Pointer

class Pointer

One pointer — a mouse or a touch contact — in CGA model units.

The position converts at the event boundary through the same fit-scale mapping the draw pass uses, so game code never sees pixels. isDown is level state; wasPressed and wasReleased are latched edges — Input carries the latching contract. All four properties are independent facts: a complete click within one frame reads isDown = false, wasPressed = true, wasReleased = true.

Types

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object Companion

Properties

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Whether the pointer is down — false for a hovering mouse.

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Where the pointer is, as a FlatPoint in CGA model units.

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Whether a press landed since the last edge-consuming step — a latched edge.

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Whether a release landed since the last edge-consuming step — a latched edge.