The KeyboardManager and KeyboardPlugin were both still checking for the InputManager.useQueue property, which was removed several versions ago.

This commit is contained in:
Richard Davey 2020-08-01 20:54:45 +01:00
parent 4f2aedb474
commit c4000843ec
2 changed files with 41 additions and 58 deletions

View file

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

View file

@ -146,6 +146,9 @@ var KeyboardPlugin = new Class({
*/
this.combos = [];
this.prevCode = 0;
this.prevTime = 0;
sceneInputPlugin.pluginEvents.once(InputEvents.BOOT, this.boot, this);
sceneInputPlugin.pluginEvents.on(InputEvents.START, this.start, this);
},
@ -185,14 +188,7 @@ var KeyboardPlugin = new Class({
*/
start: function ()
{
if (this.sceneInputPlugin.manager.useQueue)
{
this.sceneInputPlugin.pluginEvents.on(InputEvents.UPDATE, this.update, this);
}
else
{
this.sceneInputPlugin.manager.events.on(InputEvents.MANAGER_PROCESS, this.update, this);
}
this.sceneInputPlugin.manager.events.on(InputEvents.MANAGER_PROCESS, this.update, this);
this.sceneInputPlugin.pluginEvents.once(InputEvents.SHUTDOWN, this.shutdown, this);
@ -826,14 +822,7 @@ var KeyboardPlugin = new Class({
{
this.resetKeys();
if (this.sceneInputPlugin.manager.useQueue)
{
this.sceneInputPlugin.pluginEvents.off(InputEvents.UPDATE, this.update, this);
}
else
{
this.sceneInputPlugin.manager.events.off(InputEvents.MANAGER_PROCESS, this.update, this);
}
this.sceneInputPlugin.manager.events.off(InputEvents.MANAGER_PROCESS, this.update, this);
this.game.events.off(GameEvents.BLUR, this.resetKeys);