Richard Davey
1e20ad706e
ADD and SUBTRACT added
2019-11-18 17:09:30 +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
c60530eedd
Removed commented-out code
2019-10-11 18:35:27 +01:00
Richard Davey
be15a59093
Your guess is as good as mine \o/~?
2019-10-11 18:19:25 +01:00
Richard Davey
c1044379f3
TouchManager.disableContextMenu
is a new method that will try to disable the context menu on touch devices, if the Game Config disableContextMenu
is set. Previously, it only tried to do it for the Mouse Manager, but now does it for touch as well. Fix #4778
2019-10-11 13:42:33 +01:00
Richard Davey
4e8ab3dcae
MouseManager.target
can now be defined as either a string or by passing an HTMLElement directly. Fix #4353
2019-10-02 13:39:42 +01:00
Richard Davey
4be4ba4823
Merge pull request #4707 from MatthewAlner/Bug#4706-ignored-attempt-to-cancel-a-touchstart
...
Bug#4706 add `event.cancelable` check
2019-09-26 12:09:06 +01:00
Richard Davey
d875a59958
InteractiveObject.alwaysEnabled
is a new boolean that allows an interactive Game Object to always receive input events, even if it's invisible or won't render.
2019-09-24 12:36:28 +01:00
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
Matthew Alner
4b42bc426b
Bug#4706 add event.cancelable
check
2019-08-11 12:46:28 +01:00
Richard Davey
f872b1ece9
Updated docs
2019-08-07 12:20:17 +01:00
Richard Davey
5dd75b64fc
Pointer.updateWorldPoint
is a new method that takes a Camera and then updates the Pointers worldX
and worldY
values based on the cameras transform
2019-08-07 12:10:50 +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
aceecf0b95
InputManager.resetCursor
will now check if the canvas element still exists before resetting the cursor on it. Fix #4662
2019-07-19 14:32:07 +01:00
Richard Davey
131bf336ee
Update Pointers every frame, if not already updated.
2019-07-08 14:59:19 +01:00
Richard Davey
84522136d0
We can now use the locked
property and don't need to add to the movement values every frame. Fix #4611
2019-07-08 14:59:06 +01:00
Richard Davey
af37728e31
Added onPointerLockChange handler.
2019-07-08 13:29:50 +01:00
Richard Davey
254f3843e5
Added locked
property.
2019-07-08 13:29:39 +01:00
Richard Davey
c7e2fbb31c
Calling input.mouse.requestPointerLock()
will no longer throw an error about being unable to push to the Input Manager events queue. #4611
2019-07-08 13:27:46 +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
Richard Davey
839e298c4e
Pointer.getDuration
would return a negative / static value on desktop, or NaN on mobile, because the base time wasn't being pulled in from the Input Manager properly. Fix #4612
2019-06-24 10:58:44 +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
6004237d37
Get the correct time value
2019-06-20 09:58:59 +01:00
Richard Davey
8837cb3fd1
JSDocs fix
2019-06-20 09:58:48 +01:00
Richard Davey
8fe4b37a94
JSDoc fix
2019-06-19 15:52:08 +01:00
Richard Davey
1676f22360
Automatically handle the drag values in rotated containers
2019-06-19 10:41:48 +01:00
Richard Davey
4a91b1e560
Added dragStartXGlobal
and dragStartYGlobal
properties
2019-06-19 10:41:26 +01:00
Richard Davey
0791ae10d2
Added button property and methods for leftButtonReleased, rightButtonReleased and so on.
2019-06-12 11:19:00 +01:00
Richard Davey
9327351e86
Added deltaX, Y, Z and wheel method.
