2013-06-01 01:49:41 +00:00
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/// <reference path="../../Game.ts" />
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/// <reference path="../../gameobjects/DynamicTexture.ts" />
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/// <reference path="../../utils/SpriteUtils.ts" />
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/// <reference path="../../utils/RectangleUtils.ts" />
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/**
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* Phaser - Components - Input
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*
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* Input detection component
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*/
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module Phaser.Components {
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export class Input {
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2013-06-01 18:59:20 +00:00
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/**
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* Sprite Input component constructor
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* @param parent The Sprite using this Input component
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*/
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2013-06-01 01:49:41 +00:00
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constructor(parent: Sprite) {
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this.game = parent.game;
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this._sprite = parent;
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this.enabled = false;
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this.checkBody = false;
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this.useHandCursor = false;
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}
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/**
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2013-06-01 18:59:20 +00:00
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* Reference to Phaser.Game
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2013-06-01 01:49:41 +00:00
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*/
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public game: Game;
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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*/
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private _sprite: Sprite;
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2013-06-02 02:47:54 +00:00
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private dragOffsetX: number;
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private dragOffsetY: number;
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private dragFromPoint: bool;
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private dragPixelPerfect:bool = false;
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private dragPixelPerfectAlpha:number;
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private allowHorizontalDrag: bool = true;
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private allowVerticalDrag: bool = true;
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private snapOnDrag: bool = false;
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private snapOnRelease: bool = false;
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private snapX: number;
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private snapY: number;
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2013-06-01 18:59:20 +00:00
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/**
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* If enabled the Input component will be updated by the parent Sprite
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* @type {Boolean}
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*/
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2013-06-01 01:49:41 +00:00
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public enabled: bool;
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2013-06-01 18:59:20 +00:00
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2013-06-02 02:47:54 +00:00
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/**
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* Is this sprite being dragged by the mouse or not?
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* @default false
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*/
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public isDragged: bool = false;
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/**
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* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @default false
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*/
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public draggable: bool = false;
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/**
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* An FlxRect region of the game world within which the sprite is restricted during mouse drag
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* @default null
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*/
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public boundsRect: Rectangle = null;
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/**
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* An FlxSprite the bounds of which this sprite is restricted during mouse drag
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* @default null
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*/
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public boundsSprite: Sprite = null;
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2013-06-01 18:59:20 +00:00
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/**
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* The Input component can monitor either the physics body of the Sprite or the frameBounds
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* If checkBody is set to true it will monitor the bounds of the physics body.
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* @type {Boolean}
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*/
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2013-06-01 01:49:41 +00:00
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public checkBody: bool;
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2013-06-01 18:59:20 +00:00
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/**
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* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
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* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
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* @type {Boolean}
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*/
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public useHandCursor: bool;
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2013-06-01 01:49:41 +00:00
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2013-06-01 18:59:20 +00:00
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/**
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* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
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* This value is only set with the pointer is over this Sprite.
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* @type {number}
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*/
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2013-06-01 01:49:41 +00:00
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public x: number = 0;
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2013-06-01 18:59:20 +00:00
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/**
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* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
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* This value is only set with the pointer is over this Sprite.
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* @type {number}
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*/
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2013-06-01 01:49:41 +00:00
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public y: number = 0;
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/**
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
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* @property isDown
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* @type {Boolean}
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**/
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public isDown: bool = false;
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/**
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
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* @property isUp
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* @type {Boolean}
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**/
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public isUp: bool = true;
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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public timeOver: number = 0;
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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public timeOut: number = 0;
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/**
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* Is the Pointer over this Sprite
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* @property isOver
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* @type {Boolean}
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**/
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public isOver: bool = false;
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/**
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* Is the Pointer outside of this Sprite
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* @property isOut
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* @type {Boolean}
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**/
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public isOut: bool = true;
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2013-06-01 18:59:20 +00:00
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public oldX: number;
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public oldY: number;
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2013-06-01 01:49:41 +00:00
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/**
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* Update
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*/
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public update() {
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if (this.enabled == false)
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{
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return;
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}
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2013-06-02 02:47:54 +00:00
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if (this.draggable && this.isDragged)
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{
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this.updateDrag();
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}
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2013-06-01 01:49:41 +00:00
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if (this.game.input.x != this.oldX || this.game.input.y != this.oldY)
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{
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this.oldX = this.game.input.x;
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this.oldY = this.game.input.y;
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if (RectangleUtils.contains(this._sprite.frameBounds, this.game.input.x, this.game.input.y))
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{
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this.x = this.game.input.x - this._sprite.x;
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this.y = this.game.input.y - this._sprite.y;
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if (this.isOver == false)
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{
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this.isOver = true;
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this.isOut = false;
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this.timeOver = this.game.time.now;
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if (this.useHandCursor)
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{
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this._sprite.game.stage.canvas.style.cursor = "pointer";
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}
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this._sprite.events.onInputOver.dispatch(this._sprite, this.x, this.y, this.timeOver);
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}
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}
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else
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{
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if (this.isOver)
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{
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this.isOver = false;
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this.isOut = true;
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this.timeOut = this.game.time.now;
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if (this.useHandCursor)
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{
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this._sprite.game.stage.canvas.style.cursor = "default";
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}
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this._sprite.events.onInputOut.dispatch(this._sprite, this.timeOut);
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}
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}
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}
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2013-06-02 02:47:54 +00:00
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// click handler to add to stack for sorting
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2013-06-01 01:49:41 +00:00
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}
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2013-06-02 02:47:54 +00:00
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/**
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* Updates the Mouse Drag on this Sprite.
