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https://github.com/photonstorm/phaser
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Pointer.isUp and isDown are now set in the updateButtons method based on the state of ANY button on the device, jsdocs also updated to reflect this (#1902)
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3 changed files with 26 additions and 39 deletions
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@ -10,7 +10,8 @@
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* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript.
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* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
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*
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* You should not normally access this class directly, but instead use a Phaser.Pointer object which normalises all game input for you.
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* You should not normally access this class directly, but instead use a Phaser.Pointer object which
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* normalises all game input for you including accurate button handling.
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*
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* @class Phaser.MSPointer
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* @constructor
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@ -7,10 +7,12 @@
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/**
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* The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
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*
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* It captures and processes mouse events that happen on the game canvas object. It also adds a single `mouseup` listener to `window` which
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* is used to capture the mouse being released when not over the game.
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* It captures and processes mouse events that happen on the game canvas object.
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* It also adds a single `mouseup` listener to `window` which is used to capture the mouse being released
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* when not over the game.
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*
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* You should not normally access this class directly, but instead use a Phaser.Pointer object which normalises all game input for you.
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* You should not normally access this class directly, but instead use a Phaser.Pointer object
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* which normalises all game input for you, including accurate button handling.
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*
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* @class Phaser.Mouse
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* @constructor
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@ -149,30 +151,6 @@ Phaser.Mouse = function (game) {
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.NO_BUTTON = -1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.LEFT_BUTTON = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.MIDDLE_BUTTON = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.RIGHT_BUTTON = 2;
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/**
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* @constant
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* @type {number}
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@ -210,13 +210,13 @@ Phaser.Pointer = function (game, id) {
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this.isMouse = false;
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/**
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* @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
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* @property {boolean} isDown - If the Pointer is touching the touchscreen, or *any* mouse button is held down, isDown is set to true.
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* @default
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*/
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this.isDown = false;
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/**
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* @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
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* @property {boolean} isUp - If the Pointer is not touching the touchscreen, or *all* mouse buttons are up, isUp is set to true.
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* @default
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*/
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this.isUp = true;
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@ -381,6 +381,9 @@ Phaser.Pointer.prototype = {
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this.forwardButton = false;
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this.eraserButton = false;
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this.isUp = true;
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this.isDown = false;
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},
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/**
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@ -416,6 +419,15 @@ Phaser.Pointer.prototype = {
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this.rightButton = true;
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}
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this.isUp = true;
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this.isDown = false;
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if (this.leftButton || this.rightButton || this.middleButton || this.backButton || this.forwardButton || this.eraserButton)
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{
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this.isUp = false;
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this.isDown = true;
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}
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},
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/**
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@ -438,8 +450,6 @@ Phaser.Pointer.prototype = {
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this._history = [];
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this.active = true;
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this.withinGame = true;
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this.isDown = true;
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this.isUp = false;
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this.dirty = false;
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this._clickTrampolines = null;
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this._trampolineTargetObject = null;
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@ -791,8 +801,6 @@ Phaser.Pointer.prototype = {
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}
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this.withinGame = false;
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this.isDown = false;
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this.isUp = true;
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this.pointerId = null;
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this.identifier = null;
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@ -844,7 +852,7 @@ Phaser.Pointer.prototype = {
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duration = duration || this.game.input.justReleasedRate;
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return (this.isUp === true && (this.timeUp + duration) > this.game.time.time);
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return (this.isUp && (this.timeUp + duration) > this.game.time.time);
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},
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@ -936,8 +944,6 @@ Phaser.Pointer.prototype = {
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this.pointerId = null;
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this.identifier = null;
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this.dirty = false;
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this.isDown = false;
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this.isUp = true;
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this.totalTouches = 0;
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this._holdSent = false;
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this._history.length = 0;
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@ -970,9 +976,11 @@ Phaser.Pointer.prototype = {
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Phaser.Pointer.prototype.constructor = Phaser.Pointer;
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/**
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* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
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* How long the Pointer has been depressed on the touchscreen or *any* of the mouse buttons have been held down.
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* If not currently down it returns -1.
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*
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* @name Phaser.Pointer#duration
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* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
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* @property {number} duration
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* @readonly
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*/
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Object.defineProperty(Phaser.Pointer.prototype, "duration", {
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