phaser/src/input/Input.js

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/**
* Phaser.Input
*
* A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
*/
Phaser.Input = function (game) {
this.game = game;
};
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
game: null,
/**
* How often should the input pointers be checked for updates?
* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
* @type {number}
*/
pollRate: 0,
_pollCounter: 0,
/**
* A vector object representing the previous position of the Pointer.
* @property vector
* @type {Vec2}
**/
_oldPosition: null,
/**
* X coordinate of the most recent Pointer event
* @type {Number}
* @private
*/
_x: 0,
/**
* X coordinate of the most recent Pointer event
* @type {Number}
* @private
*/
_y: 0,
/**
* You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored.
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
* @type {bool}
*/
disabled: false,
/**
* Controls the expected behaviour when using a mouse and touch together on a multi-input device
*/
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multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/**
* A vector object representing the current position of the Pointer.
* @property vector
* @type {Vec2}
**/
position: null,
/**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
* otherwise see the Pointer objects directly.
* @property vector
* @type {Vec2}
**/
speed: null,
/**
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
* @property circle
* @type {Circle}
**/
circle: null,
/**
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1.
* @type {Vec2}
*/
scale: null,
/**
* The maximum number of Pointers allowed to be active at any one time.
* For lots of games it's useful to set this to 1
* @type {Number}
*/
maxPointers: 10,
/**
* The current number of active Pointers.
* @type {Number}
*/
currentPointers: 0,
/**
* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click
* @property tapRate
* @type {Number}
**/
tapRate: 200,
/**
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
* @property doubleTapRate
* @type {Number}
**/
doubleTapRate: 300,
/**
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
* @property holdRate
* @type {Number}
**/
holdRate: 2000,
/**
* The number of milliseconds below which the Pointer is considered justPressed
* @property justPressedRate
* @type {Number}
**/
justPressedRate: 200,
/**
* The number of milliseconds below which the Pointer is considered justReleased
* @property justReleasedRate
* @type {Number}
**/
justReleasedRate: 200,
/**
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
* @property recordPointerHistory
* @type {bool}
**/
recordPointerHistory: false,
/**
* The rate in milliseconds at which the Pointer objects should update their tracking history
* @property recordRate
* @type {Number}
*/
recordRate: 100,
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
* @property recordLimit
* @type {Number}
*/
recordLimit: 100,
/**
* A Pointer object
* @property pointer1
* @type {Pointer}
**/
pointer1: null,
/**
* A Pointer object
* @property pointer2
* @type {Pointer}
**/
pointer2: null,
/**
* A Pointer object
* @property pointer3
* @type {Pointer}
**/
pointer3: null,
/**
* A Pointer object
* @property pointer4
* @type {Pointer}
**/
pointer4: null,
/**
* A Pointer object
* @property pointer5
* @type {Pointer}
**/
pointer5: null,
/**
* A Pointer object
* @property pointer6
* @type {Pointer}
**/
pointer6: null,
/**
* A Pointer object
* @property pointer7
* @type {Pointer}
**/
pointer7: null,
/**
* A Pointer object
* @property pointer8
* @type {Pointer}
**/
pointer8: null,
/**
* A Pointer object
* @property pointer9
* @type {Pointer}
**/
pointer9: null,
/**
* A Pointer object
* @property pointer10
* @type {Pointer}
**/
pointer10: null,
/**
* The most recently active Pointer object.
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
* @property activePointer
* @type {Pointer}
**/
activePointer: null,
mousePointer: null,
mouse: null,
keyboard: null,
touch: null,
mspointer: null,
onDown: null,
onUp: null,
onTap: null,
onHold: null,
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// A linked list of interactive objects, the InputHandler components (belong to Sprites) register themselves with this
interactiveItems: new Phaser.LinkedList(),
/**
* Starts the Input Manager running
* @method start
**/
boot: function () {
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer;
this.currentPointers = 0;
// this.hitCanvas = document.createElement('canvas');
// this.hitCanvas.width = 1;
// this.hitCanvas.height = 1;
// this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
this.keyboard.start();
this.touch.start();
this.mspointer.start();
this.mousePointer.active = true;
},
/**
* Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more
* use this to create a new one, up to a maximum of 10.
* @method addPointer
* @return {Pointer} A reference to the new Pointer object
**/
addPointer: function () {
var next = 0;
for (var i = 10; i > 0; i--)
{
if (this['pointer' + i] === null)
{
next = i;
}
}
if (next == 0)
{
console.warn("You can only have 10 Pointer objects");
return null;
}
else
{
this['pointer' + next] = new Phaser.Pointer(this.game, next);
return this['pointer' + next];
}
},
/**
* Updates the Input Manager. Called by the core Game loop.
