mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
The KeyboardManager
and KeyboardPlugin
were both still checking for the InputManager.useQueue
property, which was removed several versions ago.
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4f2aedb474
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2 changed files with 41 additions and 58 deletions
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@ -14,9 +14,9 @@ var NOOP = require('../../utils/NOOP');
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/**
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* @classdesc
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* The Keyboard Manager is a helper class that belongs to the global Input Manager.
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*
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*
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* Its role is to listen for native DOM Keyboard Events and then store them for further processing by the Keyboard Plugin.
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*
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*
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* You do not need to create this class directly, the Input Manager will create an instance of it automatically if keyboard
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* input has been enabled in the Game Config.
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*
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@ -55,12 +55,12 @@ var KeyboardManager = new Class({
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/**
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* A flag that controls if the non-modified keys, matching those stored in the `captures` array,
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* have `preventDefault` called on them or not.
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*
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*
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* A non-modified key is one that doesn't have a modifier key held down with it. The modifier keys are
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* shift, control, alt and the meta key (Command on a Mac, the Windows Key on Windows).
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* Therefore, if the user presses shift + r, it won't prevent this combination, because of the modifier.
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* However, if the user presses just the r key on its own, it will have its event prevented.
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*
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*
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* If you wish to stop capturing the keys, for example switching out to a DOM based element, then
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* you can toggle this property at run-time.
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*
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@ -73,21 +73,21 @@ var KeyboardManager = new Class({
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/**
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* An array of Key Code values that will automatically have `preventDefault` called on them,
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* as long as the `KeyboardManager.preventDefault` boolean is set to `true`.
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*
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*
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* By default the array is empty.
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*
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*
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* The key must be non-modified when pressed in order to be captured.
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*
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*
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* A non-modified key is one that doesn't have a modifier key held down with it. The modifier keys are
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* shift, control, alt and the meta key (Command on a Mac, the Windows Key on Windows).
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* Therefore, if the user presses shift + r, it won't prevent this combination, because of the modifier.
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* However, if the user presses just the r key on its own, it will have its event prevented.
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*
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*
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* If you wish to stop capturing the keys, for example switching out to a DOM based element, then
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* you can toggle the `KeyboardManager.preventDefault` boolean at run-time.
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*
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*
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* If you need more specific control, you can create Key objects and set the flag on each of those instead.
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*
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*
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* This array can be populated via the Game Config by setting the `input.keyboard.capture` array, or you
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* can call the `addCapture` method. See also `removeCapture` and `clearCaptures`.
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*
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@ -193,11 +193,8 @@ var KeyboardManager = new Class({
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_this.queue.push(event);
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if (!_this.manager.useQueue)
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{
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_this.manager.events.emit(InputEvents.MANAGER_PROCESS);
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}
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_this.manager.events.emit(InputEvents.MANAGER_PROCESS);
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var modified = (event.altKey || event.ctrlKey || event.shiftKey || event.metaKey);
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if (_this.preventDefault && !modified && _this.captures.indexOf(event.keyCode) > -1)
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@ -216,11 +213,8 @@ var KeyboardManager = new Class({
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_this.queue.push(event);
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if (!_this.manager.useQueue)
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{
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_this.manager.events.emit(InputEvents.MANAGER_PROCESS);
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}
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_this.manager.events.emit(InputEvents.MANAGER_PROCESS);
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var modified = (event.altKey || event.ctrlKey || event.shiftKey || event.metaKey);
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if (_this.preventDefault && !modified && _this.captures.indexOf(event.keyCode) > -1)
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@ -276,37 +270,37 @@ var KeyboardManager = new Class({
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*
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* This `addCapture` method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browser
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* and cause the default browser behavior.
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*
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*
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* Please note that keyboard captures are global. This means that if you call this method from within a Scene, to say prevent
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* the SPACE BAR from triggering a page scroll, then it will prevent it for any Scene in your game, not just the calling one.
