Files

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TypeScript

/** @noSelfInFile */
/**
* Begin "Left click" in the 3D world
* @protected
* @deprecated
* @see https://wow.gamepedia.com/API_CameraOrSelectOrMoveStart
*/
declare function CameraOrSelectOrMoveStart(): void;
/**
* End "Left click" in the 3D game world
* @param stickyFlag If present and set then any camera offset is 'sticky' and remains until explicitly cancelled
* @protected
* @deprecated
* @see https://wow.gamepedia.com/API_CameraOrSelectOrMoveStop
*/
declare function CameraOrSelectOrMoveStop(stickyFlag?: boolean): void;
/**
* Zooms the camera into the viewplane
* @param increment float increment
* @description Zooms the camera into the viewplane by increment. The increment must be between 0.0 and 50 with 0.0 indicating no
* zoom relative to current view and 50 being maximum zoom. From a completely zoomed out position, an increment of 50 will result in
* a first person camera angle
* @see https://wow.gamepedia.com/API_CameraZoomIn
*/
declare function CameraZoomIn(increment: number): void;
/**
* Zooms the camera out of the viewplane
* @param increment float increment
* @description Zooms the camera out of the viewplane by increment. The increment must be between 0.0 and the max camera distance.
* As of patch 1.9.0 if the 'Interface Options > Advanced Options > Max Camera Distance' setting is set to Low, then the largest
* value for increment is 15. If this setting is set to High, then the largest value for increment is 30. You can test for the max camera
* distance by zooming in to first person and counting the number of times you can call this function with increment set to 1.0 and still zoom out
* @see https://wow.gamepedia.com/API_CameraZoomOut
*/
declare function CameraZoomOut(increment: number): void;
/**
* Rotates the camera about the Z-axis
* @param angle float angle
* @description Rotates the camera about the Z-axis by the angle amount specified in degrees
* @see https://wow.gamepedia.com/API_FlipCameraYaw
*/
declare function FlipCameraYaw(angle: number): void;
/**
* Gets the current zoom level of the camera
* @returns float, the currently set zoom level
* @description Doesn't take camera collisions with the environment into account and will return what the camera would be at. If the
* camera is in motion, the zoom level that is set that frame is used, not the zoom level that the camera is traveling to.
* @see https://wow.gamepedia.com/API_GetCameraZoom
*/
declare function GetCameraZoom(): number;
/**
* For checking whether mouselook mode is currently active
* @returns true if mouselook mode is active, false otherwise
* @see https://wow.gamepedia.com/API_IsMouselooking
*/
declare function IsMouselooking(): boolean;
/**
* Enters mouse look mode, during which mouse movement is used to alter the character's movement/facing direction
* @see https://wow.gamepedia.com/API_MouselookStart
*/
declare function MouselookStart(): void;
/**
* Exits mouse look mode; allows mouse input to move the mouse cursor
* @see https://wow.gamepedia.com/API_MouselookStop
*/
declare function MouselookStop(): void;
/**
* Begins rotating the camera down around your character
* - Speed is a multiplier on the CVar 'cameraPitchMoveSpeed', which is in degrees/second
* - If speed is omitted, it is assumed to be 1.0.
* - Negative numbers go the opposite way, a speed of 0.0 will stop it.
* - This is not canceled by moving your character or interacting with the camera
* - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied
* simultaneously. If you rotate both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other
* @param speed Speed at which to begin rotating
* @see https://wow.gamepedia.com/API_MoveViewDownStart
*/
declare function MoveViewDownStart(speed: number): void;
/**
* Stops rotating the camera Down
* @see https://wow.gamepedia.com/API_MoveViewDownStop
*/
declare function MoveViewDownStop(): void;
/**
* Begins zooming the camera in
* - Speed is a multiplier on the CVar 'cameraZoomSpeed', which is in increments/second. A zoom increment appears to be about a yard from the character
* - If speed is omitted, it is assumed to be 1.0
* - Negative numbers go the opposite way, a speed of 0.0 will stop it.
* - This is not canceled by moving your character, but is canceled by using the mousewheel to zoom
* - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied
* simultaneously. If you zoom both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other
* @param speed Speed at which to begin zooming
* @see https://wow.gamepedia.com/API_MoveViewInStart
*/
declare function MoveViewInStart(speed: number): void;
/**
* Stops moving the camera In
* @see https://wow.gamepedia.com/API_MoveViewInStop
*/
declare function MoveViewInStop(): void;
/**
* Begins rotating the camera to the left around your character
* - Speed is a multiplier on the CVar 'cameraYawMoveSpeed', which is in degrees/second
* - If speed is omitted, it is assumed to be 1.0
* - Negative numbers go the opposite way, a speed of 0.0 will stop it.
