2017-07-20 16:10:12 +00:00
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var Class = require('../../utils/Class');
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2018-01-12 17:09:09 +00:00
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var EventEmitter = require('eventemitter3');
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2018-01-16 16:00:37 +00:00
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var DistanceBetween = require('../../math/distance/DistanceBetween');
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var InteractiveObject = require('../InteractiveObject');
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var Circle = require('../../geom/circle/Circle');
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var CircleContains = require('../../geom/circle/Contains');
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var Ellipse = require('../../geom/ellipse/Ellipse');
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var EllipseContains = require('../../geom/ellipse/Contains');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var RectangleContains = require('../../geom/rectangle/Contains');
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var Triangle = require('../../geom/triangle/Triangle');
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var TriangleContains = require('../../geom/triangle/Contains');
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2017-07-20 16:10:12 +00:00
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// Drag Events
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// https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API
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2017-07-25 03:53:23 +00:00
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// Mouse Events
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// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
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2017-07-20 16:10:12 +00:00
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var SceneInputManager = new Class({
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2018-01-12 17:09:09 +00:00
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Extends: EventEmitter,
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2017-07-20 16:10:12 +00:00
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initialize:
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2017-08-15 22:35:35 +00:00
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function SceneInputManager (scene)
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2017-07-20 16:10:12 +00:00
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{
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2018-01-12 17:09:09 +00:00
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EventEmitter.call(this);
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2017-07-20 16:10:12 +00:00
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// The Scene that owns this plugin
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this.scene = scene;
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// GlobalInputManager
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2017-08-15 22:35:35 +00:00
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this.manager = scene.sys.game.input;
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2017-07-20 16:10:12 +00:00
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// A reference to this.scene.sys.displayList (set in boot)
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this.displayList;
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2017-07-29 00:55:17 +00:00
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// A reference to the this.scene.sys.cameras (set in boot)
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2017-07-20 16:10:12 +00:00
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this.cameras;
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2017-07-21 02:39:55 +00:00
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// Proxy references available via the Scene
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this.keyboard = this.manager.keyboard;
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this.mouse = this.manager.mouse;
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2017-09-09 02:17:13 +00:00
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this.gamepad = this.manager.gamepad;
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2017-07-20 16:10:12 +00:00
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2017-07-21 02:39:55 +00:00
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// Only fire callbacks and events on the top-most Game Object in the display list (emulating DOM behavior)
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// and ignore any GOs below it, or call them all?
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2017-07-20 16:10:12 +00:00
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this.topOnly = true;
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// How often should the pointer input be checked?
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// Time given in ms
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// Pointer will *always* be checked if it has been moved by the user.
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// This controls how often it will be polled if it hasn't been moved.
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// Set to 0 to poll constantly. Set to -1 to only poll on user movement.
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this.pollRate = -1;
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2017-07-21 02:39:55 +00:00
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// Internal counter
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2017-07-20 16:10:12 +00:00
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this._pollTimer = 0;
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2017-07-27 02:40:58 +00:00
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// The distance, in pixels, the pointer has to move while being held down, before it thinks it is being dragged.
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this.dragDistanceThreshold = 0;
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// The amount of time, in ms, the pointer has to be held down before it thinks it is dragging.
