phaser/src/input/Pointer.js

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/**
* Phaser - Pointer
*
* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
*/
Phaser.Input.Pointer = function (game, id) {
this.game = game;
this.id = id;
this.active = false;
this.position = new Phaser.Point();
this.positionDown = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44);
if (id == 0)
{
this.isMouse = true;
}
};
Phaser.Input.Pointer.prototype = {
/**
* Local private variable to store the status of dispatching a hold event
* @property _holdSent
* @type {bool}
* @private
*/
_holdSent: false,
/**
* Local private variable storing the short-term history of pointer movements
* @property _history
* @type {Array}
* @private
*/
_history: [],
/**
* Local private variable storing the time at which the next history drop should occur
* @property _lastDrop
* @type {Number}
* @private
*/
_nextDrop: 0,
// Monitor events outside of a state reset loop
_stateReset: false,
/**
* A Vector object containing the initial position when the Pointer was engaged with the screen.
* @property positionDown
* @type {Vec2}
**/
positionDown: null,
/**
* A Vector object containing the current position of the Pointer on the screen.
* @property position
* @type {Vec2}
**/
position: null,
/**
* A Circle object centered on the x/y screen coordinates of the Pointer.
* Default size of 44px (Apple's recommended "finger tip" size)
* @property circle
* @type {Circle}
**/
circle: null,
/**
*
* @property withinGame
* @type {bool}
*/
withinGame: false,
/**
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientX
* @type {Number}
*/
clientX: -1,
/**
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientY
* @type {Number}
*/
clientY: -1,
/**
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageX
* @type {Number}
*/
pageX: -1,
/**
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageY
* @type {Number}
*/
pageY: -1,
/**
* The horizontal coordinate of point relative to the screen in pixels
* @property screenX
* @type {Number}
*/
screenX: -1,
/**
* The vertical coordinate of point relative to the screen in pixels
* @property screenY
* @type {Number}
*/
screenY: -1,
/**
* The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @property x
* @type {Number}
*/
x: -1,
/**
* The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @property y
* @type {Number}
*/
y: -1,
/**
* If the Pointer is a mouse this is true, otherwise false
* @property isMouse
* @type {bool}
**/
isMouse: false,
/**
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
* @property isDown
* @type {bool}
**/
isDown: false,
/**
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
* @property isUp
* @type {bool}
**/
isUp: true,
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @property timeDown
* @type {Number}
**/
timeDown: 0,
/**
* A timestamp representing when the Pointer left the touchscreen.
* @property timeUp
* @type {Number}
**/
timeUp: 0,
/**
* A timestamp representing when the Pointer was last tapped or clicked
* @property previousTapTime
* @type {Number}
**/
previousTapTime: 0,
/**
* The total number of times this Pointer has been touched to the touchscreen
* @property totalTouches
* @type {Number}
**/
totalTouches: 0,
/**
* The number of miliseconds since the last click
* @property msSinceLastClick
* @type {Number}
**/
msSinceLastClick: Number.MAX_VALUE,
/**
* The Game Object this Pointer is currently over / touching / dragging.
* @property targetObject
* @type {Any}
**/
targetObject: null,
/**
* Called when the Pointer is pressed onto the touchscreen
* @method start
* @param {Any} event
*/
start: function (event) {
this.identifier = event.identifier;
this.target = event.target;
if (event.button)
{
this.button = event.button;
}
// Fix to stop rogue browser plugins from blocking the visibility state event
// if (this.game.paused == true && this.game.stage.scale.incorrectOrientation == false)
// {
// this.game.stage.resumeGame();
// return this;
// }
this._history.length = 0;
this.active = true;
this.withinGame = true;
this.isDown = true;
this.isUp = false;
// Work out how long it has been since the last click
this.msSinceLastClick = this.game.time.now - this.timeDown;
this.timeDown = this.game.time.now;
this._holdSent = false;
// This sets the x/y and other local values
this.move(event);
// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
//this.game.input.x = this.x * this.game.input.scale.x;
//this.game.input.y = this.y * this.game.input.scale.y;
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.x, this.y);
this.game.input.onDown.dispatch(this);
this.game.input.resetSpeed(this.x, this.y);
}
this._stateReset = false;
this.totalTouches++;
if (this.isMouse == false)
{
this.game.input.currentPointers++;
}
if (this.targetObject !== null)
{
this.targetObject.input._touchedHandler(this);
}
return this;
},
update: function () {
if (this.active)
{
if (this._holdSent == false && this.duration >= this.game.input.holdRate)
{
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.onHold.dispatch(this);
}
this._holdSent = true;
}
// Update the droppings history
if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
{
this._nextDrop = this.game.time.now + this.game.input.recordRate;
this._history.push({
x: this.position.x,
y: this.position.y
});
if (this._history.length > this.game.input.recordLimit)
{
this._history.shift();
}
}
// Check which camera they are over
// this.camera = this.game.world.cameras.getCameraUnderPoint(this.x, this.y);
}
},
/**
* Called when the Pointer is moved
* @method move
* @param {Any} event
*/
move: function (event) {
if (this.game.input.pollLocked)
{
return;
}
if (event.button)
{
this.button = event.button;
}
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
this.position.setTo(this.x, this.y);