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*
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*
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* You can pass in a single key code value, or an array of key codes, or a string:
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*
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*
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* ```javascript
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* this.input.keyboard.addCapture(62);
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* ```
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*
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*
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* An array of key codes:
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*
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*
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* ```javascript
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* this.input.keyboard.addCapture([ 62, 63, 64 ]);
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* ```
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*
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*
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* Or a string:
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*
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*
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* ```javascript
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* this.input.keyboard.addCapture('W,S,A,D');
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* ```
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*
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*
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* To use non-alpha numeric keys, use a string, such as 'UP', 'SPACE' or 'LEFT'.
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*
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*
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* You can also provide an array mixing both strings and key code integers.
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*
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*
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* If there are active captures after calling this method, the `preventDefault` property is set to `true`.
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*
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* @method Phaser.Input.Keyboard.KeyboardManager#addCapture
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* @since 3.16.0
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*
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*
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* @param {(string|integer|integer[]|any[])} keycode - The Key Codes to enable capture for, preventing them reaching the browser.
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*/
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addCapture: function (keycode)
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@ -343,37 +337,37 @@ var KeyboardManager = new Class({
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/**
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* Removes an existing key capture.
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*
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*
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* Please note that keyboard captures are global. This means that if you call this method from within a Scene, to remove
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* the capture of a key, then it will remove it for any Scene in your game, not just the calling one.
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*
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*
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* You can pass in a single key code value, or an array of key codes, or a string:
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*
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*
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* ```javascript
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* this.input.keyboard.removeCapture(62);
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* ```
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*
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*
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* An array of key codes:
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*
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*
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* ```javascript
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* this.input.keyboard.removeCapture([ 62, 63, 64 ]);
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* ```
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*
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*
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* Or a string:
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*
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*
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* ```javascript
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* this.input.keyboard.removeCapture('W,S,A,D');
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* ```
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*
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*
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* To use non-alpha numeric keys, use a string, such as 'UP', 'SPACE' or 'LEFT'.
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*
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*
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* You can also provide an array mixing both strings and key code integers.
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*
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*
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* If there are no captures left after calling this method, the `preventDefault` property is set to `false`.
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*
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* @method Phaser.Input.Keyboard.KeyboardManager#removeCapture
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* @since 3.16.0
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*
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*
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* @param {(string|integer|integer[]|any[])} keycode - The Key Codes to disable capture for, allowing them reaching the browser again.
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*/
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removeCapture: function (keycode)
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@ -146,6 +146,9 @@ var KeyboardPlugin = new Class({
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*/
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this.combos = [];
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this.prevCode = 0;
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this.prevTime = 0;
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sceneInputPlugin.pluginEvents.once(InputEvents.BOOT, this.boot, this);
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sceneInputPlugin.pluginEvents.on(InputEvents.START, this.start, this);
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},
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@ -185,14 +188,7 @@ var KeyboardPlugin = new Class({
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*/
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start: function ()
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{
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if (this.sceneInputPlugin.manager.useQueue)
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{
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this.sceneInputPlugin.pluginEvents.on(InputEvents.UPDATE, this.update, this);
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}
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else
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{
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this.sceneInputPlugin.manager.events.on(InputEvents.MANAGER_PROCESS, this.update, this);
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}
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this.sceneInputPlugin.manager.events.on(InputEvents.MANAGER_PROCESS, this.update, this);
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this.sceneInputPlugin.pluginEvents.once(InputEvents.SHUTDOWN, this.shutdown, this);
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@ -826,14 +822,7 @@ var KeyboardPlugin = new Class({
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{
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this.resetKeys();
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if (this.sceneInputPlugin.manager.useQueue)
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{
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this.sceneInputPlugin.pluginEvents.off(InputEvents.UPDATE, this.update, this);
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}
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else
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{
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this.sceneInputPlugin.manager.events.off(InputEvents.MANAGER_PROCESS, this.update, this);
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}
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this.sceneInputPlugin.manager.events.off(InputEvents.MANAGER_PROCESS, this.update, this);
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this.game.events.off(GameEvents.BLUR, this.resetKeys);
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