phaser/src/input/Pointer.js

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var Class = require('../utils/Class');
var Vector2 = require('../math/Vector2');
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// DOM event button value:
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// A number representing a given button:
// 0: Main button pressed, usually the left button or the un-initialized state
// 1: Auxiliary button pressed, usually the wheel button or the middle button (if present)
// 2: Secondary button pressed, usually the right button
// 3: Fourth button, typically the Browser Back button
// 4: Fifth button, typically the Browser Forward button
// For a mouse configured for left-handed use, the button actions are reversed. In this case, the values are read from right to left.
var Pointer = new Class({
initialize:
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/**
* [description]
*
* @class Pointer
* @memberOf Phaser.Input
* @constructor
* @since 3.0.0
*
* @param {Phaser.Input.InputManager} manager - [description]
* @param {integer} id - [description]
*/
function Pointer (manager, id)
{
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/**
* [description]
*
* @property {Phaser.Input.InputManager} manager
* @since 3.0.0
*/
this.manager = manager;
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/**
* [description]
*
* @property {integer} id
* @since 3.0.0
*/
this.id = id;
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/**
* [description]
*
* @property {null} event
* @since 3.0.0
*/
this.event;
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/**
* The camera the Pointer interacted with during its last update.
* A Pointer can only ever interact with one camera at once, which will be the top-most camera
* in the list should multiple cameras be positioned on-top of each other.
*
* @property {Phaser.Cameras.Scene2D.Camera} camera
* @default null
* @since 3.0.0
*/
this.camera = null;
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/**
* 0: No button or un-initialized
* 1: Left button
* 2: Right button
* 4: Wheel button or middle button
* 8: 4th button (typically the "Browser Back" button)
* 16: 5th button (typically the "Browser Forward" button)
*
* @property {number} buttons
* @default 0
* @since 3.0.0
*/
this.buttons = 0;
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/**
* [description]
*
* @property {Phaser.Math.Vector2} position
* @since 3.0.0
*/
this.position = new Vector2();
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/**
* X coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
*
* @property {number} downX
* @default 0
* @since 3.0.0
*/
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this.downX = 0;
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/**
* Y coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
*
* @property {number} downY
* @default 0
* @since 3.0.0
*/
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this.downY = 0;
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/**
* Time when Button 1 (left button), or Touch, was pressed, used for dragging objects.
*
* @property {number} downTime
* @default 0
* @since 3.0.0
*/
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this.downTime = 0;
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/**
* X coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
*
* @property {number} upX
* @default 0
* @since 3.0.0
*/
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this.upX = 0;
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/**
* Y coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
*
* @property {number} upY
* @default 0
* @since 3.0.0
*/
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this.upY = 0;
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/**
* Time when Button 1 (left button), or Touch, was released, used for dragging objects.
*
* @property {number} upTime
* @default 0
* @since 3.0.0
*/
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this.upTime = 0;
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/**
* Is the primary button down? (usually button 0, the left mouse button)
*
* @property {boolean} primaryDown
* @default false
* @since 3.0.0
*/
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this.primaryDown = false;
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/**
* The Drag State of the Pointer:
*
* 0 = Not dragging anything
* 1 = Being checked if dragging
* 2 = Dragging something
*
* @property {number} dragState
* @default 0
* @since 3.0.0
*/
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this.dragState = 0;
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/**
* Is _any_ button on this pointer considered as being down?
*
* @property {boolean} isDown
* @default false
* @since 3.0.0
*/
this.isDown = false;
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/**
* [description]
*
* @property {boolean} dirty
* @default false
* @since 3.0.0
*/
this.dirty = false;
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/**
* [description]
*
* @property {boolean} justDown
* @default false
* @since 3.0.0
*/
this.justDown = false;
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/**
* [description]
*
* @property {boolean} justUp
* @default false
* @since 3.0.0
*/
this.justUp = false;
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/**
* [description]
*
* @property {boolean} justMoved
* @default false
* @since 3.0.0
*/
this.justMoved = false;
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/**
* Did the previous input event come from a Touch input (true) or Mouse? (false)
*
* @property {boolean} wasTouch
* @default false
* @since 3.0.0
*/
this.wasTouch = false;
/**
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* If the mouse is locked, the horizontal relative movement of the Pointer in pixels since last frame.
*
* @property {number} movementX
* @default 0
* @since 3.0.0
*/
this.movementX = 0;
/**
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* If the mouse is locked, the vertical relative movement of the Pointer in pixels since last frame.