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this.dragTimeThreshold = 0;
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2017-07-25 01:47:26 +00:00
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// Used to temporarily store the results of the Hit Test
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this._temp = [];
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2017-07-25 03:10:50 +00:00
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// list: A list of all Game Objects that have been set to be interactive
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this._list = [];
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2017-07-21 02:39:55 +00:00
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// pendingInsertion: Objects waiting to be inserted to the list on the next call to 'begin'
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2017-07-25 03:10:50 +00:00
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this._pendingInsertion = [];
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2017-07-21 02:39:55 +00:00
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// pendingRemoval: Objects waiting to be removed from the list on the next call to 'begin'
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2017-07-25 03:10:50 +00:00
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this._pendingRemoval = [];
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2017-07-27 17:24:04 +00:00
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// draggable: A list of all Game Objects that have been enabled for dragging
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2017-07-27 02:40:58 +00:00
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this._draggable = [];
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// drag: A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID
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this._drag = { 0: [], 1: [], 2: [], 3: [], 4: [], 5: [], 6: [], 7: [], 8: [], 9: [] };
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2017-07-21 02:39:55 +00:00
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// over: A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID
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2017-07-25 03:10:50 +00:00
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this._over = { 0: [], 1: [], 2: [], 3: [], 4: [], 5: [], 6: [], 7: [], 8: [], 9: [] };
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2017-07-20 16:10:12 +00:00
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2017-07-27 17:24:04 +00:00
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this._validTypes = [ 'onDown', 'onUp', 'onOver', 'onOut', 'onMove', 'onDragStart', 'onDrag', 'onDragEnd', 'onDragEnter', 'onDragLeave', 'onDragOver', 'onDrop' ];
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2017-07-20 16:10:12 +00:00
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},
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2017-11-28 11:15:35 +00:00
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activePointer: {
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get: function ()
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{
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return this.manager.activePointer;
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}
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},
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2017-09-07 21:26:53 +00:00
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// The x/y coordinates of the ActivePointer based on the first camera in the camera list.
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// This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.
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x: {
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get: function ()
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{
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return this.manager.activePointer.x;
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}
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},
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y: {
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get: function ()
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{
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return this.manager.activePointer.y;
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}
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},
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2018-01-16 16:00:37 +00:00
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begin: function ()
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{
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var removeList = this._pendingRemoval;
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var insertList = this._pendingInsertion;
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var toRemove = removeList.length;
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var toInsert = insertList.length;
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if (toRemove === 0 && toInsert === 0)
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{
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// Quick bail
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return;
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}
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var current = this._list;
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// Delete old gameObjects
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for (var i = 0; i < toRemove; i++)
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{
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var gameObject = removeList[i];
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var index = current.indexOf(gameObject);
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if (index > -1)
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{
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current.splice(index, 1);
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// TODO: Clear from _draggable, _drag and _over too
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this.clear(gameObject);
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}
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}
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// Clear the removal list
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removeList.length = 0;
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// Move pendingInsertion to list (also clears pendingInsertion at the same time)
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this._list = current.concat(insertList.splice(0));
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},
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boot: function ()
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{
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this.cameras = this.scene.sys.cameras;
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this.displayList = this.scene.sys.displayList;
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},
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clear: function (gameObject)
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{
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var input = gameObject.input;
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input.gameObject = undefined;
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input.target = undefined;
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input.hitArea = undefined;
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input.hitAreaCallback = undefined;
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input.callbackContext = undefined;
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gameObject.input = null;
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return gameObject;
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},
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disable: function (gameObject)
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{
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gameObject.input.enabled = false;
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},
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enable: function (gameObject, shape, callback)
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{
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if (gameObject.input)
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{
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// If it is already has an InteractiveObject then just enable it and return
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gameObject.input.enabled = true;
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}
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else
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{
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// Create an InteractiveObject and enable it
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this.setHitArea(gameObject, shape, callback);
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}
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return this;
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},
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hitTestPointer: function (pointer)
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{
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var camera = this.cameras.getCameraBelowPointer(pointer);
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if (camera)
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{
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pointer.camera = camera;
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// Get a list of all objects that can be seen by the camera below the pointer in the scene and store in 'output' array.
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// All objects in this array are input enabled, as checked by the hitTest method, so we don't need to check later on as well.
