Commit graph

109 commits

Author SHA1 Message Date
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
13d8f332f4 Drag events. 2016-11-10 00:53:29 +00:00
Richard Davey
fb8da7ac08 Fixed transform look-up. 2016-11-10 00:41:15 +00:00
Richard Davey
89885dcb7c Refactored the Input Manager. 2016-11-10 00:10:39 +00:00
photonstorm
94498fcd32 The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead. 2016-07-11 14:17:41 +01:00
photonstorm
ee202667ed Huge docs update for all of the Game Object events. 2016-07-08 11:28:30 +01:00
photonstorm
cb0861d881 The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object. 2016-07-04 12:56:52 +01:00
photonstorm
b24de1e561 Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591)
2016-06-27 14:51:25 +01:00
photonstorm
a65f9c7e4b Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an onInputDown signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.

Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.

Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
2016-06-09 16:19:11 +01:00
photonstorm
fa43bec19f PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If true then the children will _not_ be considered as valid for Input events. Because this has been applied to DisplayObjectContainer it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
2016-06-09 14:32:56 +01:00
photonstorm
e8e7e27184 The DisplayObject.renderOrderID used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderIDs are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
Richard Davey
1956d3584e InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If false (the default) then both the onInputUp and onDragStop events will get dispatched when a Sprite stops being dragged. If true then only the onDragStop event is dispatched, and the onInputUp is skipped. 2016-06-07 02:21:12 +01:00
Richard Davey
913936f080 jshint fix. 2016-06-07 01:50:38 +01:00
Richard Davey
66b846cbdb InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.

InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
2016-06-07 01:28:06 +01:00
photonstorm
9b9e398c73 InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an isDown check, causing Button Over events to fail (thanks @pengchuan #2486) 2016-05-23 13:03:11 +01:00
photonstorm
74af2079b6 Swap to use worldScale instead of worldTransform. 2016-05-11 16:37:31 +01:00
photonstorm
9649f714bb InputHandler.checkPointerDown and checkPointerOver will now test the worldTransform scale property of a Sprite. If zero it will fast return, where-as before it would incorrectly report an up event (thanks @jaapaurelio #2466) 2016-05-11 12:25:35 +01:00
photonstorm
7d9c817373 Dragging a Sprite while the camera was moving would slowly cause the Sprite position to become out of sync the further the camera moved. A Sprite being dragged now tracks the camera position during the drag update and adjusts accordingly (thanks @jeroenverfallie #1044) 2016-04-19 01:54:24 +01:00
photonstorm
787111c12c A Game Object with fixedToCamera = true that was then set for Input, and enabled for dragging from its center (input.enableDrag(true)) would throw an error upon being dragged (thanks @solusipse #2367) 2016-04-07 00:44:53 +01:00
photonstorm
f40cfbe2ae 2015 - 2016. 2016-04-04 22:16:16 +01:00
zeterain
a948dab895 Check for sprite destruction in onInputDown event.
This sprite might have been destroyed during the onInputDown event. Check to see if it was.

Also, set the pointer's dirty flag before the altered if-block just in case the function returns.
2016-03-22 15:54:41 -06:00
Richard Davey
74fd042749 If the Mouse was over a Sprite and you then clicked it, it would dispatch another Over event. This is now surpressed if the Over event has already been dispatched previously (thanks @McFarts #2133)
InputHandler.pointerOver could fail to return anything in some instances, now always returns a boolean.
2016-02-17 02:07:07 +00:00
photonstorm
829b1e7ad1 Events.onDragUpdate has a new 6th property fromStart which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it (#2155) 2016-02-04 17:00:30 +00:00
photonstorm
882c8b8d40 InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227) 2016-02-04 16:46:35 +00:00
photonstorm
2633f8ce6d InputHandler.validForInput now checks if the game object has input.enabled set to false and doesn't validate it for input if that's the case. 2015-09-22 15:20:23 +01:00
Paul
4474b8fde3 Fixes incorrect type and parameter names
- Impact: none; documentation and local variable names only

- Incorrect documentation that claimed to take a Pointer when they really
  took a Pointer ID is fixed

- Also updates parameter names for consistenct/clarity
2015-09-12 17:32:40 -07:00
photonstorm
1393c8a98b InputHandler.pointerOver would get stuck in an 'isOver' state if the Sprite changed its visibility during an onUp callback (thanks @Cristy94 #1955) 2015-07-30 14:45:34 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
photonstorm
7ffbeb8a2a Added Mouse consts back in (#1903) 2015-07-20 12:38:41 +01:00
Richard Davey
8b165b9225 Reduce booleans. 2015-07-12 16:19:23 +01:00
photonstorm
2b0abb67dd onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag docs for parameter details and the new Phaser Example. 2015-06-04 20:58:00 +01:00
photonstorm
fcb2dc8306 Added snapPoint value (currently unused) 2015-05-26 20:01:57 +01:00
photonstorm
67039df214 jsdoc fixes. 2015-03-27 10:47:25 +00:00
photonstorm
ca752cc59c jsdoc updates. 2015-03-23 08:13:59 +00:00
photonstorm
5a9b509b44 ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy on them as well.
GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game.
2015-03-19 00:51:13 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
9670c8aa86 InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
2015-02-16 15:49:46 +00:00
photonstorm
ae198e9364 InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613) 2015-02-14 19:10:06 +00:00
photonstorm
f55ba6755f jsdoc fix 2015-02-03 21:32:39 +00:00
photonstorm
3eba508382 Sprite.events.onDragStart has 2 new parameters x and y which is the position of the Sprite before the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) 2015-02-03 21:32:39 +00:00
photonstorm
7003b65df6 Added missing properties to the InputHandler prototype, reducing hidden class modifications. 2015-02-03 20:28:18 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
photonstorm
0a86a7ef51 Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then Time.now will contain the high resolution timer value that rAf generates. Otherwise it will contain the value of Date.now. If you require the actual time value (in milliseconds) then please use Time.time instead. Note that all Phaser sub-systems that used to rely on Time.now have been updated, so if you have any code that extends these please be sure to check it. 2014-11-08 20:01:10 +00:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
Bobby Wilson
0482684dc8 changed all typeof comparisons from == to === 2014-10-10 21:52:06 -06:00
photonstorm
2ee50d0c29 InputHandler now uses localToGlobal conversion for scaled responsive layers. 2014-09-29 12:27:28 +01:00
photonstorm
319146292b First pass at scale handling on drag. Enable with: sprite.input.scaleLayer = true; 2014-09-25 17:01:27 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
photonstorm
dd9e7e6297 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) 2014-08-29 00:47:49 +01:00