2013-07-12 02:28:46 +00:00
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/// <reference path="../Game.ts" />
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/// <reference path="../math/Vec2.ts" />
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/// <reference path="../geom/Rectangle.ts" />
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2013-08-06 02:14:48 +00:00
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/// <reference path="../animation/AnimationManager.ts" />
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/// <reference path="../input/InputHandler.ts" />
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/// <reference path="../display/Texture.ts" />
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/// <reference path="../gameobjects/TransformManager.ts" />
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/// <reference path="../gameobjects/Events.ts" />
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2013-07-12 02:28:46 +00:00
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/**
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2013-08-06 02:14:48 +00:00
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* Phaser - UI - Button
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2013-07-12 02:28:46 +00:00
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*/
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2013-08-06 02:14:48 +00:00
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module Phaser.UI {
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2013-07-12 02:28:46 +00:00
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export class Button extends Sprite {
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/**
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* Create a new <code>Button</code> object.
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*
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* @param game {Phaser.Game} Current game instance.
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2013-07-13 11:38:59 +00:00
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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2013-07-12 02:28:46 +00:00
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*/
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constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null) {
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super(game, x, y, key, outFrame);
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this.type = Phaser.Types.BUTTON;
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if (typeof overFrame == 'string')
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{
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this._onOverFrameName = overFrame;
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}
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else
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{
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this._onOverFrameID = overFrame;
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}
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if (typeof outFrame == 'string')
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{
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this._onOutFrameName = outFrame;
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this._onUpFrameName = outFrame;
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}
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else
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{
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this._onOutFrameID = outFrame;
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this._onUpFrameID = outFrame;
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}
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if (typeof downFrame == 'string')
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{
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this._onDownFrameName = downFrame;
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}
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else
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{
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this._onDownFrameID = downFrame;
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}
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// These are the signals the game will subscribe to
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this.onInputOver = new Phaser.Signal;
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this.onInputOut = new Phaser.Signal;
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this.onInputDown = new Phaser.Signal;
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this.onInputUp = new Phaser.Signal;
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// Set a default signal for them
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if (callback)
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{
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this.onInputUp.add(callback, callbackContext);
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}
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this.input.start(0, false, true);
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// Redirect the input events to here so we can handle animation updates, etc
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this.events.onInputOver.add(this.onInputOverHandler, this);
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this.events.onInputOut.add(this.onInputOutHandler, this);
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this.events.onInputDown.add(this.onInputDownHandler, this);
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this.events.onInputUp.add(this.onInputUpHandler, this);
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// By default we'll position it using screen space, not world space.
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this.transform.scrollFactor.setTo(0, 0);
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}
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private _onOverFrameName = null;
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private _onOutFrameName = null;
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private _onDownFrameName = null;
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private _onUpFrameName = null;
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private _onOverFrameID = null;
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private _onOutFrameID = null;
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private _onDownFrameID = null;
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private _onUpFrameID = null;
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/**
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* Dispatched when a pointer moves over an Input enabled sprite.
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*/
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public onInputOver: Phaser.Signal;
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/**
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* Dispatched when a pointer moves out of an Input enabled sprite.
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*/
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public onInputOut: Phaser.Signal;
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/**
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* Dispatched when a pointer is pressed down on an Input enabled sprite.
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*/
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public onInputDown: Phaser.Signal;
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/**
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* Dispatched when a pointer is released over an Input enabled sprite
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*/
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public onInputUp: Phaser.Signal;
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// TODO
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//public tabIndex: number;
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//public tabEnabled: bool;
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// ENTER or SPACE can activate this button if it has focus
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private onInputOverHandler(pointer:Phaser.Pointer) {
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if (this._onOverFrameName != null)
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{
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this.frameName = this._onOverFrameName;
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}
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else if (this._onOverFrameID != null)
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{
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this.frame = this._onOverFrameID;
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}
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if (this.onInputOver)
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{
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this.onInputOver.dispatch(this, pointer);
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}
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}
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private onInputOutHandler(pointer:Phaser.Pointer) {
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if (this._onOutFrameName != null)
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{
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this.frameName = this._onOutFrameName;
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}
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else if (this._onOutFrameID != null)
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{
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this.frame = this._onOutFrameID;
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}
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if (this.onInputOut)
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{
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this.onInputOut.dispatch(this, pointer);
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}
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}
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private onInputDownHandler(pointer:Phaser.Pointer) {
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2013-08-02 17:32:26 +00:00
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//console.log('Button onInputDownHandler: ' + Date.now());
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2013-07-12 02:28:46 +00:00
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if (this._onDownFrameName != null)
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{
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this.frameName = this._onDownFrameName;
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}
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else if (this._onDownFrameID != null)
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{
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this.frame = this._onDownFrameID;
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}
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if (this.onInputDown)
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{
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this.onInputDown.dispatch(this, pointer);
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}
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}
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private onInputUpHandler(pointer:Phaser.Pointer) {
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2013-08-02 17:32:26 +00:00
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//console.log('Button onInputUpHandler: ' + Date.now());
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2013-07-12 02:28:46 +00:00
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if (this._onUpFrameName != null)
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{
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this.frameName = this._onUpFrameName;
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}
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else if (this._onUpFrameID != null)
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{
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this.frame = this._onUpFrameID;
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}
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if (this.onInputUp)
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{
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this.onInputUp.dispatch(this, pointer);
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}
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}
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public set priorityID(value: number) {
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this.input.priorityID = value;
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}
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public get priorityID(): number {
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return this.input.priorityID;
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}
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public set useHandCursor(value: bool) {
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this.input.useHandCursor = value;
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}
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public get useHandCursor(): bool {
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return this.input.useHandCursor;
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}
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}
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}
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