2019-06-05 15:31:25 +01:00
Richard Davey
98be6adfda
Native support for wheel events
2019-06-05 15:31:13 +01:00
Richard Davey
62cb5c68a8
Added 3 new Wheel input events
2019-06-05 15:30:54 +01:00
Richard Davey
700c9daaa1
New input const (and changed order to be numeric order)
2019-06-05 15:30:42 +01:00
Richard Davey
af3efc9e2f
Added more docs to make #4575 clearer
2019-06-05 14:08:01 +01:00
Richard Davey
4ed0f90bf7
Merged touch handler methods into one
2019-06-04 18:54:35 +01:00
Richard Davey
befbc788a3
Added new TouchCancelWindow handler
2019-06-04 18:54:00 +01:00
Richard Davey
15654be545
update motion automatically
2019-06-04 18:53:48 +01:00
Richard Davey
7f2feea4ae
All the touch handlers now store the full TouchEvent, not just the Touch List entry
2019-06-04 15:46:16 +01:00
Richard Davey
bf48c53103
Added new over and out handlers for touch events
2019-06-04 15:43:02 +01:00
Richard Davey
9b93ad9985
Removed changed pointers IIFE and un-needed method methods
2019-06-04 15:40:05 +01:00
Richard Davey
78d15b0b0f
Fixed arguments
2019-05-28 21:41:04 +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
7142319f24
Removed un-used methods and properties
2019-05-28 16:58:31 +01:00
Richard Davey
094541d968
Removed dirty and just
properties as no longer required, also removed reset method
2019-05-28 16:57:08 +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
9a2b8b966d
Use getFrame
2019-05-24 15:28:38 +01:00
Richard Davey
7073f39a19
Removed all of the DOM Callbacks, input queue and legacy input handling. Renamed methods from 'queue' to 'on' and tidied up internal content
2019-05-23 17:19:30 +01:00
Richard Davey
1d1c4e6543
Removed all input queue elements
2019-05-23 17:19:03 +01:00
Richard Davey
186887c920
Added lastAction property and self-invoke the reset method
2019-05-23 17:18:49 +01:00
Richard Davey
81c1ced2c1
Event Managers now have clearer handlers that check enabled directly
2019-05-23 17:18:16 +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
53ac066d25
More Input Types
2019-05-09 12:03:36 +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
2ef6ad3e51
Fixed jsdoc
2019-04-24 10:54:02 +01:00
Richard Davey
181be88ba9
Updated to use game clock time values.
2019-04-24 10:48:03 +01:00
Richard Davey
6b5383a007
Key now needs a reference to the plugin that created it. Also added getDuration
method.
2019-04-24 10:47:51 +01:00
Richard Davey
d7917789eb
Added destroy argument to removeKey
and cleared plugin reference.
2019-04-24 10:47:22 +01:00
Richard Davey
fd4f45673b
Pointer.getDuration
would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444
2019-04-24 10:08:56 +01:00
Richard Davey
31c0b4f2ff
Update now always runs but only once per frame
2019-04-24 10:04:13 +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
0ee2442597
Bumping to 3.17.0
2019-03-07 12:31:06 +00:00
Richard Davey
341e78ce0d
Added touch Window handlers and remove handlers
2019-02-22 02:26:52 +00:00
Richard Davey
c90ae09f9f
Added window specific handlers
...
And game config option:
```
input: {
windowEvents: false
},
```
2019-02-22 02:11:13 +00:00
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
c8439393fb
Much better keycode jsdoc handling.
2019-02-12 12:51:43 +00:00
Richard Davey
dc73993fe2
Added jsdoc version numbers
2019-02-12 12:22:25 +00:00
Richard Davey
ccaae460a4
Added jsdoc version numbers to each event
2019-02-12 11:37:58 +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
Richard Davey
f3f65d1437
Refactored the game over and out handling to work with the non-legacy input system. Fix #4344
2019-02-10 17:10:13 +00:00
Robert Kowalski
6105c1a9b2
Emit pointerout always after pointerup on touch.
...
Now pointerout will always emit after pointerup.
2019-02-08 09:33:25 -05:00
Richard Davey
6cd17618b1
Moved time to getter and fixed checkDown.
2019-02-08 13:32:54 +00:00
Richard Davey
7f91956c09
Added time property and preStep.
2019-02-08 13:32:44 +00:00
Richard Davey
916a13cf9d
resetKeys doc update. Fix #4345
2019-02-07 00:31:10 +00:00
Robert Kowalski
b94f655405
Only needs to be cleared once.
...
No need for the duplicate clearing of this, and quick fix.
2019-02-06 11:38:50 -05:00
Robert Kowalski
8cd8b6f98e
Stops pointerover from being triggered if pointerup has been.
...
In 3.16.1 if you trigger pointerup and then move to another button, the past buttons pointerover event gets triggered. This clears that and stops that from happening by stopping pointerover from being triggered if pointerup has been.
