phaser/src/pixi/InteractionManager.js

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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
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* if its interactive parameter is set to true
* This manager also supports multitouch.
*
* @class InteractionManager
* @constructor
* @param stage {Stage} The stage to handle interactions
*/
PIXI.InteractionManager = function(stage)
{
/**
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* a reference to the stage
*
* @property stage
* @type Stage
*/
this.stage = stage;
/**
* the mouse data
*
* @property mouse
* @type InteractionData
*/
this.mouse = new PIXI.InteractionData();
/**
* an object that stores current touches (InteractionData) by id reference
*
* @property touchs
* @type Object
*/
this.touchs = {};
// helpers
this.tempPoint = new PIXI.Point();
/**
*
* @property mouseoverEnabled
* @type Boolean
* @default
*/
this.mouseoverEnabled = true;
/**
* tiny little interactiveData pool !
*
* @property pool
* @type Array
*/
this.pool = [];
/**
* An array containing all the iterative items from the our interactive tree
* @property interactiveItems
* @type Array
* @private
*
*/
this.interactiveItems = [];
/**
* Our canvas
* @property interactionDOMElement
* @type HTMLCanvasElement
* @private
*/
this.interactionDOMElement = null;
//this will make it so that you dont have to call bind all the time
this.onMouseMove = this.onMouseMove.bind( this );
this.onMouseDown = this.onMouseDown.bind(this);
this.onMouseOut = this.onMouseOut.bind(this);
this.onMouseUp = this.onMouseUp.bind(this);
this.onTouchStart = this.onTouchStart.bind(this);
this.onTouchEnd = this.onTouchEnd.bind(this);
this.onTouchMove = this.onTouchMove.bind(this);
this.last = 0;
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/**
* The css style of the cursor that is being used
* @property currentCursorStyle
* @type String
*
*/
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this.currentCursorStyle = 'inherit';
/**
* Is set to true when the mouse is moved out of the canvas
* @property mouseOut
* @type Boolean
*
*/
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this.mouseOut = false;
};
// constructor
PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
/**
* Collects an interactive sprite recursively to have their interactions managed
*
* @method collectInteractiveSprite
* @param displayObject {DisplayObject} the displayObject to collect
* @param iParent {DisplayObject} the display object's parent
* @private
*/
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
{
var children = displayObject.children;
var length = children.length;
// make an interaction tree... {item.__interactiveParent}
for (var i = length-1; i >= 0; i--)
{
var child = children[i];
// push all interactive bits
if(child.interactive)
{
iParent.interactiveChildren = true;
//child.__iParent = iParent;
this.interactiveItems.push(child);
if(child.children.length > 0)
{
this.collectInteractiveSprite(child, child);
}
}
else
{
child.__iParent = null;
if(child.children.length > 0)
{
this.collectInteractiveSprite(child, iParent);
}
}
}
};
/**
* Sets the target for event delegation
*
* @method setTarget
* @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
* @private
*/
PIXI.InteractionManager.prototype.setTarget = function(target)
{
this.target = target;
//check if the dom element has been set. If it has don't do anything
if( this.interactionDOMElement === null ) {
this.setTargetDomElement( target.view );
}
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};
/**
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* Sets the DOM element which will receive mouse/touch events. This is useful for when you have other DOM
* elements on top of the renderers Canvas element. With this you'll be able to delegate another DOM element
* to receive those events
*
* @method setTargetDomElement
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* @param domElement {DOMElement} the DOM element which will receive mouse and touch events
* @private
*/
PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
{
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this.removeEvents();
if (window.navigator.msPointerEnabled)
{
// time to remove some of that zoom in ja..
domElement.style['-ms-content-zooming'] = 'none';
domElement.style['-ms-touch-action'] = 'none';
// DO some window specific touch!
}
this.interactionDOMElement = domElement;
domElement.addEventListener('mousemove', this.onMouseMove, true);
domElement.addEventListener('mousedown', this.onMouseDown, true);
domElement.addEventListener('mouseout', this.onMouseOut, true);
// aint no multi touch just yet!
domElement.addEventListener('touchstart', this.onTouchStart, true);
domElement.addEventListener('touchend', this.onTouchEnd, true);
domElement.addEventListener('touchmove', this.onTouchMove, true);
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document.body.addEventListener('mouseup', this.onMouseUp, true);
};
PIXI.InteractionManager.prototype.removeEvents = function()
{
if(!this.interactionDOMElement)return;
this.interactionDOMElement.style['-ms-content-zooming'] = '';
this.interactionDOMElement.style['-ms-touch-action'] = '';
this.interactionDOMElement.removeEventListener('mousemove', this.onMouseMove, true);
this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true);
this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true);
// aint no multi touch just yet!
this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true);
this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true);
this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true);
this.interactionDOMElement = null;
document.body.removeEventListener('mouseup', this.onMouseUp, true);
};
/**
* updates the state of interactive objects
*
* @method update
* @private
*/
PIXI.InteractionManager.prototype.update = function()
{
if(!this.target)return;
// frequency of 30fps??
var now = Date.now();
var diff = now - this.last;
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diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000;
if(diff < 1)return;
this.last = now;
var i = 0;
// ok.. so mouse events??
