phaser/src/input/Mouse.js

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/**
* @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}
*/
/**
* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
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*
* @class Phaser.Mouse
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
/**
* @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;
/**
* @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 {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;
/**
* @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
*/
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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
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*/
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this.locked = false;
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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
*/
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;
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/**
* @property {function} _onMouseDown - Internal event handler reference.
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* @private
*/
this._onMouseDown = null;
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/**
* @property {function} _onMouseMove - Internal event handler reference.
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* @private
*/
this._onMouseMove = null;
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/**
* @property {function} _onMouseUp - Internal event handler reference.
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* @private
*/
this._onMouseUp = 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;
Phaser.Mouse.prototype = {
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/**
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* Starts the event listeners running.
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* @method Phaser.Mouse#start
*/
start: function () {
if (this.game.device.android && this.game.device.chrome === false)
{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
}
if (this._onMouseDown !== null)
{
// Avoid setting multiple listeners
return;
}
var _this = this;
this._onMouseDown = function (event) {
return _this.onMouseDown(event);
};
this._onMouseMove = function (event) {
return _this.onMouseMove(event);
};
this._onMouseUp = function (event) {
return _this.onMouseUp(event);
};
this.game.canvas.addEventListener('mousedown', this._onMouseDown, true);
this.game.canvas.addEventListener('mousemove', this._onMouseMove, true);
this.game.canvas.addEventListener('mouseup', this._onMouseUp, true);
},
/**
* 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.
*/
onMouseDown: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.button = event.button;
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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* The internal method that handles the mouse move event from the browser.
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseMove: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
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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* The internal method that handles the mouse up event from the browser.
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUp: function (event) {
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this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.button = Phaser.Mouse.NO_BUTTON;
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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},
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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'.
* @method Phaser.Mouse#requestPointerLock
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*/
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requestPointerLock: function () {
if (this.game.device.pointerLock)
{
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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}
},
/**
* Internal pointerLockChange handler.
* @method Phaser.Mouse#pointerLockChange
* @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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pointerLockChange: function (event) {
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;
this.pointerLock.dispatch(true, event);
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}
else
{
// Pointer was unlocked
this.locked = false;
this.pointerLock.dispatch(false, event);
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}
},
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
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*/
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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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* Stop the event listeners.
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* @method Phaser.Mouse#stop
*/
stop: function () {
this.game.canvas.removeEventListener('mousedown', this._onMouseDown, true);
this.game.canvas.removeEventListener('mousemove', this._onMouseMove, true);
this.game.canvas.removeEventListener('mouseup', this._onMouseUp, true);
}
};
Phaser.Mouse.prototype.constructor = Phaser.Mouse;