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return this.manager.hitTest(this._list, pointer.x, pointer.y, camera);
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}
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else
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{
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return [];
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}
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},
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processDownEvents: function (pointer)
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{
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var currentlyOver = this._temp;
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// Contains ALL Game Objects currently over in the array
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this.emit('pointerdown', pointer, currentlyOver);
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// Go through all objects the pointer was over and fire their events / callbacks
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for (var i = 0; i < currentlyOver.length; i++)
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{
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var gameObject = currentlyOver[i];
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if (!gameObject.input)
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{
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continue;
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}
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gameObject.emit('pointerdown', pointer, gameObject.input.localX, gameObject.input.localY, pointer.camera);
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this.emit('gameobjectdown', pointer, gameObject);
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}
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},
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processDragEvents: function (pointer, time)
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{
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if (this._draggable.length === 0)
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{
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// There are no draggable items, so let's not even bother going further
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return;
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}
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var i;
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var c;
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var gameObject;
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var list;
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var input;
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var currentlyOver = this._temp;
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// 0 = Not dragging anything
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// 1 = Primary button down and objects below, so collect a draglist
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// 2 = Pointer being checked if meets drag criteria
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// 3 = Pointer meets criteria, notify the draglist
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// 4 = Pointer actively dragging the draglist and has moved
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// 5 = Pointer actively dragging but has been released, notify draglist
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if (pointer.dragState === 0 && pointer.primaryDown && pointer.justDown && currentlyOver.length > 0)
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{
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pointer.dragState = 1;
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}
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else if (pointer.dragState > 0 && !pointer.primaryDown && pointer.justUp)
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{
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pointer.dragState = 5;
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}
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// Process the various drag states
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// 1 = Primary button down and objects below, so collect a draglist
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if (pointer.dragState === 1)
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{
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// Get draggable objects, sort them, pick the top (or all) and store them somewhere
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var draglist = [];
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for (i = 0; i < currentlyOver.length; i++)
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{
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gameObject = currentlyOver[i];
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if (gameObject.input.draggable)
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{
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draglist.push(gameObject);
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}
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}
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if (draglist.length === 0)
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{
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pointer.dragState = 0;
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return;
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}
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else if (draglist.length > 1)
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{
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this.sortGameObjects(draglist);
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if (this.topOnly)
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{
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draglist.splice(1);
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}
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}
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// draglist now contains all potential candidates for dragging
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this._drag[pointer.id] = draglist;
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if (this.dragDistanceThreshold === 0 && this.dragTimeThreshold === 0)
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{
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// No drag criteria, so snap immediately to mode 3
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pointer.dragState = 3;
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}
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else
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{
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// Check the distance / time
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pointer.dragState = 2;
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}
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}
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// 2 = Pointer being checked if meets drag criteria
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if (pointer.dragState === 2)
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{
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// Has it moved far enough to be considered a drag?
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if (this.dragDistanceThreshold > 0 && DistanceBetween(pointer.x, pointer.y, pointer.downX, pointer.downY) >= this.dragDistanceThreshold)
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{
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// Alrighty, we've got a drag going on ...
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pointer.dragState = 3;
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}
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// Held down long enough to be considered a drag?
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if (this.dragTimeThreshold > 0 && (time >= pointer.downTime + this.dragTimeThreshold))
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{
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// Alrighty, we've got a drag going on ...
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pointer.dragState = 3;
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}
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}
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// 3 = Pointer meets criteria and is freshly down, notify the draglist
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if (pointer.dragState === 3)
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{
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list = this._drag[pointer.id];
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for (i = 0; i < list.length; i++)
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{
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gameObject = list[i];
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input = gameObject.input;
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input.dragState = 2;
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input.dragX = pointer.x - gameObject.x;
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input.dragY = pointer.y - gameObject.y;
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input.dragStartX = gameObject.x;
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input.dragStartY = gameObject.y;
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gameObject.emit('dragstart', pointer, input.dragX, input.dragY);
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this.emit('dragstart', pointer, gameObject);
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}
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pointer.dragState = 4;
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return;
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}
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// 4 = Pointer actively dragging the draglist and has moved
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if (pointer.dragState === 4 && pointer.justMoved)
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{
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// Let's filter out currentlyOver for dropZones only
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var dropZones = [];
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for (c = 0; c < currentlyOver.length; c++)
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{
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if (currentlyOver[c].input.dropZone)
|
|
|
|
{
|
|
|
|
dropZones.push(currentlyOver[c]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
list = this._drag[pointer.id];
|
|
|
|
|
|
|
|
for (i = 0; i < list.length; i++)
|
|
|
|
{
|
|
|
|
gameObject = list[i];
|
|
|
|
|
|
|
|
input = gameObject.input;
|
|
|
|
|
|
|
|
// If this GO has a target then let's check it
|
|
|
|
if (input.target)
|
|
|
|
{
|
|
|
|
var index = dropZones.indexOf(input.target);
|
|
|
|
|
|
|
|
// Got a target, are we still over it?
