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pub(open) trait HasRes_PickingEvents {
get_picking_events_resource(self : Self) -> Resource[PickingEvents]
}pub(open) trait HasRes_PickingHits {
get_picking_hits_resource(self : Self) -> Resource[PickingHits]
}pub(open) trait HasRes_PickingState {
get_picking_state_resource(self : Self) -> Resource[PickingState]
}pub(open) trait HasRes_PointerInputs {
get_pointer_inputs_resource(self : Self) -> Resource[PointerInputs]
}pub(all) enum PointerButton {
Primary
Secondary
Middle
}fn PointerEvent::new(pointer : Int, kind : PointerEventKind, position : Vec2, target? : Entity?) -> PointerEventpub(all) enum PointerEventKind {
Move
Enter
Leave
Down
Up
Click
}impl Eq for PointerEventKindimpl Show for PointerEventKindpub struct PointerInput {
pointer : Int
window_position : Vec2?
down : Bool
just_pressed : Bool
just_released : Bool
}fn PointerInput::new(pointer : Int, window_position : Vec2?, down : Bool, just_pressed : Bool, just_released : Bool) -> PointerInputfn[W : HasRes_A11yState + HasRes_PickingEvents + Has_Interaction + Has_ScrollPosition + Has_Node + Has_UiLayout + Has_UiText + Has_Children + ChangeTickWorld] picking_apply_a11y_actions_system(world : W) -> Unitfn[W : HasRes_PointerInputs + HasRes_PickingHits + HasRes_PickingEvents + HasRes_PickingState + ChangeTickWorld] picking_generate_events_system(world : W) -> Unitfn[W : HasRes_PickingEvents + HasRes_PickingState + HasRes_PickingHits + HasRes_PointerInputs + HasRes_A11yState + HasRes_UiContext + HasRes_UiStack + Has_UiLayout + Has_Node + Has_Button + Has_Interaction + Has_FocusPolicy + Has_CalculatedClip + Has_ScrollPosition + Has_UiText + Has_Children + Has_Sprite + Has_Anchor + Has_Transform + Has_GlobalTransform + Has_ViewVisibility + ChangeTickWorld] picking_plugin(app : App[W]) -> App[W]fn[W : HasRes_PointerInputs + HasRes_PickingHits + HasRes_UiContext + Has_Sprite + Has_Anchor + Has_Transform + Has_GlobalTransform + Has_ViewVisibility + ChangeTickWorld] picking_sprite2d_hit_test_system(world : W) -> Unitfn[W : HasRes_PointerInputs + HasRes_PickingHits + HasRes_UiContext + HasRes_UiStack + Has_UiLayout + Has_Button + Has_Interaction + Has_FocusPolicy + Has_CalculatedClip + Has_ViewVisibility + ChangeTickWorld] picking_ui_hit_test_system(world : W) -> Unit