*
* @property {number} movementY
* @default 0
* @since 3.0.0
*/
this.movementY = 0;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#positionToCamera
* @since 3.0.0
*
* @param {[type]} camera - [description]
* @param {[type]} output - [description]
*
* @return {[type]} [description]
*/
positionToCamera: function (camera, output)
{
return camera.getWorldPoint(this.x, this.y, output);
},
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/**
* [description]
*
* @name Phaser.Input.Pointer#x
* @property {number} x
* @since 3.0.0
*/
x: {
get: function ()
{
return this.position.x;
},
set: function (value)
{
this.position.x = value;
}
},
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/**
* [description]
*
* @name Phaser.Input.Pointer#y
* @property {number} y
* @since 3.0.0
*/
y: {
get: function ()
{
return this.position.y;
},
set: function (value)
{
this.position.y = value;
}
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#reset
* @since 3.0.0
*/
reset: function ()
{
// this.buttons = 0;
this.dirty = false;
this.justDown = false;
this.justUp = false;
this.justMoved = false;
this.movementX = 0;
this.movementY = 0;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#touchmove
* @since 3.0.0
*
* @param {[type]} event - [description]
* @param {[type]} time - [description]
*/
touchmove: function (event, time)
{
this.event = event;
this.x = this.manager.transformX(event.changedTouches[0].pageX);
this.y = this.manager.transformY(event.changedTouches[0].pageY);
this.justMoved = true;
this.dirty = true;
this.wasTouch = true;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#move
* @since 3.0.0
*
* @param {[type]} event - [description]
* @param {[type]} time - [description]
*/
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move: function (event, time)
{
if (event.buttons)
{
this.buttons = event.buttons;
}
this.event = event;
this.x = this.manager.transformX(event.pageX);
this.y = this.manager.transformY(event.pageY);
if (this.manager.mouse.locked)
{
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// Multiple DOM events may occur within one frame, but only one Phaser event will fire
this.movementX += event.movementX || event.mozMovementX || event.webkitMovementX || 0;
this.movementY += event.movementY || event.mozMovementY || event.webkitMovementY || 0;
}
this.justMoved = true;
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this.dirty = true;
this.wasTouch = false;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#down
* @since 3.0.0
*
* @param {[type]} event - [description]
* @param {[type]} time - [description]
*/
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down: function (event, time)
{
if (event.buttons)
{
this.buttons = event.buttons;
}
this.event = event;
this.x = this.manager.transformX(event.pageX);
this.y = this.manager.transformY(event.pageY);
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// 0: Main button pressed, usually the left button or the un-initialized state
if (event.button === 0)
{
this.primaryDown = true;
this.downX = this.x;
this.downY = this.y;
this.downTime = time;
}
this.justDown = true;
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this.isDown = true;
this.dirty = true;
this.wasTouch = false;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#touchstart
* @since 3.0.0
*
* @param {[type]} event - [description]
* @param {[type]} time - [description]
*/
touchstart: function (event, time)
{
this.buttons = 1;
this.event = event;
this.x = this.manager.transformX(event.changedTouches[0].pageX);
this.y = this.manager.transformY(event.changedTouches[0].pageY);
this.primaryDown = true;
this.downX = this.x;
this.downY = this.y;
this.downTime = time;
this.justDown = true;
this.isDown = true;
this.dirty = true;
this.wasTouch = true;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#up
* @since 3.0.0
*
* @param {[type]} event - [description]
* @param {[type]} time - [description]
*/
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up: function (event, time)
{
if (event.buttons)
{
this.buttons = event.buttons;
}
this.event = event;
this.x = this.manager.transformX(event.pageX);
this.y = this.manager.transformY(event.pageY);
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// 0: Main button pressed, usually the left button or the un-initialized state
if (event.button === 0)
{
this.primaryDown = false;
this.upX = this.x;
this.upY = this.y;
this.upTime = time;
}
this.justUp = true;
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this.isDown = false;
this.dirty = true;
this.wasTouch = false;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#touchend
* @since 3.0.0
*
* @param {[type]} event - [description]
* @param {[type]} time - [description]
*/
touchend: function (event, time)
{
this.buttons = 0;
this.event = event;
this.x = this.manager.transformX(event.changedTouches[0].pageX);
this.y = this.manager.transformY(event.changedTouches[0].pageY);
this.primaryDown = false;
this.upX = this.x;
this.upY = this.y;
this.upTime = time;
this.justUp = true;
this.isDown = false;
this.dirty = true;
this.wasTouch = true;
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#noButtonDown
* @since 3.0.0
*
* @return {boolean} [description]
*/
noButtonDown: function ()
{
return (this.buttons === 0);
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#leftButtonDown
* @since 3.0.0
*
* @return {boolean} [description]
*/
leftButtonDown: function ()
{
return (this.buttons & 1);
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#rightButtonDown
* @since 3.0.0
*
* @return {boolean} [description]
*/
rightButtonDown: function ()
{
return (this.buttons & 2);
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#middleButtonDown
* @since 3.0.0
*
* @return {boolean} [description]
*/
middleButtonDown: function ()
{
return (this.buttons & 4);
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#backButtonDown
* @since 3.0.0
*
* @return {boolean} [description]
*/
backButtonDown: function ()
{
return (this.buttons & 8);
},
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/**
* [description]
*
* @method Phaser.Input.Pointer#forwardButtonDown
* @since 3.0.0
*
* @return {boolean} [description]
*/
forwardButtonDown: function ()
{
return (this.buttons & 16);
},
/**
* [description]
*
* @method Phaser.Input.Pointer#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.camera = null;
this.manager = null;
this.position = null;
}
});
module.exports = Pointer;