| 1234567891011121314151617181920212223242526272829303132333435363738394041424344 | /* * Copyright (C)2005-2019 Haxe Foundation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */// This file is generated from mozilla\GamepadEvent.webidl. Do not edit!package js.html;/**	The GamepadEvent interface of the Gamepad API contains references to gamepads connected to the system, which is what the gamepad events `Window.gamepadconnected` and `Window.gamepaddisconnected` are fired in response to.	Documentation [GamepadEvent](https://developer.mozilla.org/en-US/docs/Web/API/GamepadEvent) by [Mozilla Contributors](https://developer.mozilla.org/en-US/docs/Web/API/GamepadEvent$history), licensed under [CC-BY-SA 2.5](https://creativecommons.org/licenses/by-sa/2.5/).	@see <https://developer.mozilla.org/en-US/docs/Web/API/GamepadEvent>**/@:native("GamepadEvent")extern class GamepadEvent extends Event {		/**		Returns a `Gamepad` object, providing access to the associated gamepad data for the event fired.	**/	var gamepad(default,null) : Gamepad;		/** @throws DOMError */	function new( type : String, ?eventInitDict : GamepadEventInit ) : Void;}
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