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https://github.com/photonstorm/phaser
synced 2024-12-15 07:43:03 +00:00
The Input system will now order input based on the scenes from top to bottom
If the global top only flag is on and a scene consumes an input event then they won't flow any further down the scene list. This is optional (but on by default), allowing you to now correctly create a UI Scene above a game scene without the input events polluting one to the other.
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864fa638af
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4e05ad0655
2 changed files with 63 additions and 7 deletions
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@ -38,9 +38,16 @@ var InputManager = new Class({
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this.scale = { x: 1, y: 1 };
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this.scale = { x: 1, y: 1 };
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// If the top-most Scene in the Scene List receives an input it will stop input from
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// propagating any lower down the scene list, i.e. if you have a UI Scene at the top
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// and click something on it, that click will not then be passed down to any other
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// Scene below. Disable this to have input events passed through all Scenes, all the time.
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this.globalTopOnly = true;
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this.ignoreEvents = false;
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this.bounds;
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this.bounds;
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// this._tempMatrix = new TransformMatrix();
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this._tempPoint = { x: 0, y: 0 };
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this._tempPoint = { x: 0, y: 0 };
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this._tempHitTest = [];
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this._tempHitTest = [];
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@ -85,6 +92,8 @@ var InputManager = new Class({
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this.keyboard.update();
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this.keyboard.update();
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this.gamepad.update();
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this.gamepad.update();
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this.ignoreEvents = false;
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var len = this.queue.length;
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var len = this.queue.length;
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// Currently just 1 pointer supported
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// Currently just 1 pointer supported
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@ -210,6 +210,8 @@ var InputPlugin = new Class({
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// Contains ALL Game Objects currently over in the array
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// Contains ALL Game Objects currently over in the array
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this.emit('pointerdown', pointer, currentlyOver);
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this.emit('pointerdown', pointer, currentlyOver);
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var total = 0;
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// Go through all objects the pointer was over and fire their events / callbacks
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// Go through all objects the pointer was over and fire their events / callbacks
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for (var i = 0; i < currentlyOver.length; i++)
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for (var i = 0; i < currentlyOver.length; i++)
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{
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{
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@ -220,10 +222,14 @@ var InputPlugin = new Class({
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continue;
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continue;
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}
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}
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total++;
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gameObject.emit('pointerdown', pointer, gameObject.input.localX, gameObject.input.localY, pointer.camera);
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gameObject.emit('pointerdown', pointer, gameObject.input.localX, gameObject.input.localY, pointer.camera);
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this.emit('gameobjectdown', pointer, gameObject);
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this.emit('gameobjectdown', pointer, gameObject);
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}
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}
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return total;
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},
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},
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processDragEvents: function (pointer, time)
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processDragEvents: function (pointer, time)
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@ -231,7 +237,7 @@ var InputPlugin = new Class({
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if (this._draggable.length === 0)
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if (this._draggable.length === 0)
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{
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{
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// There are no draggable items, so let's not even bother going further
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// There are no draggable items, so let's not even bother going further
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return;
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return 0;
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}
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}
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var i;
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var i;
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@ -481,6 +487,8 @@ var InputPlugin = new Class({
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pointer.dragState = 0;
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pointer.dragState = 0;
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}
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}
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return (pointer.dragState > 0);
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},
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},
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processMoveEvents: function (pointer)
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processMoveEvents: function (pointer)
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@ -489,6 +497,8 @@ var InputPlugin = new Class({
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this.emit('pointermove', pointer, currentlyOver);
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this.emit('pointermove', pointer, currentlyOver);
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var total = 0;
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// Go through all objects the pointer was over and fire their events / callbacks
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// Go through all objects the pointer was over and fire their events / callbacks
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for (var i = 0; i < currentlyOver.length; i++)
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for (var i = 0; i < currentlyOver.length; i++)
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{
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{
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@ -499,6 +509,8 @@ var InputPlugin = new Class({
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continue;
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continue;
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}
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}
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total++;
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gameObject.emit('pointermove', pointer, gameObject.input.localX, gameObject.input.localY);
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gameObject.emit('pointermove', pointer, gameObject.input.localX, gameObject.input.localY);
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this.emit('gameobjectmove', pointer, gameObject);
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this.emit('gameobjectmove', pointer, gameObject);
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@ -508,6 +520,8 @@ var InputPlugin = new Class({
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break;
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break;
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}
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}
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}
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}
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return total;
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},
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},
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processOverOutEvents: function (pointer)
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processOverOutEvents: function (pointer)
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@ -611,6 +625,8 @@ var InputPlugin = new Class({
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// Then sort it into display list order
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// Then sort it into display list order
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this._over[pointer.id] = this.sortGameObjects(previouslyOver);
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this._over[pointer.id] = this.sortGameObjects(previouslyOver);
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return previouslyOver.length;
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},
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},
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processUpEvents: function (pointer)
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processUpEvents: function (pointer)
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@ -808,6 +824,13 @@ var InputPlugin = new Class({
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return this;
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return this;
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},
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},
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setGlobalTopOnly: function (value)
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{
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this.manager.globalTopOnly = value;
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return this;
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},
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setTopOnly: function (value)
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setTopOnly: function (value)
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{
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{
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this.topOnly = value;
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this.topOnly = value;
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@ -887,9 +910,27 @@ var InputPlugin = new Class({
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return interactiveObjects.sort(this.sortHandlerIO.bind(this));
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return interactiveObjects.sort(this.sortHandlerIO.bind(this));
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},
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},
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stopPropagation: function ()
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{
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if (this.manager.globalTopOnly)
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{
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this.manager.ignoreEvents = true;
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}
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return this;
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},
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update: function (time, delta)
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update: function (time, delta)
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{
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{
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var pointer = this.manager.activePointer;
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var manager = this.manager;
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// Another Scene above this one has already consumed the input events
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if (manager.globalTopOnly && manager.ignoreEvents)
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{
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return;
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}
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var pointer = manager.activePointer;
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var runUpdate = (pointer.dirty || this.pollRate === 0);
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var runUpdate = (pointer.dirty || this.pollRate === 0);
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@ -921,16 +962,16 @@ var InputPlugin = new Class({
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this._temp.splice(1);
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this._temp.splice(1);
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}
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}
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this.processDragEvents(pointer, time);
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var total = this.processDragEvents(pointer, time);
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if (!pointer.wasTouch)
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if (!pointer.wasTouch)
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{
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{
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this.processOverOutEvents(pointer);
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total += this.processOverOutEvents(pointer);
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}
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}
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if (pointer.justDown)
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if (pointer.justDown)
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{
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{
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this.processDownEvents(pointer);
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total += this.processDownEvents(pointer);
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}
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}
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if (pointer.justUp)
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if (pointer.justUp)
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@ -940,7 +981,13 @@ var InputPlugin = new Class({
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if (pointer.justMoved)
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if (pointer.justMoved)
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{
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{
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this.processMoveEvents(pointer);
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total += this.processMoveEvents(pointer);
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}
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if (total > 0 && manager.globalTopOnly)
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{
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// We interacted with an event in this Scene, so block any Scenes below us from doing the same this frame
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manager.ignoreEvents = true;
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}
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}
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},
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},
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