// yes for now :)
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// OPTIMISE - how often to check??
if(this.dirty)
{
this.dirty = false;
var len = this.interactiveItems.length;
for (i = 0; i < len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
this.interactiveItems = [];
if(this.stage.interactive)this.interactiveItems.push(this.stage);
// go through and collect all the objects that are interactive..
this.collectInteractiveSprite(this.stage, this.stage);
}
// loop through interactive objects!
var length = this.interactiveItems.length;
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var cursor = 'inherit';
var over = false;
for (i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
// OPTIMISATION - only calculate every time if the mousemove function exists..
// OK so.. does the object have any other interactive functions?
// hit-test the clip!
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// if(item.mouseover || item.mouseout || item.buttonMode)
// {
// ok so there are some functions so lets hit test it..
item.__hit = this.hitTest(item, this.mouse);
this.mouse.target = item;
// ok so deal with interactions..
// looks like there was a hit!
if(item.__hit && !over)
{
if(item.buttonMode) cursor = item.defaultCursor;
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if(!item.interactiveChildren)over = true;
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if(!item.__isOver)
{
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if(item.mouseover)item.mouseover(this.mouse);
item.__isOver = true;
}
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}
else
{
if(item.__isOver)
{
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// roll out!
if(item.mouseout)item.mouseout(this.mouse);
item.__isOver = false;
}
}
}
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if( this.currentCursorStyle !== cursor )
{
this.currentCursorStyle = cursor;
this.interactionDOMElement.style.cursor = cursor;
}
};
/**
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* Is called when the mouse moves across the renderer element
*
* @method onMouseMove
* @param event {Event} The DOM event of the mouse moving
* @private
*/
PIXI.InteractionManager.prototype.onMouseMove = function(event)
{
this.mouse.originalEvent = event || window.event; //IE uses window.event
// TODO optimize by not check EVERY TIME! maybe half as often? //
var rect = this.interactionDOMElement.getBoundingClientRect();
this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
var length = this.interactiveItems.length;
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if(item.mousemove)
{
//call the function!
item.mousemove(this.mouse);
}
}
};
/**
* Is called when the mouse button is pressed down on the renderer element
*
* @method onMouseDown
* @param event {Event} The DOM event of a mouse button being pressed down
* @private
*/
PIXI.InteractionManager.prototype.onMouseDown = function(event)
{
this.mouse.originalEvent = event || window.event; //IE uses window.event
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if(PIXI.AUTO_PREVENT_DEFAULT)this.mouse.originalEvent.preventDefault();
// loop through interaction tree...
// hit test each item! ->
// get interactive items under point??
//stage.__i
var length = this.interactiveItems.length;
// while
// hit test
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if(item.mousedown || item.click)
{
item.__mouseIsDown = true;
item.__hit = this.hitTest(item, this.mouse);
if(item.__hit)
{
//call the function!
if(item.mousedown)item.mousedown(this.mouse);
item.__isDown = true;
// just the one!
if(!item.interactiveChildren)break;
}
}
}
};
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/**
* Is called when the mouse button is moved out of the renderer element
*
* @method onMouseOut
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* @param event {Event} The DOM event of a mouse button being moved out
* @private
*/
PIXI.InteractionManager.prototype.onMouseOut = function()
{
var length = this.interactiveItems.length;
this.interactionDOMElement.style.cursor = 'inherit';
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if(item.__isOver)
{
this.mouse.target = item;
if(item.mouseout)item.mouseout(this.mouse);
item.__isOver = false;
}
}
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this.mouseOut = true;
// move the mouse to an impossible position
this.mouse.global.x = -10000;
this.mouse.global.y = -10000;
};
/**
* Is called when the mouse button is released on the renderer element
*
* @method onMouseUp
* @param event {Event} The DOM event of a mouse button being released
* @private
*/
PIXI.InteractionManager.prototype.onMouseUp = function(event)
{
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this.mouse.originalEvent = event || window.event; //IE uses window.event
var length = this.interactiveItems.length;
var up = false;
for (var i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
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item.__hit = this.hitTest(item, this.mouse);
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if(item.__hit && !up)
{
//call the function!
