The current time of the track
readonly trackTime: Float
Class: SpineExtEvent #
SpineExtEvent #
Extends: SpineEvent
spineextevent.staticData #
Static event description
readonly staticData: SpineEventData
spineextevent.time #
Trigger time (seconds)
readonly time: number
spineextevent.intValue #
Integer payload
readonly intValue: number
spineextevent.floatValue #
Float payload
readonly floatValue: number
spineextevent.stringValue #
String payload
readonly stringValue: string
spineextevent.volume #
Volume
readonly volume: number
spineextevent.balance #
Audio balance
readonly balance: number
Class: AgentStateEvent #
AgentStateEvent #
Extends: UIEvent
agentstateevent.origin #
agent itself
readonly origin: Agent
agentstateevent.velocity #
Current velocity vector.
readonly velocity: Vec2
agentstateevent.heading #
Current heading vector to along waypoints or follow target.
readonly heading: Vec2
agentstateevent.target #
Current target position.
readonly target: Vec2
agentstateevent.moving #
Following state.
readonly moving: boolean
Class: ArrivePositionEvent #
ArrivePositionEvent #
Extends: AgentStateEvent
arrivepositionevent.toNext #
vector to next waypoint
readonly toNext: Vec2
arrivepositionevent.waypointIndex #
waypoint index
readonly waypointIndex: Uint
Enum: MovementState #
MovementState #
StartedMovement startedArrivedArrived at target or waypointStoppedArrived or naturally stoppedCancelledInterrupted (follow lost, new target etc.)
Class: AgentMovementEvent #
AgentMovementEvent #
Extends: AgentStateEvent
agentmovementevent.movementState #
Movement state
readonly movementState: MovementState
Class: DiscoveryAgentEvent #
DiscoveryAgentEvent #
Extends: AgentStateEvent
discoveryagentevent.origin #
agent itself
readonly origin: Agent
discoveryagentevent.agent #
other agent when remove view is null
readonly agent: Agent
discoveryagentevent.location #
to agent location
readonly location: Vec2
discoveryagentevent.level #
discovery level, 0xffffffff means lost all levels
readonly level: Uint
discoveryagentevent.entering #
is leaving or entering
readonly entering: boolean
Class: NativeNotification #
NativeNotification #
Extends: Notification
Type parameters: E