phaser/v3/src/input/local/SceneInputManager.js

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var Class = require('../../utils/Class');
// Drag Events
// https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API
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// Mouse Events
// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
var SceneInputManager = new Class({
initialize:
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function SceneInputManager (scene)
{
// The Scene that owns this plugin
this.scene = scene;
// GlobalInputManager
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this.manager = scene.sys.game.input;
// A reference to this.scene.sys.displayList (set in boot)
this.displayList;
// A reference to the this.scene.sys.cameras (set in boot)
this.cameras;
// Should use Scene event dispatcher?
this.events = this.manager.events;
// Proxy references available via the Scene
this.keyboard = this.manager.keyboard;
this.mouse = this.manager.mouse;
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this.gamepad = this.manager.gamepad;
// Only fire callbacks and events on the top-most Game Object in the display list (emulating DOM behavior)
// and ignore any GOs below it, or call them all?
this.topOnly = true;
// How often should the pointer input be checked?
// Time given in ms
// Pointer will *always* be checked if it has been moved by the user.
// This controls how often it will be polled if it hasn't been moved.
// Set to 0 to poll constantly. Set to -1 to only poll on user movement.
this.pollRate = -1;
// Internal counter
this._pollTimer = 0;
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// The distance, in pixels, the pointer has to move while being held down, before it thinks it is being dragged.
this.dragDistanceThreshold = 0;
// The amount of time, in ms, the pointer has to be held down before it thinks it is dragging.
this.dragTimeThreshold = 0;
// Used to temporarily store the results of the Hit Test
this._temp = [];
// list: A list of all Game Objects that have been set to be interactive
this._list = [];
// pendingInsertion: Objects waiting to be inserted to the list on the next call to 'begin'
this._pendingInsertion = [];
// pendingRemoval: Objects waiting to be removed from the list on the next call to 'begin'
this._pendingRemoval = [];
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// draggable: A list of all Game Objects that have been enabled for dragging
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this._draggable = [];
// drag: A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID
this._drag = { 0: [], 1: [], 2: [], 3: [], 4: [], 5: [], 6: [], 7: [], 8: [], 9: [] };
// over: A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID
this._over = { 0: [], 1: [], 2: [], 3: [], 4: [], 5: [], 6: [], 7: [], 8: [], 9: [] };
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this._validTypes = [ 'onDown', 'onUp', 'onOver', 'onOut', 'onMove', 'onDragStart', 'onDrag', 'onDragEnd', 'onDragEnter', 'onDragLeave', 'onDragOver', 'onDrop' ];
},
// Add option to get all IOs within a Rect or Circle
boot: require('./inc/Boot'),
begin: require('./inc/Begin'),
clear: require('./inc/Clear'),
update: require('./inc/Update'),
hitTestPointer: require('./inc/HitTestPointer'),
disable: require('./inc/Disable'),
enable: require('./inc/Enable'),
queueForInsertion: require('./inc/QueueForInsertion'),
queueForRemoval: require('./inc/QueueForRemoval'),
setpollRate: require('./inc/SetPollRate'),
setpollAlways: require('./inc/SetPollAlways'),
setpollOnMove: require('./inc/SetPollOnMove'),
setHitArea: require('./inc/SetHitArea'),
setHitAreaCircle: require('./inc/SetHitAreaCircle'),
setHitAreaEllipse: require('./inc/SetHitAreaEllipse'),
setHitAreaFromTexture: require('./inc/SetHitAreaFromTexture'),
setHitAreaRectangle: require('./inc/SetHitAreaRectangle'),
setHitAreaTriangle: require('./inc/SetHitAreaTriangle'),
setDraggable: require('./inc/SetDraggable'),
setCallback: require('./inc/SetCallback'),
setCallbacks: require('./inc/SetCallbacks'),
setOnDownCallback: require('./inc/SetOnDownCallback'),
setOnOutCallback: require('./inc/SetOnOutCallback'),
setOnOverCallback: require('./inc/SetOnOverCallback'),
setOnUpCallback: require('./inc/SetOnUpCallback'),
setOnMoveCallback: require('./inc/SetOnMoveCallback'),
setOnDragStartCallback: require('./inc/SetOnDragStartCallback'),
setOnDragCallback: require('./inc/SetOnDragCallback'),
setOnDragEndCallback: require('./inc/SetOnDragEndCallback'),
processOverOutEvents: require('./inc/ProcessOverOutEvents'),
processDownEvents: require('./inc/ProcessDownEvents'),
processDragEvents: require('./inc/ProcessDragEvents'),
processUpEvents: require('./inc/ProcessUpEvents'),
processMoveEvents: require('./inc/ProcessMoveEvents'),
sortGameObjects: require('./inc/SortGameObjects'),
sortInteractiveObjects: require('./inc/SortInteractiveObjects'),
sortHandlerGO: require('./inc/SortHandlerGO'),
sortHandlerIO: require('./inc/SortHandlerIO'),
// The x/y coordinates of the ActivePointer based on the first camera in the camera list.
// This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.
x: {
get: function ()
{
return this.manager.activePointer.x;
}
},
y: {
get: function ()
{
return this.manager.activePointer.y;
}
},
// Scene that owns this is shutting down
shutdown: function ()
{
this._temp.length = 0;
this._list.length = 0;
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this._draggable.length = 0;
this._pendingRemoval.length = 0;
this._pendingInsertion.length = 0;
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for (var i = 0; i < 10; i++)
{
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this._drag[i] = [];
this._over[i] = [];
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}
},
// Game level nuke
destroy: function ()
{
this.shutdown();
this.scene = undefined;
this.cameras = undefined;
this.manager = undefined;
this.events = undefined;
this.keyboard = undefined;
this.mouse = undefined;
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this.gamepad = undefined;
}
});
module.exports = SceneInputManager;