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*/
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private updateDrag():void
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{
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if (this.isUp)
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{
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this.stopDrag();
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return;
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}
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if (this.allowHorizontalDrag)
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{
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this._sprite.x = this.game.input.x - this.dragOffsetX;
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}
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if (this.allowVerticalDrag)
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{
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this._sprite.y = this.game.input.y - this.dragOffsetY;
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}
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if (this.boundsRect)
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{
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this.checkBoundsRect();
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}
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if (this.boundsSprite)
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{
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this.checkBoundsSprite();
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}
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if (this.snapOnDrag)
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{
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this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
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this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
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}
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}
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2013-06-01 18:59:20 +00:00
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/**
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* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
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* @param delay The time below which the pointer is considered as just over.
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* @returns {boolean}
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*/
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2013-06-02 02:47:54 +00:00
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public justOver(delay?: number = 500): bool {
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2013-06-01 01:49:41 +00:00
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return (this.isOver && this.duration < delay);
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}
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2013-06-01 18:59:20 +00:00
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/**
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* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
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* @param delay The time below which the pointer is considered as just out.
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* @returns {boolean}
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*/
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2013-06-02 02:47:54 +00:00
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public justOut(delay?: number = 500): bool {
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2013-06-01 01:49:41 +00:00
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return (this.isOut && (this.game.time.now - this.timeOut < delay));
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}
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2013-06-01 18:59:20 +00:00
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/**
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* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
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* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
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*/
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2013-06-01 01:49:41 +00:00
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public get duration(): number {
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if (this.isOver)
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{
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return this.game.time.now - this.timeOver;
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}
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return -1;
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}
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2013-06-02 02:47:54 +00:00
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/**
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* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
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*
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* @param lockCenter If false the Sprite will drag from where you click it. If true it will center itself to the tip of the mouse pointer.
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* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
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* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
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* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
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* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
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*/
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public enableDrag(lockCenter:bool = false, pixelPerfect:bool = false, alphaThreshold:number = 255, boundsRect:Rectangle = null, boundsSprite:Sprite = null):void
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{
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this.draggable = true;
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this.dragFromPoint = lockCenter;
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this.dragPixelPerfect = pixelPerfect;
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this.dragPixelPerfectAlpha = alphaThreshold;
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if (boundsRect)
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{
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this.boundsRect = boundsRect;
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}
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if (boundsSprite)
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{
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this.boundsSprite = boundsSprite;
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}
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}
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/**
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* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
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*/
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public disableDrag():void
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{
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if (this.isDragged)
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{
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//FlxMouseControl.dragTarget = null;
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//FlxMouseControl.isDragging = false;
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}
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this.isDragged = false;
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this.draggable = false;
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//mouseStartDragCallback = null;
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//mouseStopDragCallback = null;
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}
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/**
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* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
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*
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* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
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* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
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*/
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public setDragLock(allowHorizontal:bool = true, allowVertical:bool = true):void
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{
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this.allowHorizontalDrag = allowHorizontal;
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this.allowVerticalDrag = allowVertical;
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}
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/**
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* Make this Sprite snap to the given grid either during drag or when it's released.
