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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.Video.html">Video</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.EarCut.html">EarCut</a>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.Strip.html">Strip</a>
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<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.Texture.html">Texture</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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</li>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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</li>
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</ul>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#EMITTER">EMITTER</a>
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<a href="global.html#GAMES">GAMES</a>
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<a href="global.html#GRAPHICS">GRAPHICS</a>
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<a href="global.html#HEADLESS">HEADLESS</a>
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<a href="global.html#MATRIX">MATRIX</a>
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2016-02-08 17:01:36 +00:00
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#POLYGON">POLYGON</a>
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<a href="global.html#RECTANGLE">RECTANGLE</a>
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2015-01-06 06:57:25 +00:00
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2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
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2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
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</ul>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</ul>
</li>
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</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
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<h1 class="page-title">Source: src/input/Mouse.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
*
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* It captures and processes mouse events that happen on the game canvas object.
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* It also adds a single `mouseup` listener to `window` which is used to capture the mouse being released
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* when not over the game.
*
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* You should not normally access this class directly, but instead use a Phaser.Pointer object
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* which normalises all game input for you, including accurate button handling.
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*
* @class Phaser.Mouse
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
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/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
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/**
* @property {Phaser.Input} input - A reference to the Phaser Input Manager.
* @protected
*/
this.input = game.input;
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/**
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* @property {object} callbackContext - The context under which callbacks are called.
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*/
this.callbackContext = this.game;
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/**
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* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
*/
this.mouseDownCallback = null;
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/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
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/**
* @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas.
*/
this.mouseOutCallback = null;
/**
* @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).
*/
this.mouseOverCallback = null;
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/**
* @property {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used.
*/
this.mouseWheelCallback = null;
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/**
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* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
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*/
this.capture = false;
/**
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* This property was removed in Phaser 2.4 and should no longer be used.
* Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
* Or Pointer.button holds the DOM event button value if you require that.
* @property {number} button
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* @default
*/
this.button = -1;
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/**
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* The direction of the _last_ mousewheel usage 1 for up -1 for down.
* @property {number} wheelDelta
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*/
this.wheelDelta = 0;
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/**
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* Mouse input will only be processed if enabled.
* @property {boolean} enabled
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* @default
*/
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this.enabled = true;
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/**
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* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
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* @default
*/
this.locked = false;
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/**
* @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas.
* @default
*/
this.stopOnGameOut = false;
/**
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* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
* @default
*/
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this.pointerLock = new Phaser.Signal();
/**
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* The browser mouse DOM event. Will be null if no mouse event has ever been received.
* Access this property only inside a Mouse event handler and do not keep references to it.
* @property {MouseEvent|null} event
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* @default
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*/
this.event = null;
/**
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown = null;
/**
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove = null;
/**
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp = null;
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/**
* @property {function} _onMouseOut - Internal event handler reference.
* @private
*/
this._onMouseOut = null;
/**
* @property {function} _onMouseOver - Internal event handler reference.
* @private
*/
this._onMouseOver = null;
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/**
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* @property {function} _onMouseWheel - Internal event handler reference.
* @private
*/
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this._onMouseWheel = null;
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/**
* Wheel proxy event object, if required. Shared for all wheel events for this mouse.
* @property {Phaser.Mouse~WheelEventProxy} _wheelEvent
* @private
*/
this._wheelEvent = null;
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};
/**
* @constant
* @type {number}
*/
Phaser.Mouse.NO_BUTTON = -1;
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/**
* @constant
* @type {number}
*/
Phaser.Mouse.LEFT_BUTTON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.MIDDLE_BUTTON = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.RIGHT_BUTTON = 2;
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/**
* @constant
* @type {number}
*/
Phaser.Mouse.BACK_BUTTON = 3;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.FORWARD_BUTTON = 4;
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/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_UP = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_DOWN = -1;
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Phaser.Mouse.prototype = {
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/**
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* Starts the event listeners running.
