mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
249 lines
8.1 KiB
JavaScript
249 lines
8.1 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
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* The Input manager is updated automatically by the core game loop.
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*
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* @class Phaser.Input
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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*/
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Phaser.State.Input = function (state)
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{
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/**
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* @property {Phaser.State} state - A reference to the State that owns this system.
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*/
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this.state = state;
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = state.game;
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/**
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* @property {Phaser.Input} manager - A reference to the global Input Manager.
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*/
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this.manager = this.game.input;
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/**
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* An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
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* To add a callback to this array please use `Input.addMoveCallback`.
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* @property {array} moveCallbacks
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* @protected
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*/
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this.moveCallbacks = [];
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/**
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* @property {function} customCandidateHandler - See Input.setInteractiveCandidateHandler.
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* @private
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*/
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this.customCandidateHandler = null;
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/**
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* @property {object} customCandidateHandlerContext - See Input.setInteractiveCandidateHandler.
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* @private
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*/
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this.customCandidateHandlerContext = null;
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/**
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* The most recently active Pointer object.
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*
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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*
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* @property {Phaser.Pointer} activePointer
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*/
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this.activePointer = null;
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/**
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* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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*
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* @property {Pointer} mousePointer
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*/
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this.mousePointer = null;
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/**
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* The Mouse Input manager.
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*
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* You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer
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* which normalizes all the input values for you, regardless of browser.
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*
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* @property {Phaser.Mouse} mouse
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*/
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this.mouse = null;
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/**
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* The Keyboard Input manager.
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*
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* @property {Phaser.Keyboard} keyboard
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*/
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this.keyboard = null;
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/**
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* The Touch Input manager.
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*
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* You should not usually access this manager directly, but instead use Input.activePointer
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* which normalizes all the input values for you, regardless of browser.
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*
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* @property {Phaser.Touch} touch
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*/
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this.touch = null;
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/**
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* The MSPointer Input manager.
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*
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* You should not usually access this manager directly, but instead use Input.activePointer
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* which normalizes all the input values for you, regardless of browser.
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*
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* @property {Phaser.MSPointer} mspointer
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*/
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this.mspointer = null;
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/**
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* The Gamepad Input manager.
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*
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* @property {Phaser.Gamepad} gamepad
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*/
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this.gamepad = null;
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/**
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* A Signal that is dispatched each time a pointer is pressed down.
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* @property {Phaser.Signal} onDown
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*/
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this.onDown = null;
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/**
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* A Signal that is dispatched each time a pointer is released.
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* @property {Phaser.Signal} onUp
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*/
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this.onUp = null;
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/**
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* A Signal that is dispatched each time a pointer is tapped.
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* @property {Phaser.Signal} onTap
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*/
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this.onTap = null;
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/**
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* A Signal that is dispatched each time a pointer is held down.
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* @property {Phaser.Signal} onHold
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*/
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this.onHold = null;
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/**
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* You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value.
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* This is useful when stacking UI layers. Set to zero to disable.
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* @property {number} minPriorityID
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* @default
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*/
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this.minPriorityID = 0;
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/**
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* A list of interactive objects. The InputHandler components add and remove themselves from this list.
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* @property {Phaser.ArraySet} interactiveItems
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*/
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this.interactiveItems = new Phaser.ArraySet();
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};
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Phaser.State.Input.prototype.constructor = Phaser.State.Input;
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Phaser.State.Input.prototype = {
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init: function ()
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{
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this.activePointer = this.manager.activePointer;
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this.mousePointer = this.manager.mousePointer;
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this.mouse = this.manager.mouse;
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this.keyboard = this.manager.keyboard;
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this.touch = this.manager.touch;
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this.mspointer = this.manager.mspointer;
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this.gamepad = this.manager.gamepad;
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this.onDown = this.manager.onDown;
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this.onUp = this.manager.onUp;
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this.onTap = this.manager.onTap;
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this.onHold = this.manager.onHold;
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},
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/**
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* Adds a callback that is fired every time `Pointer.processInteractiveObjects` is called.
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* The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
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* interact with. It works by polling all of the valid game objects, and then slowly discounting those
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* that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
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*
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* Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
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* for input and overlap with the Pointer. If you need fine-grained control over which of the items is
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* selected then you can use this callback to do so.
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*
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* The callback will be sent 3 parameters:
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*
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* 1) A reference to the Phaser.Pointer object that is processing the Items.
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* 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
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* 3) The current 'favorite' candidate, based on its priorityID and position in the display list.
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*
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* Your callback MUST return one of the candidates sent to it.
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*
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* @method Phaser.Input#setInteractiveCandidateHandler
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* @param {function} callback - The callback that will be called each time `Pointer.processInteractiveObjects` is called. Set to `null` to disable.
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* @param {object} context - The context in which the callback will be called.
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*/
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setInteractiveCandidateHandler: function (callback, context)
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{
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this.customCandidateHandler = callback;
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this.customCandidateHandlerContext = context;
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},
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/**
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* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
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*
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* The callback will be sent 4 parameters:
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*
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* A reference to the Phaser.Pointer object that moved,
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* The x position of the pointer,
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* The y position,
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* A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
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*
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* 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
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* to only use if you've limited input to a single pointer (i.e. mouse or touch).
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*
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* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
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*
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* @method Phaser.Input#addMoveCallback
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* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
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* @param {object} context - The context in which the callback will be called.
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*/
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addMoveCallback: function (callback, context)
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{
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this.moveCallbacks.push({ callback: callback, context: context });
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},
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/**
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* Removes the callback from the Phaser.Input.moveCallbacks array.
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*
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* @method Phaser.Input#deleteMoveCallback
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* @param {function} callback - The callback to be removed.
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* @param {object} context - The context in which the callback exists.
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*/
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deleteMoveCallback: function (callback, context)
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{
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var i = this.moveCallbacks.length;
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while (i--)
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{
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if (this.moveCallbacks[i].callback === callback && this.moveCallbacks[i].context === context)
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{
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this.moveCallbacks.splice(i, 1);
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return;
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}
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}
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}
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};
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