Paul
7004d68cbd
Mouse Scroll Events - device separation
...
- The wheel event type is now determined in by Device
- The various input checking in Device have been moved to a new function
2014-11-12 13:24:03 -08:00
Paul
a0dcc61df2
Mouse Scroll Events - quibbles
2014-11-12 04:01:50 -08:00
Paul
796b2a7f2f
Mouse Scroll Events - added support for WheelEvent, fixes
...
- Added support for the Wheel Event, which is the DOM3 spec.
- Wheel Scroll Event (old non-FF) and DOM Mouse Wheel (old FF) are
supported via a non-exported reused wrapper object, WheelEventProxy.
The proxy methods are generated one-time dynamically; future changes
to the Mouse class (such as requiring an opt-in for mouse scroll events)
could bypass secondary stub generation.
- FIX: Only ONE of the mouse wheel events is listened too, newest standard first.
This fixes a bug in FF where it would use the default DOMMouseWheel.
2014-11-12 03:53:26 -08:00
Paul
84363d9f36
Updated documentation per current Phaser tag usage
2014-10-28 21:46:33 -07:00
Paul
9a16448021
API / documentation consistency updates
...
- The `disabled` property of various input classes has been inverted to `enabled`.
Direct/internal usage of `disabled` has been transformed to `!enabled`.
- A `disabled` get/set property has been added to wrap `enabled`, and marked as @deprecated
This ensures current API compatibility.
2014-10-26 17:25:03 -07:00
photonstorm
96fd0ade74
JSDoc fixes.
2014-10-21 22:43:42 +01:00
photonstorm
4d14119a57
Removed console.log.
2014-09-05 00:14:22 +01:00
photonstorm
d5ffe1f971
Phaser.Mouse will now add a listener to the window
to detect mouseup
events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas ( #1167 )
2014-09-04 23:29:43 +01:00
Dan Cox
46c8fe3a09
CocoonJS doesn't support mouse wheel
...
CocoonJS hasn't implemented the "DOMMouseScroll" and "mousewheel" events.
2014-08-29 22:45:52 -04:00
photonstorm
6e2cd37776
ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092 )
...
Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
2014-08-28 03:31:47 +01:00
Wouter Commandeur
a863482439
Add constants for wheel up and down
2014-06-29 14:23:09 +02:00
Wouter Commandeur
7b8f08d5f9
appease travis
2014-06-29 13:49:45 +02:00
Wouter Commandeur
c716709f66
Add mouse wheel support
2014-06-29 13:45:39 +02:00
photonstorm
0c675f741f
Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings.
2014-05-29 22:25:40 +01:00
photonstorm
7b876d5fc4
ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
...
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
Richard Davey
21011c3d03
mouseout handler
2014-05-14 22:56:42 +01:00
Christian Wesselhoeft
61f18b675c
Trim trailing whitespace.
2014-03-25 14:56:04 -07:00
photonstorm
2d08fab48e
When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
...
Every Input class now checks to see if it has already been started. If so it doesn't add the listeners again unless they have been nulled.
2014-03-19 13:22:04 +00:00
photonstorm
3ead8aee7b
Updated Mouse to use event.button not event.which, so the const references are correct ( fix #464 )
2014-02-21 15:47:00 +00:00
photonstorm
24f2e2a46d
BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache.
2014-02-14 03:34:35 +00:00
photonstorm
e9fb8f6389
Updates across the board moving Stage.canvas to Game.canvas
2014-02-13 12:55:58 +00:00
photonstorm
0896c2fac7
Updating copyright year and README.
2014-02-05 16:54:59 +00:00
photonstorm
ce4cf531d4
Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source.
2013-12-30 16:54:00 +00:00
photonstorm
fdbdd81b7b
Updated some docs, added the new renderHidden parameter for Canvas and updated the RenderTexture examples as a result.
2013-12-27 00:26:21 +00:00
photonstorm
a9a46bfbbf
Lots of documentation updates and new Loader examples.
2013-11-27 16:33:49 +00:00
photonstorm
13a2cc2feb
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
2013-11-25 03:13:04 +00:00
photonstorm
155c863d69
New Timer class and scale event updates.
2013-11-24 11:04:58 +00:00
photonstorm
a5f2d65d23
Fixing a few more Pixi issues.
2013-11-17 12:31:57 +00:00
photonstorm
19ddad8095
Mouse handler updates.
2013-11-04 20:44:32 +00:00
wKLV
8678373754
fix typo
2013-11-04 00:18:59 +01:00
wKLV
e8bac6c8c7
Check type uses the static values
2013-11-04 00:16:36 +01:00
KLV
4593a42a5b
Mouse property to say what button is being clicked
...
It follows the convention that already was in the
file 0 for left, 1 for middle and 2 for right.
It also changes to -1 when mouseUp.
2013-11-03 23:43:47 +01:00
photonstorm
3c164b466c
* Updated: event.preventDefault() has been added to all Mouse event handlers.
...
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
Richard Davey
868ae81bab
Input, Loader and Math docs tidied up.
2013-10-02 15:05:55 +01:00
Richard Davey
ca113b85aa
More docs coming on.
2013-10-01 16:39:39 +01:00
Richard Davey
305b12d76b
Adding docs.
2013-10-01 15:01:46 +01:00
Richard Davey
a486bf6b4a
Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions.
2013-09-10 16:46:39 +01:00
Richard Davey
2ba6b4ff67
Added support for Pointer Lock API.
2013-09-09 19:59:31 +01:00
Richard Davey
22847f6ade
DebugUtils converted, re-name spaced the Input classes and started on Camera culling.
2013-08-31 21:50:34 +01:00
Richard Davey
70ee753859
The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done.
2013-08-31 13:54:59 +01:00