@@ -10,6 +10,12 @@ var Features = require('../../device/Features');
1010// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
1111// https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md
1212
13+ /**
14+ * @callback MouseHandler
15+ *
16+ * @property {MouseEvent } event - [description]
17+ */
18+
1319/**
1420 * @classdesc
1521 * [description]
@@ -69,7 +75,7 @@ var MouseManager = new Class({
6975 * [description]
7076 *
7177 * @name Phaser.Input.Mouse.MouseManager#handler
72- * @type {null }
78+ * @type {?MouseHandler }
7379 * @since 3.0.0
7480 */
7581 this . handler ;
@@ -136,13 +142,13 @@ var MouseManager = new Class({
136142
137143 /**
138144 * If the browser supports it, you can request that the pointer be locked to the browser window.
139- *
145+ *
140146 * This is classically known as 'FPS controls', where the pointer can't leave the browser until
141147 * the user presses an exit key.
142- *
148+ *
143149 * If the browser successfully enters a locked state, a `POINTER_LOCK_CHANGE_EVENT` will be dispatched,
144150 * from the games Input Manager, with an `isPointerLocked` property.
145- *
151+ *
146152 * It is important to note that pointer lock can only be enabled after an 'engagement gesture',
147153 * see: https://w3c.github.io/pointerlock/#dfn-engagement-gesture.
148154 *
@@ -165,7 +171,7 @@ var MouseManager = new Class({
165171 * @method Phaser.Input.Mouse.MouseManager#pointerLockChange
166172 * @since 3.0.0
167173 *
168- * @param {Event } event - The native event from the browser.
174+ * @param {MouseHandler } event - The native event from the browser.
169175 */
170176 pointerLockChange : function ( event )
171177 {
0 commit comments