|
|
|
|
if (index === 0)
|
|
|
|
{
|
|
|
|
// We're still over it, and it's still the top of the display list, phew ...
|
|
|
|
gameObject.emit('dragover', pointer, input.target);
|
|
|
|
|
|
|
|
this.emit('dragover', pointer, gameObject, input.target);
|
|
|
|
}
|
|
|
|
else if (index > 0)
|
|
|
|
{
|
|
|
|
// Still over it but it's no longer top of the display list (targets must always be at the top)
|
|
|
|
gameObject.emit('dragleave', pointer, input.target);
|
|
|
|
|
|
|
|
this.emit('dragleave', pointer, gameObject, input.target);
|
|
|
|
|
|
|
|
input.target = dropZones[0];
|
|
|
|
|
|
|
|
gameObject.emit('dragenter', pointer, input.target);
|
|
|
|
|
|
|
|
this.emit('dragenter', pointer, gameObject, input.target);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Nope, we've moved on (or the target has!), leave the old target
|
|
|
|
gameObject.emit('dragleave', pointer, input.target);
|
|
|
|
|
|
|
|
this.emit('dragleave', pointer, gameObject, input.target);
|
|
|
|
|
|
|
|
// Anything new to replace it?
|
|
|
|
// Yup!
|
|
|
|
if (dropZones[0])
|
|
|
|
{
|
|
|
|
input.target = dropZones[0];
|
|
|
|
|
|
|
|
gameObject.emit('dragenter', pointer, input.target);
|
|
|
|
|
|
|
|
this.emit('dragenter', pointer, gameObject, input.target);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Nope
|
|
|
|
input.target = null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!input.target && dropZones[0])
|
|
|
|
{
|
|
|
|
input.target = dropZones[0];
|
|
|
|
|
|
|
|
gameObject.emit('dragenter', pointer, input.target);
|
|
|
|
|
|
|
|
this.emit('dragenter', pointer, gameObject, input.target);
|
|
|
|
}
|
|
|
|
|
|
|
|
var dragX = pointer.x - gameObject.input.dragX;
|
|
|
|
var dragY = pointer.y - gameObject.input.dragY;
|
|
|
|
|
|
|
|
gameObject.emit('drag', pointer, dragX, dragY);
|
|
|
|
|
|
|
|
this.emit('drag', pointer, gameObject, dragX, dragY);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 5 = Pointer actively dragging but has been released, notify draglist
|
|
|
|
if (pointer.dragState === 5)
|
|
|
|
{
|
|
|
|
list = this._drag[pointer.id];
|
|
|
|
|
|
|
|
for (i = 0; i < list.length; i++)
|
|
|
|
{
|
|
|
|
gameObject = list[i];
|
|
|
|
|
|
|
|
input = gameObject.input;
|
|
|
|
|
|
|
|
input.dragState = 0;
|
|
|
|
|
|
|
|
input.dragX = input.localX - gameObject.displayOriginX;
|
|
|
|
input.dragY = input.localY - gameObject.displayOriginY;
|
|
|
|
|
|
|
|
var dropped = false;
|
|
|
|
|
|
|
|
if (input.target)
|
|
|
|
{
|
|
|
|
gameObject.emit('drop', pointer, input.target);
|
|
|
|
|
|
|
|
this.emit('drop', pointer, gameObject, input.target);
|
|
|
|
|
|
|
|
input.target = null;
|
|
|
|
|
|
|
|
dropped = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// And finally the dragend event
|
|
|
|
|
|
|
|
gameObject.emit('dragend', pointer, input.dragX, input.dragY, dropped);
|
|
|
|
|
|
|
|
this.emit('dragend', pointer, gameObject, dropped);
|
|
|
|
}
|
|
|
|
|
|
|
|
pointer.dragState = 0;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
processMoveEvents: function (pointer)
|
|
|
|
{
|
|
|
|
var currentlyOver = this._temp;
|
|
|
|
|
|
|
|
this.emit('pointermove', pointer, currentlyOver);
|
|
|
|
|
|
|
|
// Go through all objects the pointer was over and fire their events / callbacks
|
|
|
|
for (var i = 0; i < currentlyOver.length; i++)
|
|
|
|
{
|
|
|
|
var gameObject = currentlyOver[i];
|
|
|
|
|
|
|
|
if (!gameObject.input)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
gameObject.emit('pointermove', pointer, gameObject.input.localX, gameObject.input.localY);
|
|
|
|
|
|
|
|
this.emit('gameobjectmove', pointer, gameObject);
|
|
|
|
|
|
|
|
if (this.topOnly)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
processOverOutEvents: function (pointer)
|
|
|
|
{
|
|
|
|
var currentlyOver = this._temp;
|
|
|
|
|
|
|
|
var i;
|
|
|
|
var gameObject;
|
|
|
|
var justOut = [];
|
|
|
|
var justOver = [];
|
|
|
|
var stillOver = [];
|
|
|
|
var previouslyOver = this._over[pointer.id];
|
|
|
|
|
|
|
|
// Go through all objects the pointer was previously over, and see if it still is.