2019-02-06 11:27:22 -05:00
Richard Davey
4cfa29a524
Added flag to help avoid cursor reset issue
2019-02-04 23:29:10 +00:00
Richard Davey
d04232ae54
JSDoc fixes
2019-02-04 11:45:17 +00:00
Richard Davey
348306cafb
Lots more jsdoc fixes and new documentation
2019-01-31 14:47:50 +00:00
Richard Davey
3d5d84c01f
Stop listener
2019-01-29 23:22:29 +00:00
Richard Davey
1c0acc2342
Needs to listen for the PROCESS event, plus emit keydown_
as well.
2019-01-29 23:21:54 +00:00
Richard Davey
fb0c4af780
Trim the keycodes
2019-01-29 23:21:34 +00:00
Richard Davey
eb78cf90c6
Swapped to using the Scene iteration approach instead of an event, as it fixes the issue with Scene ordering and global priority. Fix #4327 #4321
2019-01-29 01:05:27 +00:00
Richard Davey
aa967cdbc0
Removed process listener.
2019-01-29 01:04:09 +00:00
Richard Davey
6d77884b92
Removed un-needed methods and reset keys on focus loss. Fix #4134
2019-01-24 11:55:34 +00:00
Richard Davey
508df48512
Apply buttons check in move handler too.
2019-01-23 23:17:52 +00:00
Richard Davey
67679f58f6
Return actual booleans from button checks and reset buttons to zero correctly.
2019-01-23 23:00:29 +00:00
Richard Davey
8111d8062e
Pointer.up
and Pointer.down
now use a hasOwnProperty
check for the existance of the buttons property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down
2019-01-23 22:34:48 +00:00
Richard Davey
b3bc1cebfd
Support the Input Manager useQueue flag.
2019-01-23 15:51:42 +00:00
Richard Davey
b60a2df8ad
Refactor of the Input Manager to allow for direct DOM Event dispatching.
2019-01-23 15:51:26 +00:00
Richard Davey
9651d4dba1
New Input Manager process event.
2019-01-23 15:50:57 +00:00
Richard Davey
fb5882f078
Updated docs
2019-01-23 15:29:23 +00:00
Richard Davey
1eccff1e3b
Fixed jsdoc links and markdown bullet lists
2019-01-18 15:20:56 +00:00
Richard Davey
bc962c25dc
All listeners use the new Events
2019-01-18 13:41:43 +00:00
Richard Davey
1d85795360
Listen for the new Events
2019-01-17 11:31:22 +00:00
Richard Davey
f934066864
Added Key Events.
2019-01-17 11:17:25 +00:00
Richard Davey
dde0233efd
Added Gamepad Events
2019-01-17 10:35:13 +00:00
Richard Davey
c3ab9ddee3
Added Input Manager events
2019-01-17 10:35:02 +00:00
Richard Davey
e4902e3b2c
Removed old event docs
2019-01-17 10:34:41 +00:00
Richard Davey
e364b64a57
Added the rest of the input events!
2019-01-16 13:12:07 +00:00
Richard Davey
01905f0cb6
Added lots of the Input Events
2019-01-16 12:13:30 +00:00
Richard Davey
078d0c0e1d
Added new EventData typedef
2019-01-16 12:13:14 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
e882218fc4
Renamed boot to core and updated events accordingly
2019-01-15 16:17:04 +00:00
Richard Davey
d161c7f253
Corrected jsdocs
2019-01-11 19:16:43 +00:00
Richard Davey
9bed15bc53
Moving lots of functionality to the Scale Manager
...
* `InputManager.scaleManager` is a new property that is a reference to the Scale Manager. This is populated in the `boot` method.
* The `InputManager.transformX` method has been removed. This is now available in the ScaleManager.
* The `InputManager.transformY` method has been removed. This is now available in the ScaleManager.
* The `InputManager.scale` property has been removed. This is now available in the ScaleManager under `displayScale`.
* The `InputManager.resize` method has been removed as this process is now handled by the ScaleManager.
* The `InputManager.updateBounds` method has been removed as this process is now handled by the ScaleManager.
* The `InputManager.getOffsetX` method has been removed as it's no longer required.
* The `InputManager.getOffsetY` method has been removed as it's no longer required.
* The `InputManager.getScaleX` method has been removed as it's no longer required.
