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<h1 class="page-title">Source: input/Pointer.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}
*/
/**
* Phaser - Pointer constructor.
*
* @class Phaser.Pointer
* @classdesc A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Description} id - Description.
*/
Phaser.Pointer = function (game, id) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Description} id - Description.
*/
this.id = id;
/**
* Local private variable to store the status of dispatching a hold event.
* @property {boolean} _holdSent
* @private
* @default
*/
this._holdSent = false;
/**
* Local private variable storing the short-term history of pointer movements.
* @property {array} _history
* @private
*/
this._history = [];
/**
* Local private variable storing the time at which the next history drop should occur
* @property {number} _lastDrop
* @private
* @default
*/
this._nextDrop = 0;
/**
* Monitor events outside of a state reset loop.
* @property {boolean} _stateReset
* @private
* @default
*/
this._stateReset = false;
/**
* A Vector object containing the initial position when the Pointer was engaged with the screen.
* @property {Vec2} positionDown
* @default
**/
this.positionDown = null;
/**
* A Vector object containing the current position of the Pointer on the screen.
* @property {Vec2} position
* @default
**/
this.position = null;
/**
* A Circle object centered on the x/y screen coordinates of the Pointer.
* Default size of 44px (Apple's recommended "finger tip" size).
* @property {Circle} circle
* @default
**/
this.circle = null;
/**
* Description.
* @property {boolean} withinGame
*/
this.withinGame = false;
/**
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @property {number} clientX
* @default
*/
this.clientX = -1;
/**
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @property {number} clientY
* @default
*/
this.clientY = -1;
/**
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.
* @property {number} pageX
* @default
*/
this.pageX = -1;
/**
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.
* @property {number} pageY
* @default
*/
this.pageY = -1;
/**
* The horizontal coordinate of point relative to the screen in pixels.
* @property {number} screenX
* @default
*/
this.screenX = -1;
/**
* The vertical coordinate of point relative to the screen in pixels.
* @property {number} screenY
* @default
*/
this.screenY = -1;
/**
* The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @property {number} x
* @default
*/
this.x = -1;
/**
* The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @property {number} y
* @default
*/
this.y = -1;
/**
* If the Pointer is a mouse this is true, otherwise false.
* @property {boolean} isMouse
* @type {boolean}
*/
this.isMouse = false;
/**
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
* @property {boolean} isDown
* @default
*/
this.isDown = false;
/**
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
* @property {boolean} isUp
* @default
*/
this.isUp = true;
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @property {number} timeDown
* @default
*/
this.timeDown = 0;
/**
* A timestamp representing when the Pointer left the touchscreen.
* @property {number} timeUp
* @default
*/
this.timeUp = 0;
/**
* A timestamp representing when the Pointer was last tapped or clicked.
* @property {number} previousTapTime
* @default
*/
this.previousTapTime = 0;
/**
* The total number of times this Pointer has been touched to the touchscreen.
* @property {number} totalTouches
* @default
*/
this.totalTouches = 0;
/**
* The number of miliseconds since the last click.
* @property {number} msSinceLastClick
* @default
*/
this.msSinceLastClick = Number.MAX_VALUE;
/**
* The Game Object this Pointer is currently over / touching / dragging.
* @property {Any} targetObject
* @default
*/
this.targetObject = null;
/**
* Description.
* @property {boolean} isDown - Description.
* @default
*/
this.active = false;
/**
* Description
* @property {Phaser.Point} position
*/
this.position = new Phaser.Point();
/**
* Description
* @property {Phaser.Point} positionDown
*/
this.positionDown = new Phaser.Point();
/**
* Description
* @property {Phaser.Circle} circle
*/
this.circle = new Phaser.Circle(0, 0, 44);
if (id == 0)
{
this.isMouse = true;
}
};
Phaser.Pointer.prototype = {
/**
* Called when the Pointer is pressed onto the touchscreen.
* @method Phaser.Pointer#start
* @param {Any} event
*/
start: function (event) {
this.identifier = event.identifier;
this.target = event.target;
if (event.button)
{
this.button = event.button;
}
// Fix to stop rogue browser plugins from blocking the visibility state event
if (this.game.paused == true && this.game.stage.scale.incorrectOrientation == false)
{
this.game.paused = false;
return this;
}
this._history.length = 0;
this.active = true;
this.withinGame = true;
this.isDown = true;
this.isUp = false;
// Work out how long it has been since the last click
this.msSinceLastClick = this.game.time.now - this.timeDown;
this.timeDown = this.game.time.now;
this._holdSent = false;
// This sets the x/y and other local values
this.move(event);
// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.x = this.x * this.game.input.scale.x;
this.game.input.y = this.y * this.game.input.scale.y;
this.game.input.position.setTo(this.x, this.y);
this.game.input.onDown.dispatch(this);
this.game.input.resetSpeed(this.x, this.y);
}
this._stateReset = false;
this.totalTouches++;
if (this.isMouse == false)
{
this.game.input.currentPointers++;
}
if (this.targetObject !== null)
{
this.targetObject._touchedHandler(this);
}
return this;
},
/**
* Description.