|
|
|
|
// Splits the previouslyOver array into two parts: justOut and stillOver
|
|
|
|
|
|
|
|
for (i = 0; i < previouslyOver.length; i++)
|
|
|
|
{
|
|
|
|
gameObject = previouslyOver[i];
|
|
|
|
|
|
|
|
if (currentlyOver.indexOf(gameObject) === -1)
|
|
|
|
{
|
|
|
|
// Not in the currentlyOver array, so must be outside of this object now
|
|
|
|
justOut.push(gameObject);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// In the currentlyOver array
|
|
|
|
stillOver.push(gameObject);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Go through all objects the pointer is currently over (the hit test results)
|
|
|
|
// and if not in the previouslyOver array we know it's a new entry, so add to justOver
|
|
|
|
for (i = 0; i < currentlyOver.length; i++)
|
|
|
|
{
|
|
|
|
gameObject = currentlyOver[i];
|
|
|
|
|
|
|
|
// Is this newly over?
|
|
|
|
|
|
|
|
if (previouslyOver.indexOf(gameObject) === -1)
|
|
|
|
{
|
|
|
|
justOver.push(gameObject);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// By this point the arrays are filled, so now we can process what happened...
|
|
|
|
|
|
|
|
// Process the Just Out objects
|
|
|
|
var total = justOut.length;
|
|
|
|
|
|
|
|
if (total > 0)
|
|
|
|
{
|
|
|
|
this.sortGameObjects(justOut);
|
|
|
|
|
|
|
|
this.emit('pointerout', pointer, justOut);
|
|
|
|
|
|
|
|
// Call onOut for everything in the justOut array
|
|
|
|
for (i = 0; i < total; i++)
|
|
|
|
{
|
|
|
|
gameObject = justOut[i];
|
|
|
|
|
|
|
|
if (!gameObject.input)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.emit('gameobjectout', pointer, gameObject);
|
|
|
|
|
|
|
|
gameObject.emit('pointerout', pointer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Process the Just Over objects
|
|
|
|
total = justOver.length;
|
|
|
|
|
|
|
|
if (total > 0)
|
|
|
|
{
|
|
|
|
this.sortGameObjects(justOver);
|
|
|
|
|
|
|
|
this.emit('pointerover', pointer, justOver);
|
|
|
|
|
|
|
|
// Call onOver for everything in the justOver array
|
|
|
|
for (i = 0; i < total; i++)
|
|
|
|
{
|
|
|
|
gameObject = justOver[i];
|
|
|
|
|
|
|
|
if (!gameObject.input)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.emit('gameobjectover', pointer, gameObject);
|
|
|
|
|
|
|
|
gameObject.emit('pointerover', pointer, gameObject.input.localX, gameObject.input.localY);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add the contents of justOver to the previously over array
|
|
|
|
previouslyOver = stillOver.concat(justOver);
|
|
|
|
|
|
|
|
// Then sort it into display list order
|
|
|
|
this._over[pointer.id] = this.sortGameObjects(previouslyOver);
|
|
|
|
},
|
|
|
|
|
|
|
|
processUpEvents: function (pointer)
|
|
|
|
{
|
|
|
|
var currentlyOver = this._temp;
|
|
|
|
|
|
|
|
// Contains ALL Game Objects currently up in the array
|
|
|
|
this.emit('pointerup', pointer, currentlyOver);
|
|
|
|
|
|
|
|
// Go through all objects the pointer was over and fire their events / callbacks
|
|
|
|
for (var i = 0; i < currentlyOver.length; i++)
|
|
|
|
{
|
|
|
|
var gameObject = currentlyOver[i];
|
|
|
|
|
|
|
|
if (!gameObject.input)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
gameObject.emit('pointerup', pointer, gameObject.input.localX, gameObject.input.localY);
|
|
|
|
|
|
|
|
this.emit('gameobjectup', pointer, gameObject);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
// Queues a Game Object for insertion into this Input Manager on the next update.
