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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Timer.html">Timer</a>
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2014-02-05 06:29:17 +00:00
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</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.PixiShader.html">PixiShader</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.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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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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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#ANGLE_UP">ANGLE_UP</a>
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<a href="global.html#AUTO">AUTO</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#intersectsRectangle">intersectsRectangle</a>
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<a href="global.html#NONE">NONE</a>
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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#scaleModes">scaleModes</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</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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2014-12-03 10:39:11 +00:00
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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>
2014-11-15 20:01:46 +00:00
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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
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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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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
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">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>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
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<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>
2014-11-15 20:01:46 +00:00
</ul>
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<h1 class="page-title">Source: src/input/Touch.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2016-04-22 14:15:28 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch.
*
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* You should not normally access this class directly, but instead use a Phaser.Pointer object which normalises all game input for you.
*
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* @class Phaser.Touch
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Touch = function (game) {
/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
this.game = game;
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/**
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* Touch events will only be processed if enabled.
* @property {boolean} enabled
* @default
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*/
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this.enabled = true;
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/**
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* An array of callbacks that will be fired every time a native touch start or touch end event is received from the browser.
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* This is used internally to handle audio and video unlocking on mobile devices.
* To add a callback to this array please use `Touch.addTouchLockCallback`.
* @property {array} touchLockCallbacks
* @protected
*/
this.touchLockCallbacks = [];
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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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* @property {function} touchStartCallback - A callback that can be fired on a touchStart event.
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*/
this.touchStartCallback = null;
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/**
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* @property {function} touchMoveCallback - A callback that can be fired on a touchMove event.
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*/
this.touchMoveCallback = null;
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/**
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* @property {function} touchEndCallback - A callback that can be fired on a touchEnd event.
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*/
this.touchEndCallback = null;
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/**
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* @property {function} touchEnterCallback - A callback that can be fired on a touchEnter event.
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*/
this.touchEnterCallback = null;
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/**
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* @property {function} touchLeaveCallback - A callback that can be fired on a touchLeave event.
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*/
this.touchLeaveCallback = null;
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/**
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* @property {function} touchCancelCallback - A callback that can be fired on a touchCancel event.
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*/
this.touchCancelCallback = null;
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/**
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* @property {boolean} preventDefault - If true the TouchEvent will have prevent.default called on it.
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* @default
*/
this.preventDefault = true;
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/**
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* @property {TouchEvent} event - The browser touch DOM event. Will be set to null if no touch event has ever been received.
* @default
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*/
this.event = null;
/**
* @property {function} _onTouchStart - Internal event handler reference.
* @private
*/
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this._onTouchStart = null;
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/**
* @property {function} _onTouchMove - Internal event handler reference.
* @private
*/
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this._onTouchMove = null;
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/**
* @property {function} _onTouchEnd - Internal event handler reference.
* @private
*/
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this._onTouchEnd = null;
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/**
* @property {function} _onTouchEnter - Internal event handler reference.
* @private
*/
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this._onTouchEnter = null;
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/**
* @property {function} _onTouchLeave - Internal event handler reference.
* @private
*/
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this._onTouchLeave = null;
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/**
* @property {function} _onTouchCancel - Internal event handler reference.
* @private
*/
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this._onTouchCancel = null;
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/**
* @property {function} _onTouchMove - Internal event handler reference.
* @private
*/
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this._onTouchMove = null;
};
Phaser.Touch.prototype = {
/**
* Starts the event listeners running.
* @method Phaser.Touch#start
*/
start: function () {
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if (this._onTouchStart !== null)
{
// Avoid setting multiple listeners
return;
}
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var _this = this;
if (this.game.device.touch)
{
this._onTouchStart = function (event) {
return _this.onTouchStart(event);
};
this._onTouchMove = function (event) {
return _this.onTouchMove(event);
};
this._onTouchEnd = function (event) {
return _this.onTouchEnd(event);
};
this._onTouchEnter = function (event) {
return _this.onTouchEnter(event);
};
this._onTouchLeave = function (event) {
return _this.onTouchLeave(event);
};
this._onTouchCancel = function (event) {
return _this.onTouchCancel(event);
};
this.game.canvas.addEventListener('touchstart', this._onTouchStart, false);
this.game.canvas.addEventListener('touchmove', this._onTouchMove, false);
this.game.canvas.addEventListener('touchend', this._onTouchEnd, false);
this.game.canvas.addEventListener('touchcancel', this._onTouchCancel, false);
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if (!this.game.device.cocoonJS)
{
this.game.canvas.addEventListener('touchenter', this._onTouchEnter, false);
this.game.canvas.addEventListener('touchleave', this._onTouchLeave, false);
}
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}
},
/**
* Consumes all touchmove events on the document (only enable this if you know you need it!).
* @method Phaser.Touch#consumeTouchMove
*/
consumeDocumentTouches: function () {
this._documentTouchMove = function (event) {
event.preventDefault();
};
document.addEventListener('touchmove', this._documentTouchMove, false);
},
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/**
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* Adds a callback that is fired when a browser touchstart or touchend event is received.
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*
* This is used internally to handle audio and video unlocking on mobile devices.
*
* If the callback returns 'true' then the callback is automatically deleted once invoked.
*
* The callback is added to the Phaser.Touch.touchLockCallbacks array and should be removed with Phaser.Touch.removeTouchLockCallback.
