diff --git a/src/input/InputManager.js b/src/input/InputManager.js index 5ed3776a9..e333e55f4 100644 --- a/src/input/InputManager.js +++ b/src/input/InputManager.js @@ -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 diff --git a/src/input/InputPlugin.js b/src/input/InputPlugin.js index d85043617..4fc3613b4 100644 --- a/src/input/InputPlugin.js +++ b/src/input/InputPlugin.js @@ -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++; } }