|
|
|
|
queueForInsertion: function (child)
|
|
|
|
{
|
|
|
|
if (this._pendingInsertion.indexOf(child) === -1 && this._list.indexOf(child) === -1)
|
|
|
|
{
|
|
|
|
this._pendingInsertion.push(child);
|
|
|
|
}
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Queues a Game Object for removal from this Input Manager on the next update.
|
|
|
|
queueForRemoval: function (child)
|
|
|
|
{
|
|
|
|
this._pendingRemoval.push(child);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
setDraggable: function (gameObjects, value)
|
|
|
|
{
|
|
|
|
if (value === undefined) { value = true; }
|
|
|
|
|
|
|
|
if (!Array.isArray(gameObjects))
|
|
|
|
{
|
|
|
|
gameObjects = [ gameObjects ];
|
|
|
|
}
|
|
|
|
|
|
|
|
for (var i = 0; i < gameObjects.length; i++)
|
|
|
|
{
|
|
|
|
var gameObject = gameObjects[i];
|
|
|
|
|
|
|
|
gameObject.input.draggable = value;
|
|
|
|
|
|
|
|
var index = this._draggable.indexOf(gameObject);
|
|
|
|
|
|
|
|
if (value && index === -1)
|
|
|
|
{
|
|
|
|
this._draggable.push(gameObject);
|
|
|
|
}
|
|
|
|
else if (!value && index > -1)
|
|
|
|
{
|
|
|
|
this._draggable.splice(index, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
setHitArea: function (gameObjects, shape, callback)
|
|
|
|
{
|
|
|
|
if (shape === undefined)
|
|
|
|
{
|
|
|
|
return this.setHitAreaFromTexture(gameObjects);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!Array.isArray(gameObjects))
|
|
|
|
{
|
|
|
|
gameObjects = [ gameObjects ];
|
|
|
|
}
|
|
|
|
|
|
|
|
for (var i = 0; i < gameObjects.length; i++)
|
|
|
|
{
|
|
|
|
var gameObject = gameObjects[i];
|
|
|
|
|
|
|
|
gameObject.input = InteractiveObject(gameObject, shape, callback);
|
|
|
|
|
|
|
|
this.queueForInsertion(gameObject);
|
|
|
|
}
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
setHitAreaCircle: function (gameObjects, x, y, radius, callback)
|
|
|
|
{
|
|
|
|
if (callback === undefined) { callback = CircleContains; }
|
|
|
|
|
|
|
|
var shape = new Circle(x, y, radius);
|
|
|
|
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
|
|
},
|
|
|
|
|
|
|
|
setHitAreaEllipse: function (gameObjects, x, y, width, height, callback)
|
|
|
|
{
|
|
|
|
if (callback === undefined) { callback = EllipseContains; }
|
|
|
|
|
|
|
|
var shape = new Ellipse(x, y, width, height);
|
|
|
|
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
|
|
},
|
|
|
|
|
|
|
|
setHitAreaFromTexture: function (gameObjects, callback)
|
|
|
|
{
|
|
|
|
if (callback === undefined) { callback = RectangleContains; }
|
|
|
|
|
|
|
|
if (!Array.isArray(gameObjects))
|
|
|
|
{
|
|
|
|
gameObjects = [ gameObjects ];
|
|
|
|
}
|
|
|
|
|
|
|
|
for (var i = 0; i < gameObjects.length; i++)
|
|
|
|
{
|
|
|
|
var gameObject = gameObjects[i];
|
|
|
|
var frame = gameObject.frame;
|
|
|
|
|
|
|
|
var width = 0;
|
|
|
|
var height = 0;
|
|
|
|
|
|
|
|
if (frame)
|
|
|
|
{
|
|
|
|
width = frame.realWidth;
|
|
|
|
height = frame.realHeight;
|
|
|
|
}
|
|
|
|
else if (gameObject.width)
|
|
|
|
{
|
|
|
|
width = gameObject.width;
|
|
|
|
height = gameObject.height;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (width !== 0 && height !== 0)
|
|
|
|
{
|
|
|
|
gameObject.input = InteractiveObject(gameObject, new Rectangle(0, 0, width, height), callback);
|
|
|
|
|
|
|
|
this.queueForInsertion(gameObject);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
setHitAreaRectangle: function (gameObjects, x, y, width, height, callback)
|
|
|
|
{
|
|
|
|
if (callback === undefined) { callback = RectangleContains; }
|
|
|
|
|
|
|
|
var shape = new Rectangle(x, y, width, height);
|
|
|
|
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
|
|
},
|
|
|
|
|
|
|
|
setHitAreaTriangle: function (gameObjects, x1, y1, x2, y2, x3, y3, callback)
|
|
|
|
{
|
|
|
|
if (callback === undefined) { callback = TriangleContains; }
|
|
|
|
|
|
|
|
var shape = new Triangle(x1, y1, x2, y2, x3, y3);
|
|
|
|
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
|
|
},
|
|
|
|
|
|
|
|
setPollAlways: function ()
|
|
|
|
{
|
|
|
|
this.pollRate = 0;
|
|
|
|
this._pollTimer = 0;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
setPollOnMove: function ()
|
|
|
|
{
|
|
|
|
this.pollRate = -1;
|
|
|
|
this._pollTimer = 0;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
setPollRate: function (value)
|
|
|
|
{
|
|
|
|
this.pollRate = value;
|
|
|
|
this._pollTimer = 0;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
setTopOnly: function (value)
|
|
|
|
{
|
|
|
|
this.topOnly = value;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Given an array of Game Objects, sort the array and return it,
|
|
|
|
// so that the objects are in index order with the lowest at the bottom.
|
|
|
|
sortGameObjects: function (gameObjects)
|
|
|
|
{
|
|
|
|
if (gameObjects.length < 2)
|
|
|
|
{
|
|
|
|
return gameObjects;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.scene.sys.depthSort();
|
|
|
|
|
|
|
|
return gameObjects.sort(this.sortHandlerGO.bind(this));
|
|
|
|
},
|
|
|
|
|
|
|
|
// Return the child lowest down the display list (with the smallest index)
|
|
|
|
sortHandlerGO: function (childA, childB)
|
|
|
|
{
|
|
|
|
// The higher the index, the lower down the display list they are.
|
|
|
|
// So entry 0 will be the top-most item (visually)
|
|
|
|
var indexA = this.displayList.getIndex(childA);
|
|
|
|
var indexB = this.displayList.getIndex(childB);
|
|
|
|
|
|
|
|
if (indexA < indexB)
|
|
|
|
{
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if (indexA > indexB)
|
|
|
|
{
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Technically this shouldn't happen, but if the GO wasn't part of this display list then it'll
|
|
|
|
// have an index of -1, so in some cases it can
|
|
|
|
return 0;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Return the child lowest down the display list (with the smallest index)
|
|
|
|
sortHandlerIO: function (childA, childB)
|
|
|
|
{
|
|
|
|
// The higher the index, the lower down the display list they are.