this.circle.x = this.x;
this.circle.y = this.y;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.activePointer = this;
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
this.game.input.circle.x = this.game.input.x;
this.game.input.circle.y = this.game.input.y;
}
// If the game is paused we don't process any target objects
if (this.game.paused)
{
return this;
}
// Easy out if we're dragging something and it still exists
if (this.targetObject !== null && this.targetObject.input && this.targetObject.input.isDragged == true)
{
if (this.targetObject.input.update(this) == false)
{
this.targetObject = null;
}
return this;
}
// Work out which object is on the top
this._highestRenderOrderID = -1;
this._highestRenderObject = -1;
this._highestInputPriorityID = -1;
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
{
if (this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.checkPointerOver(this))
{
// If the object has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
if (this.game.input.inputObjects[i].input.priorityID > this._highestInputPriorityID || (this.game.input.inputObjects[i].input.priorityID == this._highestInputPriorityID && this.game.input.inputObjects[i].renderOrderID > this._highestRenderOrderID))
{
this._highestRenderOrderID = this.game.input.inputObjects[i].renderOrderID;
this._highestRenderObject = i;
this._highestInputPriorityID = this.game.input.inputObjects[i].input.priorityID;
}
}
}
if (this._highestRenderObject == -1)
{
// The pointer isn't over anything, check if we've got a lingering previous target
if (this.targetObject !== null)
{
this.targetObject.input._pointerOutHandler(this);
this.targetObject = null;
}
}
else
{
if (this.targetObject == null)
{
// And now set the new one
this.targetObject = this.game.input.inputObjects[this._highestRenderObject];
this.targetObject.input._pointerOverHandler(this);
}
else
{
// We've got a target from the last update
if (this.targetObject == this.game.input.inputObjects[this._highestRenderObject])
{
// Same target as before, so update it
if (this.targetObject.input.update(this) == false)
{
this.targetObject = null;
}
}
else
{
// The target has changed, so tell the old one we've left it
this.targetObject.input._pointerOutHandler(this);
// And now set the new one
this.targetObject = this.game.input.inputObjects[this._highestRenderObject];
this.targetObject.input._pointerOverHandler(this);
}
}
}
return this;
},
/**
* Called when the Pointer leaves the target area
* @method leave
* @param {Any} event
*/
leave: function (event) {
this.withinGame = false;
this.move(event);
},
/**
* Called when the Pointer leaves the touchscreen
* @method stop
* @param {Any} event
*/
stop: function (event) {
if (this._stateReset)
{
event.preventDefault();
return;
}
this.timeUp = this.game.time.now;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.onUp.dispatch(this);
// Was it a tap?
if (this.duration >= 0 && this.duration <= this.game.input.tapRate)
{
// Was it a double-tap?
if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
{
// Yes, let's dispatch the signal then with the 2nd parameter set to true
this.game.input.onTap.dispatch(this, true);
}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
this.game.input.onTap.dispatch(this, false);
}
this.previousTapTime = this.timeUp;
}
}
// Mouse is always active
if (this.id > 0)
{
this.active = false;
}
this.withinGame = false;
this.isDown = false;
this.isUp = true;
if (this.isMouse == false)
{
this.game.input.currentPointers--;
}
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
{
if (this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.enabled)
{
this.game.input.inputObjects[i].input._releasedHandler(this);
}
}
if (this.targetObject)
{
this.targetObject.input._releasedHandler(this);
}
this.targetObject = null;
return this;
},
/**
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate
* @method justPressed
* @param {Number} [duration].
* @return {bool}
*/
justPressed: function (duration) {
if (typeof duration === "undefined") { duration = this.game.input.justPressedRate; }
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
},
/**
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate
* @method justReleased
* @param {Number} [duration].
* @return {bool}
*/
justReleased: function (duration) {
if (typeof duration === "undefined") { duration = this.game.input.justReleasedRate; }
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
},
/**
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
* @method reset
*/
reset: function () {
if (this.isMouse == false)
{
this.active = false;
}
this.identifier = null;
this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
if (this.targetObject && this.targetObject.input)
{
this.targetObject.input._releasedHandler(this);
}
this.targetObject = null;
},
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
**/
toString: function () {
return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
}
};
Object.defineProperty(Phaser.Input.Pointer.prototype, "duration", {
/**
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @property duration
* @type {Number}
**/
get: function () {
if (this.isUp)
{
return -1;
}
return this.game.time.now - this.timeDown;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.Pointer.prototype, "worldX", {
/**
* Gets the X value of this Pointer in world coordinates based on the given camera.
* @param {Camera} [camera]
*/
get: function () {
return this.game.world.camera.worldView.x + this.x;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.Pointer.prototype, "worldY", {
/**
* Gets the Y value of this Pointer in world coordinates based on the given camera.
* @param {Camera} [camera]
*/
get: function () {
return this.game.world.camera.worldView.y + this.y;
},
enumerable: true,
configurable: true
});