* @method Phaser.Mouse#start
*/
start: function () {
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if (this.game.device.android &amp;&amp; this.game.device.chrome === false)
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{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
}
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if (this._onMouseDown !== null)
{
// Avoid setting multiple listeners
return;
}
var _this = this;
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this._onMouseDown = function (event) {
return _this.onMouseDown(event);
};
this._onMouseMove = function (event) {
return _this.onMouseMove(event);
};
this._onMouseUp = function (event) {
return _this.onMouseUp(event);
};
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this._onMouseUpGlobal = function (event) {
return _this.onMouseUpGlobal(event);
};
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this._onMouseOutGlobal = function (event) {
return _this.onMouseOutGlobal(event);
};
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this._onMouseOut = function (event) {
return _this.onMouseOut(event);
};
this._onMouseOver = function (event) {
return _this.onMouseOver(event);
};
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this._onMouseWheel = function (event) {
return _this.onMouseWheel(event);
};
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var canvas = this.game.canvas;
canvas.addEventListener('mousedown', this._onMouseDown, true);
canvas.addEventListener('mousemove', this._onMouseMove, true);
canvas.addEventListener('mouseup', this._onMouseUp, true);
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if (!this.game.device.cocoonJS)
{
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window.addEventListener('mouseup', this._onMouseUpGlobal, true);
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window.addEventListener('mouseout', this._onMouseOutGlobal, true);
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canvas.addEventListener('mouseover', this._onMouseOver, true);
canvas.addEventListener('mouseout', this._onMouseOut, true);
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}
var wheelEvent = this.game.device.wheelEvent;
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if (wheelEvent)
{
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canvas.addEventListener(wheelEvent, this._onMouseWheel, true);
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if (wheelEvent === 'mousewheel')
{
this._wheelEvent = new WheelEventProxy(-1/40, 1);
}
else if (wheelEvent === 'DOMMouseScroll')
{
this._wheelEvent = new WheelEventProxy(1, 1);
}
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}
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},
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/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
onMouseDown: function (event) {
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this.event = event;
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if (this.capture)
{
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event.preventDefault();
}
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if (this.mouseDownCallback)
{
this.mouseDownCallback.call(this.callbackContext, event);
}
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if (!this.input.enabled || !this.enabled)
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{
return;
}
event['identifier'] = 0;
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this.input.mousePointer.start(event);
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},
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/**
* The internal method that handles the mouse move event from the browser.
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* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
onMouseMove: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
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if (this.mouseMoveCallback)
{
this.mouseMoveCallback.call(this.callbackContext, event);
}
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if (!this.input.enabled || !this.enabled)
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{
return;
}
event['identifier'] = 0;
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this.input.mousePointer.move(event);
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},
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/**
* The internal method that handles the mouse up event from the browser.
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* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
onMouseUp: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
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if (this.mouseUpCallback)
{
this.mouseUpCallback.call(this.callbackContext, event);
}
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if (!this.input.enabled || !this.enabled)
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{
return;
}
event['identifier'] = 0;
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this.input.mousePointer.stop(event);
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},
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/**
* The internal method that handles the mouse up event from the window.
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*
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* @method Phaser.Mouse#onMouseUpGlobal
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUpGlobal: function (event) {
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if (!this.input.mousePointer.withinGame)
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{
if (this.mouseUpCallback)
{
this.mouseUpCallback.call(this.callbackContext, event);
}
event['identifier'] = 0;
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this.input.mousePointer.stop(event);
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}
},
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/**
* The internal method that handles the mouse out event from the window.
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*
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* @method Phaser.Mouse#onMouseOutGlobal
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOutGlobal: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.input.mousePointer.withinGame = false;
if (!this.input.enabled || !this.enabled)
{
return;
}
// If we get a mouseout event from the window then basically
// something serious has gone down, usually along the lines of
// the browser opening a context-menu or similar.
// On OS X Chrome especially this is bad news, as it blocks
// us then getting a mouseup event, so we need to force that through.
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//
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// No matter what, we must cancel the left and right buttons
this.input.mousePointer.stop(event);
this.input.mousePointer.leftButton.stop(event);
this.input.mousePointer.rightButton.stop(event);
},
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/**
* The internal method that handles the mouse out event from the browser.
*
* @method Phaser.Mouse#onMouseOut
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOut: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
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this.input.mousePointer.withinGame = false;
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if (this.mouseOutCallback)
{
this.mouseOutCallback.call(this.callbackContext, event);
}
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if (!this.input.enabled || !this.enabled)
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{
return;
}
if (this.stopOnGameOut)
{
event['identifier'] = 0;
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this.input.mousePointer.stop(event);
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}
},
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/**
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* The internal method that handles the mouse over event from the browser.
*
* @method Phaser.Mouse#onMouseOver
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOver: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
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this.input.mousePointer.withinGame = true;
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if (this.mouseOverCallback)
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{
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this.mouseOverCallback.call(this.callbackContext, event);
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}
},
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/**
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* The internal method that handles the mouse wheel event from the browser.
*
* @method Phaser.Mouse#onMouseWheel
* @param {MouseEvent} event - The native event from the browser.