*
* @method Phaser.Touch#addTouchLockCallback
* @param {function} callback - The callback that will be called when a touchstart event is received.
* @param {object} context - The context in which the callback will be called.
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* @param {boolean} [onEnd=false] - Will the callback fire on a touchstart (default) or touchend event?
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*/
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addTouchLockCallback: function (callback, context, onEnd) {
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if (onEnd === undefined) { onEnd = false; }
this.touchLockCallbacks.push({ callback: callback, context: context, onEnd: onEnd });
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},
/**
* Removes the callback at the defined index from the Phaser.Touch.touchLockCallbacks array
*
* @method Phaser.Touch#removeTouchLockCallback
* @param {function} callback - The callback to be removed.
* @param {object} context - The context in which the callback exists.
* @return {boolean} True if the callback was deleted, otherwise false.
*/
removeTouchLockCallback: function (callback, context) {
var i = this.touchLockCallbacks.length;
while (i--)
{
if (this.touchLockCallbacks[i].callback === callback &amp;&amp; this.touchLockCallbacks[i].context === context)
{
this.touchLockCallbacks.splice(i, 1);
return true;
}
}
return false;
},
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/**
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* The internal method that handles the touchstart event from the browser.
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* @method Phaser.Touch#onTouchStart
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
onTouchStart: function (event) {
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var i = this.touchLockCallbacks.length;
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while (i--)
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{
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var cb = this.touchLockCallbacks[i];
if (!cb.onEnd &amp;&amp; cb.callback.call(cb.context, this, event))
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{
this.touchLockCallbacks.splice(i, 1);
}
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}
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this.event = event;
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if (!this.game.input.enabled || !this.enabled)
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{
return;
}
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if (this.touchStartCallback)
{
this.touchStartCallback.call(this.callbackContext, event);
}
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if (this.preventDefault)
{
event.preventDefault();
}
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.startPointer(event.changedTouches[i]);
}
},
/**
* Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).
* Occurs for example on iOS when you put down 4 fingers and the app selector UI appears.
* @method Phaser.Touch#onTouchCancel
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
onTouchCancel: function (event) {
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this.event = event;
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if (this.touchCancelCallback)
{
this.touchCancelCallback.call(this.callbackContext, event);
}
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if (!this.game.input.enabled || !this.enabled)
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{
return;
}
if (this.preventDefault)
{
event.preventDefault();
}
// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
// http://www.w3.org/TR/touch-events/#dfn-touchcancel
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.stopPointer(event.changedTouches[i]);
}
},
/**
* For touch enter and leave its a list of the touch points that have entered or left the target.
* Doesn't appear to be supported by most browsers on a canvas element yet.
* @method Phaser.Touch#onTouchEnter
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
onTouchEnter: function (event) {
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this.event = event;
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if (this.touchEnterCallback)
{
this.touchEnterCallback.call(this.callbackContext, event);
}
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if (!this.game.input.enabled || !this.enabled)
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{
return;
}
if (this.preventDefault)
{
event.preventDefault();
}
},
/**
* For touch enter and leave its a list of the touch points that have entered or left the target.
* Doesn't appear to be supported by most browsers on a canvas element yet.
* @method Phaser.Touch#onTouchLeave
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
*/
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onTouchLeave: function (event) {
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this.event = event;
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if (this.touchLeaveCallback)
{
this.touchLeaveCallback.call(this.callbackContext, event);
}
if (this.preventDefault)
{
event.preventDefault();
}
},
/**
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* The handler for the touchmove events.
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* @method Phaser.Touch#onTouchMove
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
onTouchMove: function (event) {
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this.event = event;
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if (this.touchMoveCallback)
{
this.touchMoveCallback.call(this.callbackContext, event);
}
if (this.preventDefault)
{
event.preventDefault();
}
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.updatePointer(event.changedTouches[i]);
}
},
/**
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* The handler for the touchend events.
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* @method Phaser.Touch#onTouchEnd
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
onTouchEnd: function (event) {
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var i = this.touchLockCallbacks.length;
while (i--)
{
var cb = this.touchLockCallbacks[i];
if (cb.onEnd &amp;&amp; cb.callback.call(cb.context, this, event))
{
this.touchLockCallbacks.splice(i, 1);
}
}
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this.event = event;
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if (this.touchEndCallback)
{
this.touchEndCallback.call(this.callbackContext, event);
}
if (this.preventDefault)
{
event.preventDefault();
}
// For touch end its a list of the touch points that have been removed from the surface
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.stopPointer(event.changedTouches[i]);
}
},
/**
* Stop the event listeners.
* @method Phaser.Touch#stop
*/
stop: function () {
if (this.game.device.touch)
{
this.game.canvas.removeEventListener('touchstart', this._onTouchStart);
this.game.canvas.removeEventListener('touchmove', this._onTouchMove);
this.game.canvas.removeEventListener('touchend', this._onTouchEnd);
this.game.canvas.removeEventListener('touchenter', this._onTouchEnter);
this.game.canvas.removeEventListener('touchleave', this._onTouchLeave);
this.game.canvas.removeEventListener('touchcancel', this._onTouchCancel);
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}
}
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};
Phaser.Touch.prototype.constructor = Phaser.Touch;
</pre>
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