Commit graph

164 commits

Author SHA1 Message Date
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
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
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
aa967cdbc0 Removed process listener. 2019-01-29 01:04:09 +00:00
Richard Davey
b3bc1cebfd Support the Input Manager useQueue flag. 2019-01-23 15:51:42 +00:00
Richard Davey
bc962c25dc All listeners use the new Events 2019-01-18 13:41:43 +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
aa341854c7 Happy New Year 2019-01-15 16:20:22 +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
1b28080575 Added pointerupoutside and pointerdownoutside events. 2018-11-29 13:44:42 +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
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
Richard Davey
d6bee1bbd1 Working through event debugging - don't pull this version unless you want logs everywhere! 2018-11-22 17:18:31 +00:00
Richard Davey
837cc4e86d Swapped hit area size detection priority 2018-11-12 23:19:49 +00:00
samme
7ff8d51f98 Docs for input and physics events 2018-10-24 12:14:44 -07:00
Richard Davey
4b1c762296 Updated @memberOf to @memberof 2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc Replace @readOnly with @readonly 2018-10-09 13:40:00 +01:00
Richard Davey
e92a01985e If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033 2018-09-14 14:48:53 +01:00
Richard Davey
b1771a17dd Updated InputPlugin event specificity flow and added stopPropagation support 2018-09-12 12:38:08 +01:00
Richard Davey
88eb4f4ce9 The Pointer.camera property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with. 2018-06-27 12:45:03 +01:00
Hua
821504a893 Skip drag checking on a draging Game Object
Skip drag checking on a draging Game Object to prevent multi-drag issue.
2018-06-19 10:33:22 +08:00
Richard Davey
d058674a39 eslint fix 2018-06-11 14:42:50 +01:00
Richard Davey
5313343730 Pointers capped at 10 max. 2018-06-11 13:39:28 +01:00
Richard Davey
dfce514024 Fixed docs and added useHandCursor helper. 2018-06-11 11:50:37 +01:00
Richard Davey
5c7e624260 setInteractive will now take a configuration object as the only argument, allowing for easier setting of more complex input values 2018-06-11 11:35:31 +01:00
Richard Davey
5889737183 Preparing for cursor change support 2018-06-08 19:04:12 +01:00
Richard Davey
4304811dde Added new Pixel Perfect input handler and makePixelPerfect method. 2018-06-08 17:50:47 +01:00
Richard Davey
8148b14cc3 Removed references to the Gamepad 2018-06-08 16:18:20 +01:00
Richard Davey
02554984fe Removed KeyboardManager and replaced with KeyboardPlugin
The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
2018-06-08 15:16:35 +01:00
Richard Davey
8b7256cb86 Pointers now iterate the full camera list, starting at the top. Fix #3631. 2018-06-04 22:14:58 +01:00
Richard Davey
6906e6bd15 Hundreds more jsdocs completed. 2018-06-04 15:19:25 +01:00
Richard Davey
7c0c3cd5a8 Updated hitTest call and added jsdocs 2018-06-04 13:23:51 +01:00
Richard Davey
f79ee26945 Proxy to the dom callback methods 2018-05-30 00:33:28 +01:00
Richard Davey
45c373f9f4 Multi-touch support working properly up to 10 pointers and mouse re-enabled. 2018-05-29 16:55:52 +01:00
Richard Davey
57e32761df Started work on multi-touch support. 2018-05-25 19:28:18 +01:00
Richard Davey
57c2ccbf5e Formatting fix and doc update 2018-05-24 14:03:29 +01:00
Richard Davey
37f75fd233
Merge pull request #3675 from tjb295/master
Bug: #3645 issue with clearing GameObjects from this._list. Called qu…
2018-05-24 13:51:55 +01:00
Richard Davey
8aa116ca4b The dragend event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 2018-05-22 21:24:50 +01:00
Thomas Back
67b2cea130 Bug: #3645 issue with clearing GameObjects from this._list. Called queueForRemoval() from the clear function in inputPlugin.js, since this.clear(Gameobject) called again in preupdate when removed from this._list, checked the case for if GameObject.input already set to null properties 2018-05-18 10:33:43 -07:00
Richard Davey
ef2b8d68b6 setInteractive now works on non-zero sized Containers. Sorting fixed. 2018-05-18 12:48:12 +01:00
Richard Davey
350cb037b7 All systems now register themselves with the new PluginCache 2018-05-15 12:51:50 +01:00
Richard Davey
be330e609e Moved PluginManager to new location 2018-05-10 17:14:33 +01:00
Richard Davey
55965c748f jsdoc fixes 2018-04-18 12:13:49 +01:00
Richard Davey
1be486fab4 destroy only called once, no matter how many times the Scene restarts. Fix #3581 2018-04-17 12:25:45 +01:00
Richard Davey
07a55e5d1f Removed debug call and merged Scene Systems boot and start sequences. Fix #3579 2018-04-17 02:34:07 +01:00
Richard Davey
ce7d67297f Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions 2018-04-15 12:44:47 +01:00
Richard Davey
b5ba6a6afb Added enabled property 2018-04-14 04:23:11 +01:00
Richard Davey
6b2307594a Scene plugin flow overhaul
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Richard Davey
ad4109aece Updated sortHandlerGO to handle any depth containers. 2018-04-12 02:11:40 +01:00
Richard Davey
60cd5ab22b Tighter dropzone test and container warning 2018-04-11 11:25:31 +01:00
José Maria
100eafe1a4
fix drag/overlap interaction
changes: when dragend resets draglist. 
this fixes overoutevents from a gameobject not firing after being drag.
2018-04-04 18:09:18 -03:00
Richard Davey
2b533d9870 Renamed file 2018-03-28 15:03:54 +01:00
Richard Davey
db613c793a Merge branch 'master' of https://github.com/photonstorm/phaser 2018-03-21 03:17:00 +00:00
Richard Davey
8a3f06c898 Todo note 2018-03-21 03:16:55 +00:00
orblazer
dca7996179 Fix multiple types on Physics, Texture and Input 2018-03-20 16:10:19 +01:00
orblazer
41d7c4b715 Add callbacks on Input and Geom 2018-03-19 22:12:11 +01:00
Richard Davey
d0d05fa76e Added descriptions and fixed some types 2018-03-19 13:22:30 +00:00
orblazer
0b1078fdb8 Update JSDoc on Input 2018-03-19 13:43:19 +01:00
Richard Davey
b6b03b85bd The InputPlugin.processOverOutEvents method wasn't correctly working out the total of the number of objects interacted with, which caused input events to be disabled in Scenes further down the scene list if something was being dragged in an upper scene. Fix #3399 2018-03-16 14:57:19 +00:00
Richard Davey
f94ad4bbc6 InputPlugin.update now takes the totals from the drag and pointerup events into consideration when deciding to fall through to the Scene below. Fix #3333 2018-03-05 21:49:00 +00:00