phaser/wip/gameobjects/components/InputEnabled.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The InputEnabled component allows a Game Object to have its own InputHandler and process input related events.
*
* @class
*/
Phaser.Component.InputEnabled = function () {};
Phaser.Component.InputEnabled.prototype = {
/**
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* The Input Handler for this Game Object.
*
* By default it is disabled. If you wish this Game Object to process input events you should enable it with: `inputEnabled = true`.
*
* After you have done this, this property will be a reference to the Phaser InputHandler.
* @property {Phaser.InputHandler|null} input
*/
input: null,
/**
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* By default a Game Object won't process any input events. By setting `inputEnabled` to true a Phaser.InputHandler is created
* for this Game Object and it will then start to process click / touch events and more.
*
* You can then access the Input Handler via `this.input`.
*
* Note that Input related events are dispatched from `this.events`, i.e.: `events.onInputDown`.
*
* If you set this property to false it will stop the Input Handler from processing any more input events.
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*
* If you want to _temporarily_ disable input for a Game Object, then it's better to set
* `input.enabled = false`, as it won't reset any of the Input Handlers internal properties.
* You can then toggle this back on as needed.
*
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* @property {boolean} inputEnabled
*/
inputEnabled: {
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
else if (this.input && !this.input.enabled)
{
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
}
};