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<h1 class="page-title">Source: gameobjects/Button.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Create a new &lt;code>Button&lt;/code> object.
* @class Phaser.Button
* @constructor
*
* @param {Phaser.Game} game Current game instance.
* @param {number} [x] X position of the button.
* @param {number} [y] Y position of the button.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
* @param {function} [callback] The function to call when this button is pressed
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
* @param {string|number} [overFrame] 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 {string|number} [outFrame] 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 {string|number} [downFrame] 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.
*/
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
x = x || 0;
y = y || 0;
key = key || null;
callback = callback || null;
callbackContext = callbackContext || this;
Phaser.Sprite.call(this, game, x, y, key, outFrame);
/**
* @property {Description} type - Description.
*/
this.type = Phaser.BUTTON;
/**
* @property {Description} _onOverFrameName - Description.
* @private
* @default
*/
this._onOverFrameName = null;
/**
* @property {Description} _onOutFrameName - Description.
* @private
* @default
*/
this._onOutFrameName = null;
/**
* @property {Description} _onDownFrameName - Description.
* @private
* @default
*/
this._onDownFrameName = null;
/**
* @property {Description} _onUpFrameName - Description.
* @private
* @default
*/
this._onUpFrameName = null;
/**
* @property {Description} _onOverFrameID - Description.
* @private
* @default
*/
this._onOverFrameID = null;
/**
* @property {Description} _onOutFrameID - Description.
* @private
* @default
*/
this._onOutFrameID = null;
/**
* @property {Description} _onDownFrameID - Description.
* @private
* @default
*/
this._onDownFrameID = null;
/**
* @property {Description} _onUpFrameID - Description.
* @private
* @default
*/
this._onUpFrameID = null;
// These are the signals the game will subscribe to
/**
* @property {Phaser.Signal} onInputOver - Description.
*/
this.onInputOver = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputOut - Description.
*/
this.onInputOut = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputDown - Description.
*/
this.onInputDown = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputUp - Description.
*/
this.onInputUp = new Phaser.Signal;
this.setFrames(overFrame, outFrame, downFrame);
if (callback !== null)
{
this.onInputUp.add(callback, callbackContext);
}
this.freezeFrames = false;
this.input.start(0, 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);
};
Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
Phaser.Button.prototype.constructor = Phaser.Button;
/**
* Used to manually set the frames that will be used for the different states of the button
* exactly like setting them in the constructor.
*
* @method Phaser.Button.prototype.setFrames
* @param {string|number} [overFrame] - 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 {string|number} [outFrame] - 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 {string|number} [downFrame] - 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.
*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
if (overFrame !== null)
{
if (typeof overFrame === 'string')
{
this._onOverFrameName = overFrame;
if (this.input.pointerOver())
{
this.frameName = overFrame;
}
}
else
{
this._onOverFrameID = overFrame;
if (this.input.pointerOver())
{
this.frame = overFrame;
}
}
}
if (outFrame !== null)
{
if (typeof outFrame === 'string')
{
this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame;
if (this.input.pointerOver() == false)
{
this.frameName = outFrame;
}
}
else
{
this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame;
if (this.input.pointerOver() == false)
{
this.frame = outFrame;
}
}
}
if (downFrame !== null)
{
if (typeof downFrame === 'string')
{
this._onDownFrameName = downFrame;
if (this.input.pointerOver())
{
this.frameName = downFrame;
}
}
else
{
this._onDownFrameID = downFrame;
if (this.input.pointerOver())
{
this.frame = downFrame;
}
}
}
};
/**
* Description.
*
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Description} pointer - Description.
*/
Phaser.Button.prototype.onInputOverHandler = function (pointer) {
if (this.freezeFrames == false)
{
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);
}
};
/**
* Description.
*
* @method Phaser.Button.prototype.onInputOutHandler
* @param {Description} pointer - Description.
*/
Phaser.Button.prototype.onInputOutHandler = function (pointer) {
if (this.freezeFrames == false)
{
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);
}
};
/**
* Description.
*
* @method Phaser.Button.prototype.onInputDownHandler
* @param {Description} pointer - Description.
*/
Phaser.Button.prototype.onInputDownHandler = function (pointer) {
if (this.freezeFrames == false)
{
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);
}
};
/**
* Description.
*
* @method Phaser.Button.prototype.onInputUpHandler
* @param {Description} pointer - Description.
*/
Phaser.Button.prototype.onInputUpHandler = function (pointer) {
if (this.freezeFrames == false)
{
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);
}
};
</pre>
</article>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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