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< li class = "class-depth-1" >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: input/Mouse.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser.
* It captures and processes mouse events that happen on the game canvas object. It also adds a single `mouseup` listener to `window` which
* is used to capture the mouse being released when not over the game.
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*
* @class Phaser.Mouse
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
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/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
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/**
* @property {Object} callbackContext - The context under which callbacks are called.
*/
this.callbackContext = this.game;
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/**
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* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
*/
this.mouseDownCallback = null;
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/**
* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
*/
this.mouseMoveCallback = null;
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/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
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/**
* @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas.
*/
this.mouseOutCallback = null;
/**
* @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).
*/
this.mouseOverCallback = null;
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/**
* @property {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used.
*/
this.mouseWheelCallback = null;
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/**
* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
*/
this.capture = false;
/**
* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
* @default
*/
this.button = -1;
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/**
* @property {number} wheelDelta - The direction of the mousewheel usage 1 for up -1 for down
*/
this.wheelDelta = 0;
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/**
* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @default
*/
this.disabled = false;
/**
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* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
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* @default
*/
this.locked = false;
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/**
* @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas.
* @default
*/
this.stopOnGameOut = false;
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/**
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* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
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* @default
*/
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this.pointerLock = new Phaser.Signal();
/**
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* @property {MouseEvent} event - The browser mouse DOM event. Will be set to null if no mouse event has ever been received.
* @default
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*/
this.event = null;
/**
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown = null;
/**
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove = null;
/**
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp = null;
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/**
* @property {function} _onMouseOut - Internal event handler reference.
* @private
*/
this._onMouseOut = null;
/**
* @property {function} _onMouseOver - Internal event handler reference.
* @private
*/
this._onMouseOver = null;
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/**
* @property {function} _onMouseWheel - Internal event handler reference.
* @private
*/
this._onMouseWheel = null;
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};
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/**
* @constant
* @type {number}
*/
Phaser.Mouse.NO_BUTTON = -1;
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/**
* @constant
* @type {number}
*/
Phaser.Mouse.LEFT_BUTTON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.MIDDLE_BUTTON = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.RIGHT_BUTTON = 2;
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/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_UP = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_DOWN = -1;
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Phaser.Mouse.prototype = {
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/**
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* Starts the event listeners running.
* @method Phaser.Mouse#start
*/
start: function () {
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if (this.game.device.android & & this.game.device.chrome === false)
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{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
}
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if (this._onMouseDown !== null)
{
// Avoid setting multiple listeners
return;
}
var _this = this;
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this._onMouseDown = function (event) {
return _this.onMouseDown(event);
};
this._onMouseMove = function (event) {
return _this.onMouseMove(event);
};
this._onMouseUp = function (event) {
return _this.onMouseUp(event);
};
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this._onMouseUpGlobal = function (event) {
return _this.onMouseUpGlobal(event);
};
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this._onMouseOut = function (event) {
return _this.onMouseOut(event);
};
this._onMouseOver = function (event) {
return _this.onMouseOver(event);
};
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this._onMouseWheel = function (event) {
return _this.onMouseWheel(event);
};
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this.game.canvas.addEventListener('mousedown', this._onMouseDown, true);
this.game.canvas.addEventListener('mousemove', this._onMouseMove, true);
this.game.canvas.addEventListener('mouseup', this._onMouseUp, true);
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if (!this.game.device.cocoonJS)
{
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window.addEventListener('mouseup', this._onMouseUpGlobal, true);
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this.game.canvas.addEventListener('mouseover', this._onMouseOver, true);
this.game.canvas.addEventListener('mouseout', this._onMouseOut, true);
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this.game.canvas.addEventListener('mousewheel', this._onMouseWheel, true);
this.game.canvas.addEventListener('DOMMouseScroll', this._onMouseWheel, true);
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}
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},
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/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
onMouseDown: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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this.button = event.button;
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if (this.mouseDownCallback)
{
this.mouseDownCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
event['identifier'] = 0;
this.game.input.mousePointer.start(event);
},
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/**
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* The internal method that handles the mouse move event from the browser.
