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https://github.com/photonstorm/phaser
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Mouse.button and MSPointer.button properties removed and jsdocs expanded to explain the correct path to now take (#1903)
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4 changed files with 13 additions and 14 deletions
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@ -244,6 +244,7 @@ Version 2.4 - "Katar" - in dev
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* Button game objects now have `Input.useHandCursor` set to `true` by default.
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* Phaser.BitmapText no longer extends PIXI.BitmapText but replaces it entirely.
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* Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc.
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* Mouse.button and MSPointer.button have been removed. They never supported complex button events (such as holding down 2 buttons and releasing just one) or any buttons other than left and right. They have been replaced with the far more robust and accurate Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
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### New Features
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@ -49,8 +49,9 @@ Phaser.MSPointer = function (game) {
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this.capture = true;
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/**
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* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
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* @default
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* This property was removed in Phaser 2.4 and should no longer be used.
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* Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
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* @property {number} button
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*/
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this.button = -1;
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@ -149,8 +150,6 @@ Phaser.MSPointer.prototype = {
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event.preventDefault();
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}
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this.button = event.button;
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if (this.pointerDownCallback)
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{
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this.pointerDownCallback.call(this.callbackContext, event);
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@ -211,8 +210,6 @@ Phaser.MSPointer.prototype = {
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event.preventDefault();
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}
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this.button = Phaser.Mouse.NO_BUTTON;
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if (this.pointerUpCallback)
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{
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this.pointerUpCallback.call(this.callbackContext, event);
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@ -59,7 +59,9 @@ Phaser.Mouse = function (game) {
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this.capture = false;
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/**
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* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
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* This property was removed in Phaser 2.4 and should no longer be used.
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* Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
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* @property {number} button
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* @default
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*/
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this.button = -1;
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@ -276,8 +278,6 @@ Phaser.Mouse.prototype = {
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event.preventDefault();
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}
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this.button = event.button;
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if (this.mouseDownCallback)
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{
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this.mouseDownCallback.call(this.callbackContext, event);
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@ -338,8 +338,6 @@ Phaser.Mouse.prototype = {
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event.preventDefault();
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}
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this.button = Phaser.Mouse.NO_BUTTON;
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if (this.mouseUpCallback)
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{
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this.mouseUpCallback.call(this.callbackContext, event);
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@ -366,8 +364,6 @@ Phaser.Mouse.prototype = {
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if (!this.game.input.mousePointer.withinGame)
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{
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this.button = Phaser.Mouse.NO_BUTTON;
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if (this.mouseUpCallback)
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{
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this.mouseUpCallback.call(this.callbackContext, event);
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@ -55,7 +55,10 @@ Phaser.Pointer = function (game, id) {
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this.target = null;
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/**
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* @property {any} button - The button property of the most recent event as set by the DOM event when this Pointer is started.
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* The button property of the most recent DOM event when this Pointer is started.
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* You should not rely on this value for accurate button detection, instead use the Pointer properties
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* `leftButton`, `rightButton`, `middleButton` and so on.
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* @property {any} button
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* @default
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*/
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this.button = null;
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@ -390,6 +393,8 @@ Phaser.Pointer.prototype = {
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*/
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updateButtons: function (event) {
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this.button = event.button;
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var buttons = event.buttons;
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if (typeof buttons === 'undefined')
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