mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 11:03:23 +00:00
152 lines
7.2 KiB
JavaScript
152 lines
7.2 KiB
JavaScript
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var __extends = this.__extends || function (d, b) {
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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var Phaser;
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(function (Phaser) {
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - UI - Button
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*/
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(function (UI) {
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var Button = (function (_super) {
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__extends(Button, _super);
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/**
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* Create a new <code>Button</code> object.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @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.
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* @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.
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* @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.
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*/
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function Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof key === "undefined") { key = null; }
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if (typeof callback === "undefined") { callback = null; }
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if (typeof callbackContext === "undefined") { callbackContext = null; }
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if (typeof overFrame === "undefined") { overFrame = null; }
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if (typeof outFrame === "undefined") { outFrame = null; }
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if (typeof downFrame === "undefined") { downFrame = null; }
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_super.call(this, game, x, y, key, outFrame);
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this._onOverFrameName = null;
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this._onOutFrameName = null;
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this._onDownFrameName = null;
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this._onUpFrameName = null;
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this._onOverFrameID = null;
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this._onOutFrameID = null;
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this._onDownFrameID = null;
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this._onUpFrameID = null;
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this.type = Phaser.Types.BUTTON;
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if(typeof overFrame == 'string') {
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this._onOverFrameName = overFrame;
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} else {
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this._onOverFrameID = overFrame;
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}
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if(typeof outFrame == 'string') {
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this._onOutFrameName = outFrame;
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this._onUpFrameName = outFrame;
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} else {
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this._onOutFrameID = outFrame;
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this._onUpFrameID = outFrame;
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}
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if(typeof downFrame == 'string') {
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this._onDownFrameName = downFrame;
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} else {
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this._onDownFrameID = downFrame;
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}
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// These are the signals the game will subscribe to
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this.onInputOver = new Phaser.Signal();
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this.onInputOut = new Phaser.Signal();
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this.onInputDown = new Phaser.Signal();
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this.onInputUp = new Phaser.Signal();
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// Set a default signal for them
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if(callback) {
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this.onInputUp.add(callback, callbackContext);
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}
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this.input.start(0, false, true);
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// Redirect the input events to here so we can handle animation updates, etc
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this.events.onInputOver.add(this.onInputOverHandler, this);
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this.events.onInputOut.add(this.onInputOutHandler, this);
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this.events.onInputDown.add(this.onInputDownHandler, this);
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this.events.onInputUp.add(this.onInputUpHandler, this);
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}
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Button.prototype.onInputOverHandler = // TODO
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//public tabIndex: number;
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//public tabEnabled: bool;
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// ENTER or SPACE can activate this button if it has focus
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function (pointer) {
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if(this._onOverFrameName != null) {
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this.frameName = this._onOverFrameName;
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} else if(this._onOverFrameID != null) {
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this.frame = this._onOverFrameID;
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}
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if(this.onInputOver) {
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this.onInputOver.dispatch(this, pointer);
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}
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};
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Button.prototype.onInputOutHandler = function (pointer) {
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if(this._onOutFrameName != null) {
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this.frameName = this._onOutFrameName;
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} else if(this._onOutFrameID != null) {
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this.frame = this._onOutFrameID;
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}
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if(this.onInputOut) {
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this.onInputOut.dispatch(this, pointer);
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}
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};
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Button.prototype.onInputDownHandler = function (pointer) {
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//console.log('Button onInputDownHandler: ' + Date.now());
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if(this._onDownFrameName != null) {
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this.frameName = this._onDownFrameName;
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} else if(this._onDownFrameID != null) {
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this.frame = this._onDownFrameID;
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}
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if(this.onInputDown) {
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this.onInputDown.dispatch(this, pointer);
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}
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};
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Button.prototype.onInputUpHandler = function (pointer) {
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//console.log('Button onInputUpHandler: ' + Date.now());
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if(this._onUpFrameName != null) {
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this.frameName = this._onUpFrameName;
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} else if(this._onUpFrameID != null) {
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this.frame = this._onUpFrameID;
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}
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if(this.onInputUp) {
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this.onInputUp.dispatch(this, pointer);
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}
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};
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Object.defineProperty(Button.prototype, "priorityID", {
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get: function () {
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return this.input.priorityID;
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},
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set: function (value) {
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this.input.priorityID = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Button.prototype, "useHandCursor", {
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get: function () {
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return this.input.useHandCursor;
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},
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set: function (value) {
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this.input.useHandCursor = value;
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},
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enumerable: true,
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configurable: true
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});
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return Button;
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})(Phaser.Sprite);
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UI.Button = Button;
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})(Phaser.UI || (Phaser.UI = {}));
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var UI = Phaser.UI;
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})(Phaser || (Phaser = {}));
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