|
|
|
|
// So entry 0 will be the top-most item (visually)
|
|
|
|
var indexA = this.displayList.getIndex(childA.gameObject);
|
|
|
|
var indexB = this.displayList.getIndex(childB.gameObject);
|
|
|
|
|
|
|
|
if (indexA < indexB)
|
|
|
|
{
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if (indexA > indexB)
|
|
|
|
{
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Technically this shouldn't happen, but if the GO wasn't part of this display list then it'll
|
|
|
|
// have an index of -1, so in some cases it can
|
|
|
|
return 0;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Given an array of Interactive Objects, sort the array and return it,
|
|
|
|
// so that the objects are in index order with the lowest at the bottom.
|
|
|
|
sortInteractiveObjects: function (interactiveObjects)
|
|
|
|
{
|
|
|
|
if (interactiveObjects.length < 2)
|
|
|
|
{
|
|
|
|
return interactiveObjects;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.scene.sys.depthSort();
|
|
|
|
|
|
|
|
return interactiveObjects.sort(this.sortHandlerIO.bind(this));
|
|
|
|
},
|
|
|
|
|
|
|
|
update: function (time, delta)
|
|
|
|
{
|
|
|
|
var pointer = this.manager.activePointer;
|
|
|
|
|
|
|
|
var runUpdate = (pointer.dirty || this.pollRate === 0);
|
|
|
|
|
|
|
|
if (this.pollRate > -1)
|
|
|
|
{
|
|
|
|
this._pollTimer -= delta;
|
|
|
|
|
|
|
|
if (this._pollTimer < 0)
|
|
|
|
{
|
|
|
|
runUpdate = true;
|
|
|
|
|
|
|
|
// Discard timer diff
|
|
|
|
this._pollTimer = this.pollRate;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!runUpdate)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
this._temp = this.hitTestPointer(pointer);
|
|
|
|
|
|
|
|
this.sortGameObjects(this._temp);
|
|
|
|
|
|
|
|
if (this.topOnly && this._temp.length)
|
|
|
|
{
|
|
|
|
// Only the top-most one counts now, so safely ignore the rest
|
|
|
|
this._temp.splice(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.processDragEvents(pointer, time);
|
|
|
|
|
|
|
|
if (!pointer.wasTouch)
|
|
|
|
{
|
|
|
|
this.processOverOutEvents(pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pointer.justDown)
|
|
|
|
{
|
|
|
|
this.processDownEvents(pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pointer.justUp)
|
|
|
|
{
|
|
|
|
this.processUpEvents(pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pointer.justMoved)
|
|
|
|
{
|
|
|
|
this.processMoveEvents(pointer);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
2017-07-20 16:10:12 +00:00
|
|
|
// Scene that owns this is shutting down
|
|
|
|
shutdown: function ()
|
|
|
|
{
|
2017-07-25 03:10:50 +00:00
|
|
|
this._temp.length = 0;
|
|
|
|
this._list.length = 0;
|
2017-07-27 02:40:58 +00:00
|
|
|
this._draggable.length = 0;
|
2017-07-25 03:10:50 +00:00
|
|
|
this._pendingRemoval.length = 0;
|
|
|
|
this._pendingInsertion.length = 0;
|
2017-07-24 16:10:30 +00:00
|
|
|
|
|
|
|
for (var i = 0; i < 10; i++)
|
|
|
|
{
|
2017-07-27 02:40:58 +00:00
|
|
|
this._drag[i] = [];
|
2017-07-25 03:10:50 +00:00
|
|
|
this._over[i] = [];
|
2017-07-24 16:10:30 +00:00
|
|
|
}
|
2018-01-12 17:09:09 +00:00
|
|
|
|
|
|
|
this.removeAllListeners();
|
2017-07-20 16:10:12 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
// Game level nuke
|
|
|
|
destroy: function ()
|
|
|
|
{
|
|
|
|
this.shutdown();
|
|
|
|
|
|
|
|
this.scene = undefined;
|
|
|
|
this.cameras = undefined;
|
|
|
|
this.manager = undefined;
|
|
|
|
this.events = undefined;
|
|
|
|
this.keyboard = undefined;
|
|
|
|
this.mouse = undefined;
|
2017-09-09 02:17:13 +00:00
|
|
|
this.gamepad = undefined;
|
2017-07-20 16:10:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = SceneInputManager;
|