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https://github.com/photonstorm/phaser
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Native support for wheel events
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parent
62cb5c68a8
commit
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3 changed files with 108 additions and 4 deletions
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@ -756,6 +756,22 @@ var InputManager = new Class({
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this.updateInputPlugins(CONST.MOUSE_UP, this.mousePointerContainer);
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},
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/**
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* Processes a mouse wheel event, as passed in by the MouseManager.
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*
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* @method Phaser.Input.InputManager#onMouseWheel
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* @private
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* @since 3.18.0
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*
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* @param {WheelEvent} event - The native DOM Wheel event.
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*/
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onMouseWheel: function (event)
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{
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this.mousePointer.wheel(event);
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this.updateInputPlugins(CONST.MOUSE_WHEEL, this.mousePointerContainer);
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},
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/**
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* Checks if the given Game Object should be considered as a candidate for input or not.
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*
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@ -609,10 +609,7 @@ var InputPlugin = new Class({
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}
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}
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if (pointersTotal < 3 || !pointer.wasTouch)
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{
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total += this.processOverOutEvents(pointer);
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}
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total += this.processOverOutEvents(pointer);
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this.processDragThresholdEvent(pointer);
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@ -711,6 +708,10 @@ var InputPlugin = new Class({
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total += this.processMoveEvents(pointer);
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total += this.processOverOutEvents(pointer);
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break;
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case CONST.MOUSE_WHEEL:
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total += this.processWheelEvent(pointer);
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break;
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}
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if (total > 0)
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@ -1433,6 +1434,73 @@ var InputPlugin = new Class({
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return total;
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},
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/**
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* An internal method that handles a mouse wheel event.
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*
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* @method Phaser.Input.InputPlugin#processWheelEvent
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* @private
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* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_WHEEL
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* @fires Phaser.Input.Events#GAMEOBJECT_WHEEL
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* @fires Phaser.Input.Events#POINTER_WHEEL
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* @since 3.18.0
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*
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* @param {Phaser.Input.Pointer} pointer - The pointer to check for events against.
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*
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* @return {integer} The total number of objects interacted with.
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*/
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processWheelEvent: function (pointer)
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{
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var total = 0;
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var currentlyOver = this._temp;
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var _eventData = this._eventData;
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var _eventContainer = this._eventContainer;
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_eventData.cancelled = false;
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var aborted = false;
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var dx = pointer.deltaX;
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var dy = pointer.deltaY;
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var dz = pointer.deltaZ;
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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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{
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var gameObject = currentlyOver[i];
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if (!gameObject.input)
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{
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continue;
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}
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total++;
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gameObject.emit(Events.GAMEOBJECT_POINTER_WHEEL, pointer, dx, dy, dz, _eventContainer);
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if (_eventData.cancelled || !gameObject.input)
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{
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aborted = true;
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break;
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}
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this.emit(Events.GAMEOBJECT_WHEEL, pointer, gameObject, dx, dy, dz, _eventContainer);
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if (_eventData.cancelled || !gameObject.input)
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{
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aborted = true;
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break;
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}
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}
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if (!aborted)
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{
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this.emit(Events.POINTER_WHEEL, pointer, currentlyOver, dx, dy, dz);
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}
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return total;
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},
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/**
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* An internal method that handles the Pointer over events.
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* This is called when a touch input hits the canvas, having previously been off of it.
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@ -160,6 +160,17 @@ var MouseManager = new Class({
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*/
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this.onMouseOut = NOOP;
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/**
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* The Mouse Wheel Event handler.
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* This function is sent the native DOM MouseEvent.
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* Initially empty and bound in the `startListeners` method.
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*
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* @name Phaser.Input.Mouse.MouseManager#onMouseWheel
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* @type {function}
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* @since 3.18.0
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*/
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this.onMouseWheel = NOOP;
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/**
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* Internal pointerLockChange handler.
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* This function is sent the native DOM MouseEvent.
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@ -364,6 +375,14 @@ var MouseManager = new Class({
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}
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};
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this.onMouseWheel = function (event)
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{
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if (!event.defaultPrevented && _this.enabled && _this.manager && _this.manager.enabled)
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{
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_this.manager.onMouseWheel(event);
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}
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};
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var target = this.target;
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if (!target)
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@ -379,6 +398,7 @@ var MouseManager = new Class({
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target.addEventListener('mouseup', this.onMouseUp, (this.capture) ? nonPassive : passive);
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target.addEventListener('mouseover', this.onMouseOver, (this.capture) ? nonPassive : passive);
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target.addEventListener('mouseout', this.onMouseOut, (this.capture) ? nonPassive : passive);
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target.addEventListener('wheel', this.onMouseWheel, (this.capture) ? nonPassive : passive);
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if (window && this.manager.game.config.inputWindowEvents)
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{
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