phaser/v3/src/input/local/SceneInputManager.js

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var Class = require('../../utils/Class');
// Drag Events
// https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API
var SceneInputManager = new Class({
initialize:
function SceneInputManager (scene, game)
{
// The Scene that owns this plugin
this.scene = scene;
// GlobalInputManager
this.manager = game.input;
// A reference to this.scene.sys.displayList (set in boot)
this.displayList;
// A reference to the this.scene.sys.cameras.cameras array (set in boot)
this.cameras;
// Should use Scene event dispatcher?
this.events = this.manager.events;
// this.keyboard = this.manager.keyboard;
// this.mouse = this.manager.mouse;
// Only fire *callbacks* on the top-most Game Object in the display list (emulating DOM behavior)
// and ignoring any GOs below it, or call them all?
this.topOnly = true;
// How often should the pointer input be checked?
// Time given in ms
// Pointer will *always* be checked if it has been moved by the user.
// This controls how often it will be polled if it hasn't been moved.
// Set to 0 to poll constantly. Set to -1 to only poll on user movement.
this.pollRate = -1;
this._pollTimer = 0;
this._size = 0;
// All list of all Interactive Objects
this._list = [];
// Objects waiting to be inserted or removed from the active list
this._pendingInsertion = [];
this._pendingRemoval = [];
// A list of Interactive Objects which are *currently* below a pointer (any pointer) during the previous frame
this._over = [];
// Only Game Objects which have been flagged as draggable are added to this array
this._draggable = [];
this._validTypes = [ 'onDown', 'onUp', 'onOver', 'onOut' ];
},
boot: require('./components/Boot'),
begin: require('./components/Begin'),
update: require('./components/Update'),
hitTestPointer: require('./components/HitTestPointer'),
setpollRate: require('./components/SetPollRate'),
setpollAlways: require('./components/SetPollAlways'),
setpollOnMove: require('./components/SetPollOnMove'),
setHitArea: require('./components/SetHitArea'),
setHitAreaCircle: require('./components/SetHitAreaCircle'),
setHitAreaEllipse: require('./components/SetHitAreaEllipse'),
setHitAreaFromTexture: require('./components/SetHitAreaFromTexture'),
setHitAreaRectangle: require('./components/SetHitAreaRectangle'),
setHitAreaTriangle: require('./components/SetHitAreaTriangle'),
setCallback: require('./components/SetCallback'),
setCallbacks: require('./components/SetCallbacks'),
setOnDownCallback: require('./components/SetOnDownCallback'),
setOnOutCallback: require('./components/SetOnOutCallback'),
setOnOverCallback: require('./components/SetOnOverCallback'),
setOnUpCallback: require('./components/SetOnUpCallback'),
queueForInsertion: require('./components/QueueForInsertion'),
queueForRemoval: require('./components/QueueForRemoval'),
// Scene that owns this is shutting down
shutdown: function ()
{
this._list = [];
this._over = [];
this._draggable = [];
this._pendingRemoval = [];
this._pendingInsertion = [];
},
// 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;
}
});
module.exports = SceneInputManager;