Commit graph

128 commits

Author SHA1 Message Date
samme
981a4b1a0a Rename all setInteractive() arguments, and docs 2020-08-03 13:33:30 -07:00
Richard Davey
0d04e40e28 Updated jsdocs 2020-08-03 17:54:40 +01:00
Jay Mattis
c5cfae0118 Fix drag coordinates with camera zoom (issue 4755)
The dragX and dragY passed to 'dragStart' and 'drag' events are supported to be in world coordinates (as specified by the docs) but the coordinates used (pointer.x and pointer.y) were not transformed by the camera into world space. The drags now use pointer.worldX and pointer.worldY which are the post-transform coordinates.
2020-07-12 21:13:33 -07:00
Richard Davey
afe3d7ff7b Update InputPlugin.js 2020-04-27 16:40:33 +01:00
Richard Davey
2d05802125
Merge pull request #4851 from rexrainbow/Input-event-of-container-bug
Fix input-event bug in nested container
2020-04-27 13:50:16 +01:00
Richard Davey
e1b8b04623
Merge pull request #4975 from JasonHK/jsdoc
Fixed `this` return types
2020-04-27 13:25:58 +01:00
Richard Davey
e85a66f4e9 Shouldn't be part of the Container 2020-04-27 13:04:08 +01:00
Richard Davey
f66e05b81d
Merge pull request #5042 from Minious/master
Fix wrong Container.getBounds with child container
2020-04-27 13:01:53 +01:00
Richard Davey
2c80fad116 When enabling a Game Object for Input Debugging the created debug shape will now factor in the position, scale and rotation of the Game Objects parent Container, if it has one. #4998 2020-04-27 12:52:36 +01:00
Richard Davey
9f5ac5e46b
Merge pull request #4998 from scott20145/fix_inputdebug_shape_position
Fix inputDebug shape position when the target is inside a container
2020-04-27 12:45:25 +01:00
Godard
5fd94d76a7 fix Input enableDebug function, add debug Shape to parentContainer 2020-04-09 12:04:20 -04:00
scott.l
10322fcd3a use gameObject's world position as the debug shape position 2020-02-11 00:34:38 +08:00
Jason Kwok
3367ddc1fe Fixed this return types for Phaser.Input.InputPlugin 2020-01-30 17:48:47 +08:00
mkt
912c0e3bbc
set depth of input debug body 2020-01-22 19:01:26 +01:00
Richard Davey
ff65e69cd1 Changed copyright date to 2020 2020-01-15 12:07:09 +00:00
Richard Davey
55a4146726
Merge pull request #4826 from Olliebrown/input-drag-thresholds
Fixes for malfunctioning Drag Threshold properties (Issue #4667)
2019-11-18 15:51:26 +00:00
Hua
3b47221d25 Fix input-event bug in nested container 2019-11-06 15:51:01 +08:00
Seth Berrier
174dcfdada Fixes for drawing of hitboxes in input.debug
- Offset hitboxes now draw properly when debug enabled for all shapes
- Addresses issue #4722
2019-10-28 09:43:25 -05:00
Seth Berrier
7b711bd11b Fixes for malfunctioning Drag Threshold properties
- According to issue #4667 drag thresholds have been broken since 3.18
- Changed processDragMove event to check thresholds if set
- Fixed use of '||' when it should be '&&' for skipping threshold checks
- Adding missing 'time' parameter when calling threshold check function
2019-10-25 14:03:43 -05:00
Richard Davey
9f8e9d2afc InputPlugin.processDragMove has been updated so that the resulting dragX and dragY values, sent to the event handler, now compensate for the scale of the Game Objects parent container, if inside of one. This means dragging a child of a scale Container will now still drag at 'full' speed. 2019-09-16 15:47:18 +01:00
Richard Davey
08c09b539d Added enableDebug and removeDebug from the Input Plugin, allowing you to create debug shapes to test where input hit areas are. 2019-07-19 15:16:10 +01:00
Richard Davey
131bf336ee Update Pointers every frame, if not already updated. 2019-07-08 14:59:19 +01:00
Richard Davey
14a6864f21 If you called Scene.destroy within a Game Object pointerdown or pointerup handler, it would cause the error "Cannot read property 'game' of null" if the event wasn't cancelled in your handler. It now checks if the manager is still there before accessing its property. Fix #4436 2019-06-27 01:13:27 +01:00
Rex
16a038674f Set customHitArea to false if shape is not defined
In setHitArea method, use setHitAreaFromTexture if shape is undefined. Suppose that it is not a case of `customHitArea`
2019-06-22 09:37:49 +08:00
Richard Davey
8837cb3fd1 JSDocs fix 2019-06-20 09:58:48 +01:00
Richard Davey
1676f22360 Automatically handle the drag values in rotated containers 2019-06-19 10:41:48 +01:00
Richard Davey
98be6adfda Native support for wheel events 2019-06-05 15:31:13 +01:00
Richard Davey
af3efc9e2f Added more docs to make #4575 clearer 2019-06-05 14:08:01 +01:00
Richard Davey
bf48c53103 Added new over and out handlers for touch events 2019-06-04 15:43:02 +01:00
Richard Davey
3c52a3b27a Pass the pointers array in directly, no need to iterate them all every time 2019-05-28 21:31:54 +01:00
Richard Davey
d87cb43a7f Removed touch limit on over/out 2019-05-28 17:26:31 +01:00
Richard Davey
e12002bf74 Use a switch instead 2019-05-28 17:21:40 +01:00
Richard Davey
520e2e621f Catch poll zero 2019-05-28 17:08:30 +01:00
Richard Davey
95f69bbd9e Split the drag method up into different parts, removed un-used properties and tided up the loop 2019-05-28 16:58:52 +01:00
Richard Davey
961e858cbf Working through making the Input system DOM responsive and not reliant on the game step 2019-05-24 19:30:13 +01:00
Richard Davey
1d1c4e6543 Removed all input queue elements 2019-05-23 17:19:03 +01:00
Richard Davey
c91ed91ce3 License link update 2019-05-10 16:15:04 +01:00
Richard Davey
1dca2c2c8a Scenes Types 2019-05-09 12:37:37 +01:00
Richard Davey
290389c4ae Input Types 2019-05-09 12:02:03 +01:00
Richard Davey
95eb4fc03d Setting pixelPerfect when input enabling a Container would cause it to crash, because Container's don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 2019-04-26 10:56:06 +01:00
Richard Davey
64532d8d7b InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 2019-04-24 13:38:40 +01:00
Richard Davey
00dbf8b03e Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 2019-04-24 12:54:56 +01:00
Richard Davey
507bb6a215 Added customHitArea boolean property 2019-04-24 11:21:52 +01:00
Richard Davey
95b18ae6e0 Refined poll rate handling and added pluginUpdate 2019-04-24 10:03:58 +01:00
Richard Davey
43c72e23c6 Fixed issue with input events running twice 2019-04-24 09:34:40 +01:00
Richard Davey
e0255c6f0f Docs fix 2019-04-16 17:08:19 +01:00
Richard Davey
0cfbc7917e The InputPlugin will now dispatch an update event regardless, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 2019-04-08 14:39:28 +01:00
Richard Davey
0db663d901 More typedefs 2019-02-13 15:38:50 +00:00
Richard Davey
3938675d9f Input typedefs 2019-02-13 14:17:36 +00:00
Richard Davey
3104246386
Merge pull request #4347 from rgk/patch-5
On mobile, have pointerup and pointerout get triggered together.
2019-02-10 21:17:24 +00:00