*/
onMouseWheel: function (event) {
if (this._wheelEvent) {
event = this._wheelEvent.bindEvent(event);
}
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
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// reverse detail for firefox
this.wheelDelta = Phaser.Math.clamp(-event.deltaY, -1, 1);
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if (this.mouseWheelCallback)
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{
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this.mouseWheelCallback.call(this.callbackContext, event);
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}
},
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/**
* If the browser supports it you can request that the pointer be locked to the browser window.
* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
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* @method Phaser.Mouse#requestPointerLock
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*/
requestPointerLock: function () {
if (this.game.device.pointerLock)
{
var element = this.game.canvas;
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element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
element.requestPointerLock();
var _this = this;
this._pointerLockChange = function (event) {
return _this.pointerLockChange(event);
};
document.addEventListener('pointerlockchange', this._pointerLockChange, true);
document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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}
},
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/**
* Internal pointerLockChange handler.
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*
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* @method Phaser.Mouse#pointerLockChange
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* @param {Event} event - The native event from the browser. This gets stored in Mouse.event.
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*/
pointerLockChange: function (event) {
var element = this.game.canvas;
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if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
{
// Pointer was successfully locked
this.locked = true;
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this.pointerLock.dispatch(true, event);
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}
else
{
// Pointer was unlocked
this.locked = false;
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this.pointerLock.dispatch(false, event);
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}
},
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/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
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*/
releasePointerLock: function () {
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
document.exitPointerLock();
document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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},
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/**
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* Stop the event listeners.
* @method Phaser.Mouse#stop
*/
stop: function () {
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var canvas = this.game.canvas;
canvas.removeEventListener('mousedown', this._onMouseDown, true);
canvas.removeEventListener('mousemove', this._onMouseMove, true);
canvas.removeEventListener('mouseup', this._onMouseUp, true);
canvas.removeEventListener('mouseover', this._onMouseOver, true);
canvas.removeEventListener('mouseout', this._onMouseOut, true);
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var wheelEvent = this.game.device.wheelEvent;
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if (wheelEvent)
{
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canvas.removeEventListener(wheelEvent, this._onMouseWheel, true);
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}
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window.removeEventListener('mouseup', this._onMouseUpGlobal, true);
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window.removeEventListener('mouseout', this._onMouseOutGlobal, true);
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document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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}
};
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Phaser.Mouse.prototype.constructor = Phaser.Mouse;
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/* jshint latedef:nofunc */
/**
* A purely internal event support class to proxy 'wheelscroll' and 'DOMMouseWheel'
* events to 'wheel'-like events.
*
* See https://developer.mozilla.org/en-US/docs/Web/Events/mousewheel for choosing a scale and delta mode.
*
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* @method Phaser.Mouse#WheelEventProxy
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* @private
* @param {number} scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details.
* @param {integer} deltaMode - The reported delta mode.
*/
function WheelEventProxy (scaleFactor, deltaMode) {
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/**
* @property {number} _scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details.
* @private
*/
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this._scaleFactor = scaleFactor;
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/**
* @property {number} _deltaMode - The reported delta mode.
* @private
*/
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this._deltaMode = deltaMode;
/**
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* @property {any} originalEvent - The original event _currently_ being proxied; the getters will follow suit.
* @private
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*/
this.originalEvent = null;
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}
WheelEventProxy.prototype = {};
WheelEventProxy.prototype.constructor = WheelEventProxy;
WheelEventProxy.prototype.bindEvent = function (event) {
// Generate stubs automatically
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if (!WheelEventProxy._stubsGenerated &amp;&amp; event)
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{
var makeBinder = function (name) {
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return function () {
var v = this.originalEvent[name];
return typeof v !== 'function' ? v : v.bind(this.originalEvent);
};
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};
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for (var prop in event)
{
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if (!(prop in WheelEventProxy.prototype))
{
Object.defineProperty(WheelEventProxy.prototype, prop, {
get: makeBinder(prop)
});
}
}
WheelEventProxy._stubsGenerated = true;
}
this.originalEvent = event;
return this;
};
Object.defineProperties(WheelEventProxy.prototype, {
"type": { value: "wheel" },
"deltaMode": { get: function () { return this._deltaMode; } },
"deltaY": {
get: function () {
return (this._scaleFactor * (this.originalEvent.wheelDelta || this.originalEvent.detail)) || 0;
}
},
"deltaX": {
get: function () {
return (this._scaleFactor * this.originalEvent.wheelDeltaX) || 0;
}
},
"deltaZ": { value: 0 }
});
</pre>
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