phaser/v3/merge/states/StateInput.js

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2016-11-10 00:10:39 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
* @class Phaser.Input
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.State.Input = function (state)
{
/**
* @property {Phaser.State} state - A reference to the State that owns this system.
*/
this.state = state;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = state.game;
/**
* @property {Phaser.Input} manager - A reference to the global Input Manager.
*/
this.manager = this.game.input;
/**
* An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
* To add a callback to this array please use `Input.addMoveCallback`.
* @property {array} moveCallbacks
* @protected
*/
this.moveCallbacks = [];
/**
* @property {function} customCandidateHandler - See Input.setInteractiveCandidateHandler.
* @private
*/
this.customCandidateHandler = null;
/**
* @property {object} customCandidateHandlerContext - See Input.setInteractiveCandidateHandler.
* @private
*/
this.customCandidateHandlerContext = null;
/**
* The most recently active Pointer object.
*
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
*
* @property {Phaser.Pointer} activePointer
*/
this.activePointer = null;
/**
* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
*
* @property {Pointer} mousePointer
*/
this.mousePointer = null;
/**
* The Mouse Input manager.
*
* You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.Mouse} mouse
*/
this.mouse = null;
/**
* The Keyboard Input manager.
*
* @property {Phaser.Keyboard} keyboard
*/
this.keyboard = null;
/**
* The Touch Input manager.
*
* You should not usually access this manager directly, but instead use Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.Touch} touch
*/
this.touch = null;
/**
* The MSPointer Input manager.
*
* You should not usually access this manager directly, but instead use Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.MSPointer} mspointer
*/
this.mspointer = null;
/**
* The Gamepad Input manager.
*
* @property {Phaser.Gamepad} gamepad
*/
this.gamepad = null;
/**
* A Signal that is dispatched each time a pointer is pressed down.
* @property {Phaser.Signal} onDown
*/
this.onDown = null;
/**
* A Signal that is dispatched each time a pointer is released.
* @property {Phaser.Signal} onUp
*/
this.onUp = null;
/**
* A Signal that is dispatched each time a pointer is tapped.
* @property {Phaser.Signal} onTap
*/
this.onTap = null;
/**
* A Signal that is dispatched each time a pointer is held down.
* @property {Phaser.Signal} onHold
*/
this.onHold = null;
/**
* You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value.
* This is useful when stacking UI layers. Set to zero to disable.
* @property {number} minPriorityID
* @default
*/
this.minPriorityID = 0;
/**
* A list of interactive objects. The InputHandler components add and remove themselves from this list.
* @property {Phaser.ArraySet} interactiveItems
*/
this.interactiveItems = new Phaser.ArraySet();
};
Phaser.State.Input.prototype.constructor = Phaser.State.Input;
Phaser.State.Input.prototype = {
init: function ()
{
this.activePointer = this.manager.activePointer;
this.mousePointer = this.manager.mousePointer;
this.mouse = this.manager.mouse;
this.keyboard = this.manager.keyboard;
this.touch = this.manager.touch;
this.mspointer = this.manager.mspointer;
this.gamepad = this.manager.gamepad;
this.onDown = this.manager.onDown;
this.onUp = this.manager.onUp;
this.onTap = this.manager.onTap;
this.onHold = this.manager.onHold;
},
/**
* Adds a callback that is fired every time `Pointer.processInteractiveObjects` is called.
* The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
* interact with. It works by polling all of the valid game objects, and then slowly discounting those
* that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
*
* Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
* for input and overlap with the Pointer. If you need fine-grained control over which of the items is
* selected then you can use this callback to do so.
*
* The callback will be sent 3 parameters:
*
* 1) A reference to the Phaser.Pointer object that is processing the Items.
* 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
* 3) The current 'favorite' candidate, based on its priorityID and position in the display list.
*
* Your callback MUST return one of the candidates sent to it.
*
* @method Phaser.Input#setInteractiveCandidateHandler
* @param {function} callback - The callback that will be called each time `Pointer.processInteractiveObjects` is called. Set to `null` to disable.
* @param {object} context - The context in which the callback will be called.
*/
setInteractiveCandidateHandler: function (callback, context)
{
this.customCandidateHandler = callback;
this.customCandidateHandlerContext = context;
},
/**
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
*
* The callback will be sent 4 parameters:
*
* A reference to the Phaser.Pointer object that moved,
* The x position of the pointer,
* The y position,
* A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
*
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
*
* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
*
* @method Phaser.Input#addMoveCallback
* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
* @param {object} context - The context in which the callback will be called.
*/
addMoveCallback: function (callback, context)
{
this.moveCallbacks.push({ callback: callback, context: context });
},
/**
* Removes the callback from the Phaser.Input.moveCallbacks array.
*
* @method Phaser.Input#deleteMoveCallback
* @param {function} callback - The callback to be removed.
* @param {object} context - The context in which the callback exists.
*/
deleteMoveCallback: function (callback, context)
{
var i = this.moveCallbacks.length;
while (i--)
{
if (this.moveCallbacks[i].callback === callback && this.moveCallbacks[i].context === context)
{
this.moveCallbacks.splice(i, 1);
return;
}
}
}
};