if(item.mouseup)
{
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item.mouseup(this.mouse);
}
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if(item.__isDown)
{
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if(item.click)item.click(this.mouse);
}
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if(!item.interactiveChildren)up = true;
}
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else
{
if(item.__isDown)
{
if(item.mouseupoutside)item.mouseupoutside(this.mouse);
}
}
item.__isDown = false;
//}
}
};
/**
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* Tests if the current mouse coordinates hit a sprite
*
* @method hitTest
* @param item {DisplayObject} The displayObject to test for a hit
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* @param interactionData {InteractionData} The interactionData object to update in the case there is a hit
* @private
*/
PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
{
var global = interactionData.global;
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if( !item.worldVisible )return false;
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// temp fix for if the element is in a non visible
var isSprite = (item instanceof PIXI.Sprite),
worldTransform = item.worldTransform,
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a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10),
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
interactionData.target = item;
//a sprite or display object with a hit area defined
if(item.hitArea && item.hitArea.contains) {
if(item.hitArea.contains(x, y)) {
//if(isSprite)
interactionData.target = item;
return true;
}
return false;
}
// a sprite with no hitarea defined
else if(isSprite)
{
var width = item.texture.frame.width,
height = item.texture.frame.height,
x1 = -width * item.anchor.x,
y1;
if(x > x1 && x < x1 + width)
{
y1 = -height * item.anchor.y;
if(y > y1 && y < y1 + height)
{
// set the target property if a hit is true!
interactionData.target = item;
return true;
}
}
}
var length = item.children.length;
for (var i = 0; i < length; i++)
{
var tempItem = item.children[i];
var hit = this.hitTest(tempItem, interactionData);
if(hit)
{
// hmm.. TODO SET CORRECT TARGET?
interactionData.target = item;
return true;
}
}
return false;
};
/**
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* Is called when a touch is moved across the renderer element
*
* @method onTouchMove
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* @param event {Event} The DOM event of a touch moving across the renderer view
* @private
*/
PIXI.InteractionManager.prototype.onTouchMove = function(event)
{
var rect = this.interactionDOMElement.getBoundingClientRect();
var changedTouches = event.changedTouches;
var touchData;
var i = 0;
for (i = 0; i < changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
touchData = this.touchs[touchEvent.identifier];
touchData.originalEvent = event || window.event;
// update the touch position
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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if(navigator.isCocoonJS) {
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
}
var length = this.interactiveItems.length;
for (i = 0; i < length; i++)
{
var item = this.interactiveItems[i];
if(item.touchmove)
item.touchmove(touchData);
}
};
/**
* Is called when a touch is started on the renderer element
*
* @method onTouchStart
* @param event {Event} The DOM event of a touch starting on the renderer view
* @private
*/
PIXI.InteractionManager.prototype.onTouchStart = function(event)
{
var rect = this.interactionDOMElement.getBoundingClientRect();
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if(PIXI.AUTO_PREVENT_DEFAULT)event.preventDefault();
var changedTouches = event.changedTouches;
for (var i=0; i < changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
var touchData = this.pool.pop();
if(!touchData)touchData = new PIXI.InteractionData();
touchData.originalEvent = event || window.event;
this.touchs[touchEvent.identifier] = touchData;
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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if(navigator.isCocoonJS) {
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
var length = this.interactiveItems.length;
for (var j = 0; j < length; j++)
{
var item = this.interactiveItems[j];
if(item.touchstart || item.tap)
{
item.__hit = this.hitTest(item, touchData);
if(item.__hit)
{
//call the function!
if(item.touchstart)item.touchstart(touchData);
item.__isDown = true;
item.__touchData = touchData;
if(!item.interactiveChildren)break;
}
}
}
}
};
/**
* Is called when a touch is ended on the renderer element
*
* @method onTouchEnd
* @param event {Event} The DOM event of a touch ending on the renderer view
* @private
*/
PIXI.InteractionManager.prototype.onTouchEnd = function(event)
{
//this.mouse.originalEvent = event || window.event; //IE uses window.event
var rect = this.interactionDOMElement.getBoundingClientRect();
var changedTouches = event.changedTouches;
for (var i=0; i < changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
var touchData = this.touchs[touchEvent.identifier];
var up = false;
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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if(navigator.isCocoonJS) {
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
var length = this.interactiveItems.length;
for (var j = 0; j < length; j++)
{
var item = this.interactiveItems[j];
var itemTouchData = item.__touchData; // <-- Here!
item.__hit = this.hitTest(item, touchData);
if(itemTouchData === touchData)
{
// so this one WAS down...
touchData.originalEvent = event || window.event;
// hitTest??
if(item.touchend || item.tap)
{
if(item.__hit && !up)
{
if(item.touchend)item.touchend(touchData);
if(item.__isDown)
{
if(item.tap)item.tap(touchData);
}
if(!item.interactiveChildren)up = true;
}
else
{
if(item.__isDown)
{
if(item.touchendoutside)item.touchendoutside(touchData);
}
}
item.__isDown = false;
}
item.__touchData = null;
}
/*
else
{
}
*/
}
// remove the touch..
this.pool.push(touchData);
this.touchs[touchEvent.identifier] = null;
}
};