declare namespace starling.events {
	/**
	 *  A class that provides constant values for the phases of a touch object. 
	 *  *  
	 *  *  <p>A touch moves through at least the following phases in its life:</p>
	 *  *  
	 *  *  <code>BEGAN -> MOVED -> ENDED</code>
	 *  *  
	 *  *  <p>Furthermore, a touch can enter a <code>STATIONARY</code> phase. That phase does not
	 *  *  trigger a touch event itself, and it can only occur in multitouch environments. Picture a 
	 *  *  situation where one finger is moving and the other is stationary. A touch event will
	 *  *  be dispatched only to the object under the <em>moving</em> finger. In the list of touches
	 *  *  of that event, you will find the second touch in the stationary phase.</p>
	 *  *  
	 *  *  <p>Finally, there's the <code>HOVER</code> phase, which is exclusive to mouse input. It is
	 *  *  the equivalent of a <code>MouseOver</code> event in Flash when the mouse button is
	 *  *  <em>not</em> pressed.</p> 
	 *  
	 */
	export class TouchPhase {
		/**
		 *  Only available for mouse input: the cursor hovers over an object <em>without</em> a 
		 *      * pressed button. 
		 */
		static readonly HOVER = "hover";
		/**
		 *  The finger touched the screen just now, or the mouse button was pressed. 
		 */
		static readonly BEGAN = "began";
		/**
		 *  The finger moves around on the screen, or the mouse is moved while the button is 
		 *      * pressed. 
		 */
		static readonly MOVED = "moved";
		/**
		 *  The finger or mouse (with pressed button) has not moved since the last frame. 
		 */
		static readonly STATIONARY = "stationary";
		/**
		 *  The finger was lifted from the screen or from the mouse button. 
		 */
		static readonly ENDED = "ended";
	}
}
export default starling.events.TouchPhase;