Commit graph

161 commits

Author SHA1 Message Date
Robert Kowalski
480cccb19e Add hitAreaCallback workaround back to Input.InputPlugin#setHitArea 2024-02-12 10:03:54 -05:00
Robert Kowalski
b762b28575 Use built in HasAny to check for Mesh Game Objects 2024-02-07 21:05:31 -05:00
Robert Kowalski
827d6320e7 Remove old Mesh based Game Object detection for input and check if interactive config is empty 2024-02-07 15:52:17 -05:00
Robert Kowalski
798082c6c6 Mesh based Game Objects can use an input configuration Fixes #6510 2024-02-06 23:44:02 -05:00
Robert Kowalski
d35e69ce25 Move resetCursor so it does not lose input Fix #6387 2024-02-05 18:38:42 -05:00
Robert Kowalski
39b35580c9 Keep temp hit test when disabling interactivity Fix #6601 2024-02-02 17:56:45 -05:00
Richard Davey
ceb92cb366 If you enable a Game Object for Input Debugging, the debug shape will no longer be rendered if the Game Object itself is not visible. Fix #6364 2024-02-01 17:25:52 +00:00
Richard Davey
468bf7821d Updated copyright year 2023-01-02 17:36:27 +00:00
Richard Davey
e1c33cc9e9 When a Game Object had Input Debug Enabled the debug image would be incorrectly offset if the Game Object was attached to was scaled and the hit area shape was smaller, or offset, from the Game Object. Fix #4905 #6317 2022-12-12 17:12:58 +00:00
Richard Davey
538b7ecff3 Revert to correct list. Fix #6306 2022-12-09 18:04:04 +00:00
Richard Davey
436a42cfb4 The InputPlugin.sortGameObjects method was using the Camera Render List to determine the Game Object display list. This would exclude non-rendering objects, such as Game Objects with alpha set to zero, even if their Input alwaysEnable flag was set. This method now uses the Display List instead, which gives correct results for invisible 'always enabled' objects. Fix #5507 2022-11-21 23:26:44 +00:00
Richard Davey
154e262ae8 No point doing this twice 2022-11-21 22:46:01 +00:00
Richard Davey
987e769b6b Scenes.Systems.canInput is a new internal method that determines if a Scene can receive Input events, or not. This is now used by the InputPlugin instead of the previous isActive test. This allows a Scene to emit and handle input events even when it is running init or preload. Previously, it could only do this after create had finished running. Fix #6123 2022-11-08 23:21:33 +00:00
Richard Davey
e618e149e8 Update InputPlugin.js 2022-10-28 18:43:40 +01:00
Richard Davey
94942d6633 Update InputPlugin.js 2022-10-28 17:57:43 +01:00
Richard Davey
ae378e3820 Added resetPointers method 2022-10-28 17:56:57 +01:00
Richard Davey
3e65947cb2 When calling InputPlugin.clear it will now call removeDebug on the Game Object, making sure it clears up any Input Debug Graphics left in the Scene. Fix #6137 2022-10-14 13:32:59 +01:00
stu
c0e63d6a3a Allow input debug hit area colour to be adjusted after enabling. 2022-04-21 19:03:27 +01:00
Richard Davey
59fbcc5ca3 Updated copyright year 2022-02-28 14:29:51 +00:00
Richard Davey
982ab23aba Update InputPlugin.js 2021-12-01 18:30:02 +00:00
Richard Davey
11ae9f1b35 Make use of the disable method to avoid duplication of code 2021-12-01 18:10:04 +00:00
Richard Davey
a9538c0145 Updated function to use internal vars and fixed jsdoc. Also don't return if input false, as object may still be in arrays anyway #5839 2021-12-01 17:59:46 +00:00
Richard Davey
385800ec2f
Merge pull request #5839 from natureofcode/fix/issue-5828
Fix #5828, improve GameObject#disableInteractive() and InputPlugin#disable()
2021-12-01 17:46:34 +00:00
Richard Davey
e1718f9fbe The InputPlugin.sortGameObjects will now assign a value of 0 to any game object not in the render list, but still viable for input, such as an invisible object with alwaysEnabled set to true. This fixes an issue where non-render list objects would be skipped. Fix #5507 2021-12-01 17:03:01 +00:00
Richard Davey
1273145a6b When the Pointer moves out of the canvas and is released it would trigger Uncaught TypeError: Cannot read properties of undefined (reading 'renderList') if multiple children existed in the pointer-out array. Fix #5867 2021-11-30 20:29:16 +00:00
Richard Davey
c391ad6c87 Check if still input enabled 2021-10-26 18:24:06 +01:00
natureofcode
81e3c06676 Hotfix broken drag 2021-09-17 23:00:29 +05:00
natureofcode
89ff86202b Fix #5828 2021-09-17 12:19:39 +05:00
Richard Davey
616566c35a Renamed sortGameObjects to sortDropZones and then repurposed the old method for the new render list sorting technique. 2021-01-07 12:32:00 +00:00
Richard Davey
3f511a73cd Replace integer[] with number[] 2020-11-23 10:23:10 +00:00
Richard Davey
02c34cd64e Replace integer with number 2020-11-23 10:22:13 +00:00
Richard Davey
0fb0c094c6 Removed inner loop 2020-10-05 08:07:06 +01:00
Richard Davey
76deec0ef6 When destroying an interactive Game Object that had useHandCursor enabled, it would reset the CSS cursor to default, even if the cursor wasn't over that Game Object. It will now only reset the cursor if it's over the Game Object being destroyed. Fix #5321
The `InputPlugin.shutdown` method will now reset the CSS cursor, in case it was set by any Game Objects in the Scene that have since been destroyed.
2020-09-22 22:40:56 +01:00
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