* @method Phaser.Pointer#update
*/
update: function () {
if (this.active)
{
if (this._holdSent == false && this.duration >= this.game.input.holdRate)
{
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.onHold.dispatch(this);
}
this._holdSent = true;
}
// Update the droppings history
if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
{
this._nextDrop = this.game.time.now + this.game.input.recordRate;
this._history.push({
x: this.position.x,
y: this.position.y
});
if (this._history.length > this.game.input.recordLimit)
{
this._history.shift();
}
}
}
},
/**
* Called when the Pointer is moved
* @method Phaser.Pointer#move
* @param {Any} event
*/
move: function (event) {
if (this.game.input.pollLocked)
{
return;
}
if (event.button)
{
this.button = event.button;
}
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
this.position.setTo(this.x, this.y);
this.circle.x = this.x;
this.circle.y = this.y;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.activePointer = this;
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
this.game.input.circle.x = this.game.input.x;
this.game.input.circle.y = this.game.input.y;
}
// If the game is paused we don't process any target objects
if (this.game.paused)
{
return this;
}
// Easy out if we're dragging something and it still exists
if (this.targetObject !== null && this.targetObject.isDragged == true)
{
if (this.targetObject.update(this) == false)
{
this.targetObject = null;
}
return this;
}
// Work out which object is on the top
this._highestRenderOrderID = -1;
this._highestRenderObject = null;
this._highestInputPriorityID = -1;
// Just run through the linked list
if (this.game.input.interactiveItems.total > 0)
{
var currentNode = this.game.input.interactiveItems.next;
do
{
// If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
if (currentNode.pixelPerfect || currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID == this._highestInputPriorityID && currentNode.sprite.renderOrderID > this._highestRenderOrderID))
{
if (currentNode.checkPointerOver(this))
{
// console.log('HRO set', currentNode.sprite.name);
this._highestRenderOrderID = currentNode.sprite.renderOrderID;
this._highestInputPriorityID = currentNode.priorityID;
this._highestRenderObject = currentNode;
}
}
currentNode = currentNode.next;
}
while (currentNode != null)
}
if (this._highestRenderObject == null)
{
// console.log("HRO null");
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
// console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
this.targetObject._pointerOutHandler(this);
this.targetObject = null;
}
}
else
{
if (this.targetObject == null)
{
// And now set the new one
// console.log('And now set the new one');
this.targetObject = this._highestRenderObject;
this._highestRenderObject._pointerOverHandler(this);
}
else
{
// We've got a target from the last update
// console.log("We've got a target from the last update");
if (this.targetObject == this._highestRenderObject)
{
// Same target as before, so update it
// console.log("Same target as before, so update it");
if (this._highestRenderObject.update(this) == false)
{
this.targetObject = null;
}
}
else
{
// The target has changed, so tell the old one we've left it
// console.log("The target has changed, so tell the old one we've left it");
this.targetObject._pointerOutHandler(this);
// And now set the new one
this.targetObject = this._highestRenderObject;
this.targetObject._pointerOverHandler(this);
}
}
}
return this;
},
/**
* Called when the Pointer leaves the target area.
* @method Phaser.Pointer#leave
* @param {Any} event
*/
leave: function (event) {
this.withinGame = false;
this.move(event);
},
/**
* Called when the Pointer leaves the touchscreen.
* @method Phaser.Pointer#stop
* @param {Any} event
*/
stop: function (event) {
if (this._stateReset)
{
event.preventDefault();
return;
}
this.timeUp = this.game.time.now;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.onUp.dispatch(this);
// Was it a tap?
if (this.duration >= 0 && this.duration &lt;= this.game.input.tapRate)
{
// Was it a double-tap?
if (this.timeUp - this.previousTapTime &lt; this.game.input.doubleTapRate)
{
// Yes, let's dispatch the signal then with the 2nd parameter set to true
this.game.input.onTap.dispatch(this, true);
}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
this.game.input.onTap.dispatch(this, false);
}
this.previousTapTime = this.timeUp;
}
}
// Mouse is always active
if (this.id > 0)
{
this.active = false;
}
this.withinGame = false;
this.isDown = false;
this.isUp = true;
if (this.isMouse == false)
{
this.game.input.currentPointers--;
}
if (this.game.input.interactiveItems.total > 0)
{
var currentNode = this.game.input.interactiveItems.next;
do
{
if (currentNode)
{
currentNode._releasedHandler(this);
}
currentNode = currentNode.next;
}
while (currentNode != null)
}
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
return this;
},
/**
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
* @method Phaser.Pointer#justPressed
* @param {number} [duration]
* @return {boolean}
*/
justPressed: function (duration) {
duration = duration || this.game.input.justPressedRate;
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
},
/**
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
* @method Phaser.Pointer#justReleased
* @param {number} [duration]
* @return {boolean}
*/
justReleased: function (duration) {
duration = duration || this.game.input.justReleasedRate;
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
},
/**
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
* @method Phaser.Pointer#reset
*/
reset: function () {
if (this.isMouse == false)
{
this.active = false;
}
this.identifier = null;
this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
},
/**
* Returns a string representation of this object.
* @method Phaser.Pointer#toString
* @return {string} A string representation of the instance.
**/
toString: function () {
return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
}
};
/**
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @name Phaser.Pointer#duration
* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
get: function () {
if (this.isUp)
{
return -1;
}
return this.game.time.now - this.timeDown;
}
});
/**
* Gets the X value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldX
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
get: function () {
return this.game.world.camera.x + this.x;
}
});
/**
* Gets the Y value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldY
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
get: function () {
return this.game.world.camera.y + this.y;
}
});
</pre>
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