Preparing for cursor change support

This commit is contained in:
Richard Davey 2018-06-08 19:04:12 +01:00
parent 44569fe20c
commit 5889737183
2 changed files with 17 additions and 0 deletions

View file

@ -140,6 +140,9 @@ var InputManager = new Class({
*/
this._hasMoveCallback = false;
// this._usingHandCursor = false;
this.setHandCursor = false;
/**
* A reference to the Mouse Manager class, if enabled via the `input.mouse` Game Config property.
*
@ -374,6 +377,10 @@ var InputManager = new Class({
{
var i;
// Was the hand cursor set this frame?
this.setHandCursor = false;
// TODO: Move to AFTER the events have all been processed, so the plugins are more current and not 1 frame behind?
this.events.emit('update');
this.ignoreEvents = false;
@ -445,6 +452,11 @@ var InputManager = new Class({
}
},
// useHandCursor: function ()
// {
// return (this._usingHandCursor && this._setHandCursor)
// },
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them

View file

@ -1163,6 +1163,11 @@ var InputPlugin = new Class({
gameObject.emit('pointerover', pointer, gameObject.input.localX, gameObject.input.localY);
// if (gameObject.input.useHandCursor && manager.useHandCursor())
// {
// manager.isUsingHandCursor = true;
// }
totalInteracted++;
}
}