The InputManager.onTouchMove method will now check if the changed touch is over the canvas, or not, via the DOM elementFromPoint function. This means if the touch leaves the canvas, it will now trigger the GAME_OUT and GAME_OVER events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix #5592

This commit is contained in:
Richard Davey 2021-12-01 16:36:06 +00:00
parent d36c8177b5
commit 91f72f7700

View file

@ -315,15 +315,18 @@ var InputManager = new Class({
*/
boot: function ()
{
this.canvas = this.game.canvas;
var game = this.game;
var events = game.events;
this.scaleManager = this.game.scale;
this.canvas = game.canvas;
this.scaleManager = game.scale;
this.events.emit(Events.MANAGER_BOOT);
this.game.events.on(GameEvents.PRE_RENDER, this.preRender, this);
events.on(GameEvents.PRE_RENDER, this.preRender, this);
this.game.events.once(GameEvents.DESTROY, this.destroy, this);
events.once(GameEvents.DESTROY, this.destroy, this);
},
/**
@ -605,19 +608,32 @@ var InputManager = new Class({
{
var changedTouch = event.changedTouches[c];
// document.elementFromPoint(0,0)
for (var i = 1; i < this.pointersTotal; i++)
{
var pointer = pointers[i];
if (pointer.active && pointer.identifier === changedTouch.identifier)
{
pointer.touchmove(changedTouch, event);
var element = document.elementFromPoint(changedTouch.pageX, changedTouch.pageY);
var overCanvas = element === this.canvas;
this.activePointer = pointer;
if (!this.isOver && overCanvas)
{
this.setCanvasOver(event);
}
else if (this.isOver && !overCanvas)
{
this.setCanvasOut(event);
}
changed.push(pointer);
if (this.isOver)
{
pointer.touchmove(changedTouch, event);
this.activePointer = pointer;
changed.push(pointer);
}
break;
}