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* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
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*
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* @param snapX The width of the grid cell in pixels
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* @param snapY The height of the grid cell in pixels
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* @param onDrag If true the sprite will snap to the grid while being dragged
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* @param onRelease If true the sprite will snap to the grid when released
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*/
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public enableSnap(snapX:number , snapY:number, onDrag:bool = true, onRelease:bool = false):void
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{
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this.snapOnDrag = onDrag;
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this.snapOnRelease = onRelease;
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this.snapX = snapX;
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this.snapY = snapY;
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}
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/**
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* Stops the sprite from snapping to a grid during drag or release.
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*/
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public disableSnap():void
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{
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this.snapOnDrag = false;
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this.snapOnRelease = false;
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}
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/**
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* Called by FlxMouseControl when Mouse Drag starts on this Sprite. Should not usually be called directly.
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*/
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public startDrag():void
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{
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this.isDragged = true;
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|
|
|
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if (this.dragFromPoint == false)
|
|
|
|
{
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|
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|
this.dragOffsetX = this.game.input.x - this._sprite.x;
|
|
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|
this.dragOffsetY = this.game.input.y - this._sprite.y;
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|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Move the sprite to the middle of the mouse
|
|
|
|
this.dragOffsetX = this._sprite.frameBounds.halfWidth;
|
|
|
|
this.dragOffsetY = this._sprite.frameBounds.halfHeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Bounds Rect check for the sprite drag
|
|
|
|
*/
|
|
|
|
private checkBoundsRect():void
|
|
|
|
{
|
|
|
|
if (this._sprite.x < this.boundsRect.left)
|
|
|
|
{
|
|
|
|
this._sprite.x = this.boundsRect.x;
|
|
|
|
}
|
|
|
|
else if ((this._sprite.x + this._sprite.width) > this.boundsRect.right)
|
|
|
|
{
|
|
|
|
this._sprite.x = this.boundsRect.right - this._sprite.width;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this._sprite.y < this.boundsRect.top)
|
|
|
|
{
|
|
|
|
this._sprite.y = this.boundsRect.top;
|
|
|
|
}
|
|
|
|
else if ((this._sprite.y + this._sprite.height) > this.boundsRect.bottom)
|
|
|
|
{
|
|
|
|
this._sprite.y = this.boundsRect.bottom - this._sprite.height;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Parent Sprite Bounds check for the sprite drag
|
|
|
|
*/
|
|
|
|
private checkBoundsSprite():void
|
|
|
|
{
|
|
|
|
if (this._sprite.x < this.boundsSprite.x)
|
|
|
|
{
|
|
|
|
this._sprite.x = this.boundsSprite.x;
|
|
|
|
}
|
|
|
|
else if ((this._sprite.x + this._sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
|
|
|
|
{
|
|
|
|
this._sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this._sprite.width;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this._sprite.y < this.boundsSprite.y)
|
|
|
|
{
|
|
|
|
this._sprite.y = this.boundsSprite.y;
|
|
|
|
}
|
|
|
|
else if ((this._sprite.y + this._sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
|
|
|
|
{
|
|
|
|
this._sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this._sprite.height;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called by FlxMouseControl when Mouse Drag is stopped on this Sprite. Should not usually be called directly.
|
|
|
|
*/
|
|
|
|
public stopDrag():void
|
|
|
|
{
|
|
|
|
this.isDragged = false;
|
|
|
|
|
|
|
|
if (this.snapOnRelease)
|
|
|
|
{
|
|
|
|
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
|
|
|
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-06-01 01:49:41 +00:00
|
|
|
/**
|
|
|
|
* Render debug infos. (including name, bounds info, position and some other properties)
|
|
|
|
* @param x {number} X position of the debug info to be rendered.
|
|
|
|
* @param y {number} Y position of the debug info to be rendered.
|
|
|
|
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
|
|
|
|
*/
|
|
|
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
|
|
|
|
|
|
|
this._sprite.texture.context.font = '14px Courier';
|
|
|
|
this._sprite.texture.context.fillStyle = color;
|
|
|
|
this._sprite.texture.context.fillText('Sprite Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
|
|
|
|
this._sprite.texture.context.fillText('x: ' + this.x.toFixed(1) + ' y: ' + this.y.toFixed(1), x, y + 14);
|
|
|
|
this._sprite.texture.context.fillText('over: ' + this.isOver + ' duration: ' + this.duration.toFixed(0), x, y + 28);
|
|
|
|
this._sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 42);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|