* @method update
**/
update: function () {
if (this.pollRate > 0 && this._pollCounter < this.pollRate)
{
this._pollCounter++;
return;
}
this.speed.x = this.position.x - this._oldPosition.x;
this.speed.y = this.position.y - this._oldPosition.y;
this._oldPosition.copyFrom(this.position);
this.mousePointer.update();
this.pointer1.update();
this.pointer2.update();
if (this.pointer3) { this.pointer3.update(); }
if (this.pointer4) { this.pointer4.update(); }
if (this.pointer5) { this.pointer5.update(); }
if (this.pointer6) { this.pointer6.update(); }
if (this.pointer7) { this.pointer7.update(); }
if (this.pointer8) { this.pointer8.update(); }
if (this.pointer9) { this.pointer9.update(); }
if (this.pointer10) { this.pointer10.update(); }
this._pollCounter = 0;
},
/**
* Reset all of the Pointers and Input states
* @method reset
* @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
**/
reset: function (hard) {
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hard = hard || false;
this.keyboard.reset();
this.mousePointer.reset();
for (var i = 1; i <= 10; i++)
{
if (this['pointer' + i])
{
this['pointer' + i].reset();
}
}
this.currentPointers = 0;
this.game.stage.canvas.style.cursor = "default";
if (hard == true)
{
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.interactiveItems.callAll('reset');
}
this._pollCounter = 0;
},
resetSpeed: function (x, y) {
this._oldPosition.setTo(x, y);
this.speed.setTo(0, 0);
},
/**
* Find the first free Pointer object and start it, passing in the event data.
* @method startPointer
* @param {Any} event The event data from the Touch event
* @return {Pointer} The Pointer object that was started or null if no Pointer object is available
**/
startPointer: function (event) {
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if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
{
return null;
}
if (this.pointer1.active == false)
{
return this.pointer1.start(event);
}
else if (this.pointer2.active == false)
{
return this.pointer2.start(event);
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active == false)
{
return this['pointer' + i].start(event);
}
}
}
return null;
},
/**
* Updates the matching Pointer object, passing in the event data.
* @method updatePointer
* @param {Any} event The event data from the Touch event
* @return {Pointer} The Pointer object that was updated or null if no Pointer object is available
**/
updatePointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
{
return this.pointer1.move(event);
}
else if(this.pointer2.active && this.pointer2.identifier == event.identifier)
{
return this.pointer2.move(event);
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
{
return this['pointer' + i].move(event);
}
}
}
return null;
},
/**
* Stops the matching Pointer object, passing in the event data.
* @method stopPointer
* @param {Any} event The event data from the Touch event
* @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available
**/
stopPointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
{
return this.pointer1.stop(event);
}
else if(this.pointer2.active && this.pointer2.identifier == event.identifier)
{
return this.pointer2.stop(event);
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
{
return this['pointer' + i].stop(event);
}
}
}
return null;
},
/**
* Get the next Pointer object whos active property matches the given state
* @method getPointer
* @param {bool} state The state the Pointer should be in (false for inactive, true for active)
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
**/
getPointer: function (state) {
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state = state || false;
if (this.pointer1.active == state)
{
return this.pointer1;
}
else if(this.pointer2.active == state)
{
return this.pointer2;
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active == state)
{
return this['pointer' + i];
}
}
}
return null;
},
/**
* Get the Pointer object whos identified property matches the given identifier value
* @method getPointerFromIdentifier
* @param {Number} identifier The Pointer.identifier value to search for
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
**/
getPointerFromIdentifier: function (identifier) {
if (this.pointer1.identifier == identifier)
{
return this.pointer1;
}
else if(this.pointer2.identifier == identifier)
{
return this.pointer2;
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].identifier == identifier)
{
return this['pointer' + i];
}
}
}
return null;
},
/**
* Get the distance between two Pointer objects
* @method getDistance
* @param {Pointer} pointer1
* @param {Pointer} pointer2
**/
getDistance: function (pointer1, pointer2) {
// return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position);
},
/**
* Get the angle between two Pointer objects
* @method getAngle
* @param {Pointer} pointer1
* @param {Pointer} pointer2
**/
getAngle: function (pointer1, pointer2) {
// return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
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}
};
// Getters / Setters
Object.defineProperty(Phaser.Input.prototype, "x", {
/**
* The X coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
* @property x
* @type {Number}
**/
get: function () {
return this._x;
},
set: function (value) {
this._x = Math.floor(value);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.prototype, "y", {
/**
* The Y coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
* @property y
* @type {Number}
**/
get: function () {
return this._y;
},
set: function (value) {
this._y = Math.floor(value);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
get: function () {
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
/**
* Get the total number of inactive Pointers
* @method totalInactivePointers
* @return {Number} The number of Pointers currently inactive
**/
get: function () {
return 10 - this.currentPointers;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
/**
* Recalculates the total number of active Pointers
* @method totalActivePointers
* @return {Number} The number of Pointers currently active
**/
get: function () {
this.currentPointers = 0;
for (var i = 1; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active)
{
this.currentPointers++;
}
}
return this.currentPointers;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
return this.game.camera.view.x + this.x;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
return this.game.camera.view.y + this.y;
},
enumerable: true,
configurable: true
});