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https://github.com/photonstorm/phaser
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Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882)
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3 changed files with 27 additions and 2 deletions
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@ -92,6 +92,7 @@ Version 2.1.0 - "Cairhien" - -in development-
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* Device.node and Device.nodeWebKit are two new properties (thanks @videlais #1129)
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* Device.node and Device.nodeWebKit are two new properties (thanks @videlais #1129)
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* P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
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* P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
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* P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
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* P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
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* Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882)
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### Updates
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### Updates
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@ -832,7 +832,7 @@ Phaser.InputHandler.prototype = {
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return;
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return;
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}
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}
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if (this._pointerData[pointer.id].isOver === false)
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if (this._pointerData[pointer.id].isOver === false || pointer.dirty)
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{
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{
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this._pointerData[pointer.id].isOver = true;
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this._pointerData[pointer.id].isOver = true;
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this._pointerData[pointer.id].isOut = false;
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this._pointerData[pointer.id].isOut = false;
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@ -915,6 +915,9 @@ Phaser.InputHandler.prototype = {
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this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
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this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
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}
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}
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// It's possible the onInputDown event created a new Sprite that is on-top of this one, so we ought to force a Pointer update
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pointer.dirty = true;
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// Start drag
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// Start drag
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if (this.draggable && this.isDragged === false)
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if (this.draggable && this.isDragged === false)
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{
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{
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@ -979,6 +982,9 @@ Phaser.InputHandler.prototype = {
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}
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}
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}
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}
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// It's possible the onInputUp event created a new Sprite that is on-top of this one, so we ought to force a Pointer update
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pointer.dirty = true;
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// Stop drag
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// Stop drag
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if (this.draggable && this.isDragged && this._draggedPointerID === pointer.id)
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if (this.draggable && this.isDragged && this._draggedPointerID === pointer.id)
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{
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{
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@ -217,6 +217,12 @@ Phaser.Pointer = function (game, id) {
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*/
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*/
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this.active = false;
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this.active = false;
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/**
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* @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.
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* @default
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*/
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this.dirty = false;
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/**
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/**
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* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
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* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
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*/
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*/
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@ -273,6 +279,7 @@ Phaser.Pointer.prototype = {
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this.withinGame = true;
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this.withinGame = true;
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this.isDown = true;
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this.isDown = true;
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this.isUp = false;
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this.isUp = false;
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this.dirty = false;
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// Work out how long it has been since the last click
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// Work out how long it has been since the last click
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this.msSinceLastClick = this.game.time.now - this.timeDown;
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this.msSinceLastClick = this.game.time.now - this.timeDown;
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@ -319,6 +326,17 @@ Phaser.Pointer.prototype = {
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if (this.active)
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if (this.active)
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{
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{
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// Force a check?
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if (this.dirty)
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{
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if (this.game.input.interactiveItems.total > 0)
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{
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this.processInteractiveObjects(true);
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}
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this.dirty = false;
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}
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if (this._holdSent === false && this.duration >= this.game.input.holdRate)
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if (this._holdSent === false && this.duration >= this.game.input.holdRate)
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{
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{
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
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@ -497,7 +515,6 @@ Phaser.Pointer.prototype = {
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while (currentNode !== null);
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while (currentNode !== null);
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// Now we know the top-most item (if any) we can process it
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// Now we know the top-most item (if any) we can process it
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if (this._highestRenderObject === null)
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if (this._highestRenderObject === null)
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{
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{
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// The pointer isn't currently over anything, check if we've got a lingering previous target
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// The pointer isn't currently over anything, check if we've got a lingering previous target
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@ -666,6 +683,7 @@ Phaser.Pointer.prototype = {
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this.pointerId = null;
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this.pointerId = null;
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this.identifier = null;
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this.identifier = null;
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this.dirty = false;
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this.isDown = false;
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this.isDown = false;
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this.isUp = true;
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this.isUp = true;
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this.totalTouches = 0;
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this.totalTouches = 0;
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