phaser/Phaser/gameobjects/Button.ts

220 lines
6.9 KiB
TypeScript
Raw Normal View History

/// <reference path="../Game.ts" />
/// <reference path="../math/Vec2.ts" />
/// <reference path="../geom/Rectangle.ts" />
/// <reference path="../components/animation/AnimationManager.ts" />
/// <reference path="../components/Texture.ts" />
/// <reference path="../components/Transform.ts" />
/// <reference path="../components/sprite/Input.ts" />
/// <reference path="../components/sprite/Events.ts" />
/**
* Phaser - Button
*/
module Phaser {
export class Button extends Sprite {
/**
* Create a new <code>Button</code> object.
*
* @param game {Phaser.Game} Current game instance.
2013-07-13 11:38:59 +00:00
* @param [x] {number} X position of the button.
* @param [y] {number} Y position of the button.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
* @param [callback] {function} The function to call when this button is pressed
* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
*/
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null) {
super(game, x, y, key, outFrame);
this.type = Phaser.Types.BUTTON;
if (typeof overFrame == 'string')
{
this._onOverFrameName = overFrame;
}
else
{
this._onOverFrameID = overFrame;
}
if (typeof outFrame == 'string')
{
this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame;
}
else
{
this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame;
}
if (typeof downFrame == 'string')
{
this._onDownFrameName = downFrame;
}
else
{
this._onDownFrameID = downFrame;
}
// These are the signals the game will subscribe to
this.onInputOver = new Phaser.Signal;
this.onInputOut = new Phaser.Signal;
this.onInputDown = new Phaser.Signal;
this.onInputUp = new Phaser.Signal;
// Set a default signal for them
if (callback)
{
this.onInputUp.add(callback, callbackContext);
}
this.input.start(0, false, true);
// Redirect the input events to here so we can handle animation updates, etc
this.events.onInputOver.add(this.onInputOverHandler, this);
this.events.onInputOut.add(this.onInputOutHandler, this);
this.events.onInputDown.add(this.onInputDownHandler, this);
this.events.onInputUp.add(this.onInputUpHandler, this);
// By default we'll position it using screen space, not world space.
this.transform.scrollFactor.setTo(0, 0);
}
private _onOverFrameName = null;
private _onOutFrameName = null;
private _onDownFrameName = null;
private _onUpFrameName = null;
private _onOverFrameID = null;
private _onOutFrameID = null;
private _onDownFrameID = null;
private _onUpFrameID = null;
/**
* Dispatched when a pointer moves over an Input enabled sprite.
*/
public onInputOver: Phaser.Signal;
/**
* Dispatched when a pointer moves out of an Input enabled sprite.
*/
public onInputOut: Phaser.Signal;
/**
* Dispatched when a pointer is pressed down on an Input enabled sprite.
*/
public onInputDown: Phaser.Signal;
/**
* Dispatched when a pointer is released over an Input enabled sprite
*/
public onInputUp: Phaser.Signal;
// TODO
//public tabIndex: number;
//public tabEnabled: bool;
// ENTER or SPACE can activate this button if it has focus
private onInputOverHandler(pointer:Phaser.Pointer) {
if (this._onOverFrameName != null)
{
this.frameName = this._onOverFrameName;
}
else if (this._onOverFrameID != null)
{
this.frame = this._onOverFrameID;
}
if (this.onInputOver)
{
this.onInputOver.dispatch(this, pointer);
}
}
private onInputOutHandler(pointer:Phaser.Pointer) {
if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
}
else if (this._onOutFrameID != null)
{
this.frame = this._onOutFrameID;
}
if (this.onInputOut)
{
this.onInputOut.dispatch(this, pointer);
}
}
private onInputDownHandler(pointer:Phaser.Pointer) {
2013-08-02 17:32:26 +00:00
//console.log('Button onInputDownHandler: ' + Date.now());
if (this._onDownFrameName != null)
{
this.frameName = this._onDownFrameName;
}
else if (this._onDownFrameID != null)
{
this.frame = this._onDownFrameID;
}
if (this.onInputDown)
{
this.onInputDown.dispatch(this, pointer);
}
}
private onInputUpHandler(pointer:Phaser.Pointer) {
2013-08-02 17:32:26 +00:00
//console.log('Button onInputUpHandler: ' + Date.now());
if (this._onUpFrameName != null)
{
this.frameName = this._onUpFrameName;
}
else if (this._onUpFrameID != null)
{
this.frame = this._onUpFrameID;
}
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer);
}
}
public set priorityID(value: number) {
this.input.priorityID = value;
}
public get priorityID(): number {
return this.input.priorityID;
}
public set useHandCursor(value: bool) {
this.input.useHandCursor = value;
}
public get useHandCursor(): bool {
return this.input.useHandCursor;
}
}
}