* The `InputManager.getScaleY` method has been removed as it's no longer required.
2019-01-11 12:12:06 +00:00
Richard Davey
21c9326e07
Change when dragState is populated. Fix #4278
2019-01-05 10:03:11 +00:00
Richard Davey
730c84e3e3
Draggable Game Objects would not work if you had multiple Scenes running in parallel, with draggable objects in both of them. Only the top-most Scene would work fully. Items in the bottom Scene would never finish their drag cycle, causing them to get stuck. Fix #4249
2019-01-04 16:34:59 +00:00
Richard Davey
9a7058915c
Removed dragState
property.
2019-01-04 16:34:53 +00:00
Richard Davey
36f08d83e6
The processDomCallbacks
method in the Input Manager wasn't correctly clearing the once
arrays. Responsibility for this has now been passed to the queue methods queueTouchStart
, queueTouchMove
, queueTouchEnd
, queueMouseDown
, queueMouseMove
and queueMouseUp
. Fix #4257
2019-01-04 14:03:21 +00:00
Richard Davey
7aabb98b8e
Re-enabled IM
2018-12-18 17:29:15 +00:00
Richard Davey
b8fbd0d2c0
keydown and keyup events now fire for every possible key, no matter if they exist in the KeyCodes list or not.
2018-12-12 16:50:04 +00:00
Richard Davey
50502cfb63
Added emitOnRepeat boolean
2018-12-07 19:28:25 +00:00
Richard Davey
1df20f9070
Keyboard events can now be blocked on a local or global level.
2018-12-06 11:35:16 +00:00
Richard Davey
715e6d3c15
Added key capturing methods.
2018-12-05 16:07:47 +00:00
Richard Davey
114d61cf59
Added capture handling and event queue.
2018-12-05 16:02:29 +00:00
Richard Davey
97805afab0
Input Manager now creates Keyboard Manager.
2018-12-05 16:01:39 +00:00
Richard Davey
7431f0a621
No longer required.
2018-12-05 15:58:53 +00:00
Richard Davey
dd051ddc03
Added event handlers and event emitter.
2018-12-05 15:58:44 +00:00
Richard Davey
606a3832c1
Moving to a global keyboard manager for the DOM events.
2018-12-05 11:16:45 +00:00
Richard Davey
1b28080575
Added pointerupoutside
and pointerdownoutside
events.
2018-11-29 13:44:42 +00:00
Richard Davey
5b5b83d269
Added downElement and upElement properties
2018-11-29 13:44:18 +00:00
Richard Davey
a065bf1b46
Added global touchstart handler.
2018-11-29 13:42:40 +00:00
Richard Davey
b8f7ecb317
Removed Vec2 and added global handlers with capture tests.
2018-11-29 13:42:26 +00:00
Richard Davey
f2de618b24
Touch Manager will now handle focus events as well.
2018-11-28 13:13:44 +00:00
Richard Davey
5623515c41
Mouse Manager will track over and out states and auto focus.
2018-11-28 13:13:25 +00:00
Richard Davey
4b50065dfd
Touch Manager will track over and out canvas states.
2018-11-28 13:11:13 +00:00
Richard Davey
4a312f16db
Input Plugin will now emit a gameover
or gameout
event and has an isOver
property.
2018-11-28 13:10:54 +00:00
Richard Davey
0d2197d9f7
Added new isOver property and method handlers.
2018-11-28 13:10:25 +00:00
Richard Davey
524892f095
Fixed angle value and facing direction
2018-11-26 15:42:53 +00:00
Richard Davey
a74616b090
Added getDistanceX and getDistanceY
2018-11-26 15:35:18 +00:00
Richard Davey
41e64b9f53
Added time property, getDistance, getDuration and getAngle.
2018-11-26 13:11:24 +00:00
Richard Davey
d2cb4a4006
Pass the time to Pointer.reset
2018-11-26 13:10:54 +00:00
Richard Davey
b437efa642
Removed un-used function
2018-11-26 11:29:13 +00:00
Richard Davey
f51de18bb2
Updated docs and added quick bail-out clause
2018-11-26 11:27:02 +00:00
Richard Davey
93a76475ea
The Input Plugin was emitting a preUpdate
event, with the capital U, instead of preupdate
. This has now been corrected. Fix #4185
2018-11-26 11:13:25 +00:00