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https://github.com/photonstorm/phaser
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Exposed buttons event property.
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parent
e17118c1aa
commit
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10 changed files with 23 additions and 36 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: '38e2f870-70e5-11e7-b8c1-e1e51940ad94'
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build: 'ef2515e0-70eb-11e7-ad8e-3beabf57a909'
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};
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module.exports = CHECKSUM;
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@ -29,27 +29,27 @@ var InteractiveObject = new Class({
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// onDragEnd: NOOP
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},
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onUp: function ()
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onUp: function (gameObject, pointer, x, y)
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{
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// Empty by default. Override via setCallback.
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},
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onDown: function ()
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onDown: function (gameObject, pointer, x, y)
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{
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// Empty by default. Override via setCallback.
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},
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onOver: function ()
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onOver: function (gameObject, pointer, x, y)
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{
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// Empty by default. Override via setCallback.
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},
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onOut: function ()
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onOut: function (gameObject, pointer)
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{
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// Empty by default. Override via setCallback.
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},
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onMove: function ()
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onMove: function (gameObject, pointer, x, y)
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{
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// Empty by default. Override via setCallback.
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},
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@ -2,6 +2,8 @@ var Class = require('../../utils/Class');
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// Drag Events
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// https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API
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// Mouse Events
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// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent
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var SceneInputManager = new Class({
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@ -22,32 +22,6 @@ var ProcessMoveEvents = function (pointer)
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}
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/*
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var i;
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var interactiveObject;
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if (currentlyOver.length === 0)
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{
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// Dispatch MOVE event, even though pointer isn't over anything
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this.events.dispatch(new InputEvent.MOVE(pointer));
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}
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else
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{
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// Go through all objects the pointer is over and dispatch them
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for (i = 0; i < currentlyOver.length; i++)
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{
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interactiveObject = currentlyOver[i];
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this.events.dispatch(new InputEvent.MOVE(pointer, interactiveObject.gameObject, currentlyOver));
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this.childOnMove(pointer, interactiveObject);
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if (this.topOnly)
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{
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break;
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}
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}
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}
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// Check the list of Draggable Items
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for (i = 0; i < this.children.draggable.length; i++)
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{
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@ -17,8 +17,8 @@ var PointerDownEvent = new Class({
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// The native DOM event (MouseEvent, TouchEvent, etc)
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this.event = pointer.event;
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// The button that was released. This is read directly from the DOM event.
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this.button = pointer.event.button;
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// The button/s used in this event. This is read directly from the DOM event.
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this.buttons = pointer.event.buttons;
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// The x/y coordinates of the event
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this.x = pointer.x;
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@ -17,6 +17,9 @@ var PointerMoveEvent = new Class({
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// The native DOM event (MouseEvent, TouchEvent, etc)
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this.event = pointer.event;
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// The button/s used in this event. This is read directly from the DOM event.
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this.buttons = pointer.event.buttons;
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// The x/y coordinates of the event
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this.x = pointer.x;
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this.y = pointer.y;
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@ -17,6 +17,9 @@ var PointerOutEvent = new Class({
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// The native DOM event (MouseEvent, TouchEvent, etc)
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this.event = pointer.event;
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// The button/s used in this event. This is read directly from the DOM event.
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this.buttons = pointer.event.buttons;
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// The x/y coordinates of the event
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this.x = pointer.x;
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this.y = pointer.y;
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@ -17,6 +17,9 @@ var PointerOverEvent = new Class({
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// The native DOM event (MouseEvent, TouchEvent, etc)
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this.event = pointer.event;
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// The button/s used in this event. This is read directly from the DOM event.
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this.buttons = pointer.event.buttons;
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// The x/y coordinates of the event
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this.x = pointer.x;
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this.y = pointer.y;
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@ -17,8 +17,8 @@ var PointerUpEvent = new Class({
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// The native DOM event (MouseEvent, TouchEvent, etc)
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this.event = pointer.event;
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// The button that was released. This is read directly from the DOM event.
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this.button = pointer.event.button;
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// The button/s used in this event. This is read directly from the DOM event.
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this.buttons = pointer.event.buttons;
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// The x/y coordinates of the event
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this.x = pointer.x;
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@ -13,6 +13,7 @@ var InputManager = new Class({
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SceneInputManager.call(this, scene, game);
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},
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/*
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childOnMove: function (pointer, interactiveObject)
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{
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interactiveObject.onMove(interactiveObject.gameObject, pointer);
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@ -53,6 +54,7 @@ var InputManager = new Class({
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interactiveObject.onDragEnd(interactiveObject.gameObject, pointer);
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}
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*/
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});
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