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* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
onMouseMove: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
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if (this.mouseMoveCallback)
{
this.mouseMoveCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
event['identifier'] = 0;
this.game.input.mousePointer.move(event);
},
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/**
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* The internal method that handles the mouse up event from the browser.
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* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
onMouseUp: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
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this.button = Phaser.Mouse.NO_BUTTON;
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if (this.mouseUpCallback)
{
this.mouseUpCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
event['identifier'] = 0;
this.game.input.mousePointer.stop(event);
},
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/**
* The internal method that handles the mouse up event from the window.
*
* @method Phaser.Mouse#onMouseUpGlobal
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUpGlobal: function (event) {
if (!this.game.input.mousePointer.withinGame)
{
this.button = Phaser.Mouse.NO_BUTTON;
if (this.mouseUpCallback)
{
this.mouseUpCallback.call(this.callbackContext, event);
}
event['identifier'] = 0;
this.game.input.mousePointer.stop(event);
}
},
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/**
* The internal method that handles the mouse out event from the browser.
*
* @method Phaser.Mouse#onMouseOut
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOut: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
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this.game.input.mousePointer.withinGame = false;
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if (this.mouseOutCallback)
{
this.mouseOutCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this.stopOnGameOut)
{
event['identifier'] = 0;
this.game.input.mousePointer.stop(event);
}
},
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/**
* The internal method that handles the mouse wheel event from the browser.
*
* @method Phaser.Mouse#onMouseWheel
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseWheel: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
// reverse detail for firefox
this.wheelDelta = Math.max(-1, Math.min(1, (event.wheelDelta || -event.detail)));
if (this.mouseWheelCallback)
{
this.mouseWheelCallback.call(this.callbackContext, event);
}
},
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/**
* The internal method that handles the mouse over event from the browser.
*
* @method Phaser.Mouse#onMouseOver
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOver: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
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this.game.input.mousePointer.withinGame = true;
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if (this.mouseOverCallback)
{
this.mouseOverCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
},
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/**
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* If the browser supports it you can request that the pointer be locked to the browser window.
* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
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* @method Phaser.Mouse#requestPointerLock
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*/
requestPointerLock: function () {
if (this.game.device.pointerLock)
{
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var element = this.game.canvas;
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element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
element.requestPointerLock();
var _this = this;
this._pointerLockChange = function (event) {
return _this.pointerLockChange(event);
};
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document.addEventListener('pointerlockchange', this._pointerLockChange, true);
document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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}
},
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/**
* Internal pointerLockChange handler.
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*
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* @method Phaser.Mouse#pointerLockChange
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* @param {Event} event - The native event from the browser. This gets stored in Mouse.event.
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*/
pointerLockChange: function (event) {
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var element = this.game.canvas;
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if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
{
// Pointer was successfully locked
this.locked = true;
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this.pointerLock.dispatch(true, event);
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}
else
{
// Pointer was unlocked
this.locked = false;
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this.pointerLock.dispatch(false, event);
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}
},
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/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
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*/
releasePointerLock: function () {
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
document.exitPointerLock();
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document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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},
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/**
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* Stop the event listeners.
* @method Phaser.Mouse#stop
*/
stop: function () {
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this.game.canvas.removeEventListener('mousedown', this._onMouseDown, true);
this.game.canvas.removeEventListener('mousemove', this._onMouseMove, true);
this.game.canvas.removeEventListener('mouseup', this._onMouseUp, true);
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this.game.canvas.removeEventListener('mouseover', this._onMouseOver, true);
this.game.canvas.removeEventListener('mouseout', this._onMouseOut, true);
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this.game.canvas.removeEventListener('mousewheel', this._onMouseWheel, true);
this.game.canvas.removeEventListener('DOMMouseScroll', this._onMouseWheel, true);
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window.removeEventListener('mouseup', this._onMouseUpGlobal, true);
document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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}
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};
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Phaser.Mouse.prototype.constructor = Phaser.Mouse;
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< / pre >
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< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-10-22 20:49:44 +00:00
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >