mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
632 lines
18 KiB
JavaScript
632 lines
18 KiB
JavaScript
|
/**
|
||
|
* 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
|
||
|
});
|