* - This is not canceled by moving your character or interacting with the camera
* - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously.
* If you zoom both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other
* @param speed Speed at which to begin rotating
* @see https://wow.gamepedia.com/API_MoveViewLeftStart
*/
declare function MoveViewLeftStart(speed: number): void;
/**
* Stops rotating the camera to the Left
* @see https://wow.gamepedia.com/API_MoveViewLeftStop
*/
declare function MoveViewLeftStop(): void;
/**
* Begins zooming the camera out
* - Speed is a multiplier on the CVar 'cameraZoomSpeed', which is in increments/second. A zoom increment appears to be about a yard from the character
* - If speed is omitted, it is assumed to be 1.0
* - Negative numbers go the opposite way, a speed of 0.0 will stop it
* - This is not canceled by moving your character, but is canceled by using the mousewheel to zoom
* - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously.
* If you zoom both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other
* @param speed Speed at which to begin zooming
* @see https://wow.gamepedia.com/API_MoveViewOutStart
*/
declare function MoveViewOutStart(speed: number): void;
/**
* Stops moving the camera out
* @see https://wow.gamepedia.com/API_MoveViewOutStop
*/
declare function MoveViewOutStop(): void;
/**
* Begins rotating the camera to the right around your character
* - Speed is a multiplier on the CVar 'cameraYawMoveSpeed', which is in degrees/second
* - If speed is omitted, it is assumed to be 1.0.
* - Negative numbers go the opposite way, a speed of 0.0 will stop it
* - This is not canceled by moving your character or interacting with the camera
* - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously.
* If you rotate both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other
* @param speed Speed at which to begin rotating
* @see https://wow.gamepedia.com/API_MoveViewRightStart
*/
declare function MoveViewRightStart(speed: number): void;
/**
* Stops rotating the camera to the Right
* @see https://wow.gamepedia.com/API_MoveViewRightStop
*/
declare function MoveViewRightStop(): void;
/**
* Begins rotating the camera up around your character
* - Speed is a multiplier on the CVar 'cameraPitchMoveSpeed', which is in degrees/second
* - If speed is omitted, it is assumed to be 1.0
* - Negative numbers go the opposite way, a speed of 0.0 will stop it
* - This is not canceled by moving your character or interacting with the camera
* - Applying a negative speed is not the same as using the other function to go the opposite way, both vectors are applied simultaneously.
* If you rotate both ways equally, it will appear to stop, but the rotations are still being applied, though canceling each other
* @param speed Speed at which to begin rotating
* @see https://wow.gamepedia.com/API_MoveViewUpStart
*/
declare function MoveViewUpStart(speed: number): void;
/**
* Stops rotating the camera Up
* @see https://wow.gamepedia.com/API_MoveViewUpStop
*/
declare function MoveViewUpStop(): void;
/**
* unknown
* @param args unknown
* @protected
* @deprecated
*/
declare function PitchDownStart(...args: WoWAPI.Unknown[]): void;
/**
* unknown
* @param args unknown
* @protected
* @deprecated
*/
declare function PitchDownStop(...args: WoWAPI.Unknown[]): void;
/**
* unknown
* @param args unknown
* @protected
* @deprecated
*/
declare function PitchUpStart(...args: WoWAPI.Unknown[]): void;
/**
* unknown
* @param args unknown
* @protected
* @deprecated
*/
declare function PitchUpStop(...args: WoWAPI.Unknown[]): void;
/**
* Cycles forward through the five predefined camera positions
*/
declare function NextView(): void;
/**
* Cycles backward through the five predefined camera positions
*/
declare function PrevView(): void;
/**
* Resets the specified (1-5) predefined camera position to it's default if it was changed using SaveView(index)
* @param index the index set to
*/
declare function ResetView(index: 1 | 2 | 3 | 4 | 5): void;
/**
* Saves a camera angle for later retrieval with SetView. The last position loaded is stored in the CVar cameraView
* @param viewIndex The index (2-5) to save the camera angle to. (1 is reserved for first person view)
* @see https://wow.gamepedia.com/API_SaveView
*/
declare function SaveView(viewIndex: 2 | 3 | 4 | 5): void;
/**
* Sets a camera perspective from one previously saved with SaveView. The last position loaded is stored in the CVar cameraView
* @param viewIndex The view index (1-5) to return to (1 is always first person, and cannot be saved with SaveView)
* @see https://wow.gamepedia.com/API_SetView
*/
declare function SetView(viewIndex: 1 | 2 | 3 | 4 | 5): void;