Commit graph

340 commits

Author SHA1 Message Date
photonstorm
27457c2b0f Touch.addTouchLockCallback has a new argument onEnd which allows the callback to fire either on a touchstart or a touchend event. 2015-09-22 11:46:08 +01:00
Paul
31e5202eff Fixes #2062 and forward-support for pointer modes
Impact:
  - *none for touch devices*
  - *low* / 'expected behavior' for mouse devices

Adds a PointerMode enumeration value for better simple input
discrimination in the future.

The added Button#justReleasedPreventsOver controls if a just-release event
on a pointer prevents it from being able to trigger an over event.

The default value is PointerMode.CONTACT which means this 'release guard'
applies only to touch inputs.

It should fix #2062 as Mouse (PointerMode.CURSOR) input is not caught in the default.

Also expands Button#forceOut to accept a PointerMode value such that it
can be controlled per-input mode.

This is a configurable partial revert of a possibly rogue commit in 2.1.3
and the behavior persists through 2.4.3.
2015-09-22 01:12:43 -07:00
Richard Davey
f8ef567641 Merge pull request #2081 from pnstickne/wip-inputhandler-docs2
Fixes incorrect "Pointer" type documentation and parameter names in InputHandler
2015-09-14 13:15:08 +03:00
Paul
4474b8fde3 Fixes incorrect type and parameter names
- Impact: none; documentation and local variable names only

- Incorrect documentation that claimed to take a Pointer when they really
  took a Pointer ID is fixed

- Also updates parameter names for consistenct/clarity
2015-09-12 17:32:40 -07:00
Richard Davey
96dae9bf2e Merge pull request #2055 from pmcmonagle/dev
Added useCapture flags to removeEventListener where approriate
2015-09-10 00:03:19 +03:00
Richard Davey
6c9e43ad36 DeviceButton was setting a duration property on itself, which went against the read only getter of duration (thanks @winstonwolff) 2015-09-09 21:58:50 +01:00
Paul McMonagle
ad38fff083 Reordered removeEventListener calls to match addEventListener order 2015-09-04 17:11:50 -04:00
Paul McMonagle
c2bf22ef7c Added useCapture flags to removeEventListener where approriate
Event listeners added with true passed in as the useCapture flag are only removed when true is also passed into the removeEventListener call. Adding this flag to the stop method where appropriate fixes a memory leak in IE where events on window are never removed.

See https://msdn.microsoft.com/en-us/library/ff975250(v=vs.85).aspx
2015-09-02 14:36:49 -04:00
photonstorm
99fbf35236 * Pointer.withinGame is no longer automatically set to 'false' in the Pointer.stop method - it will check if the Pointer actually is within the stage bounds and only set withinGame to false if it's outside the bounds.
* MSPointer now has an `onPointerUpGlobal` handler for when the pointer is released outside of the canvas, but still within the browser window. This means that in IE11 a Sprites `onInputUp` event will now trigger even when outside the canvas (thanks @bvargish #2000)
* MSPointer now has handles for the pointer being over and outside of the canvas element, which sets the Pointer.withinGame booleans accordingly. It also triggers the Mouse.mouseOutCallback and Mouse.mouseOverCallback callbacks respectively.
* The MSPointer event listeners have been renamed to all lower-case, i.e. 'pointerDown' is now 'pointerdown'.
2015-08-20 12:47:50 +01:00
photonstorm
50516e3d34 Testing CanvasPool. 2015-08-03 14:33:12 +01:00
Richard Davey
a56cd31638 jsdoc updates. 2015-07-31 18:39:37 +01:00
photonstorm
1393c8a98b InputHandler.pointerOver would get stuck in an 'isOver' state if the Sprite changed its visibility during an onUp callback (thanks @Cristy94 #1955) 2015-07-30 14:45:34 +01:00
photonstorm
a4321e56e3 * Pointer.isDown was reset before the Input.onUp event, meaning you couldn't get the Pointer.duration from within the event.
* Pointer.isDown was reset before the Input tap calculations, meaning onTap wouldn't dispatch (thanks @stovenator #1953)
2015-07-30 14:08:26 +01:00
photonstorm
962066102c Pointer fixes for Linux FireFox (#1932 #1944) 2015-07-28 14:18:36 +01:00
photonstorm
fd6c29e451 Pointer.move would accidentally reset the isDown status of the Pointer on touch devices, which broke things like Sprite input events when built to native apps or run locally (#1932 #1943) 2015-07-27 13:34:06 +01:00
Richard Davey
2e12cd70ed DeviceButton would try to set altKey, shiftKey and ctrlKey even for Joypads (thanks @zatch #1939) 2015-07-26 13:01:24 +01:00
Richard Davey
aeda044143 Safari on OSX wouldn't recognise button presses on trackpads (thanks JakeCake) 2015-07-23 20:54:59 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
photonstorm
92486f85d9 Removed console.log. 2015-07-20 14:01:45 +01:00
photonstorm
cf74eaa396 MSPointer now checks the pointerType property of the DOM event and if it matches 'mouse' it will update Input.mousePointer, rather than Input.pointer1 (or whatever the next free Pointer was). 2015-07-20 14:01:21 +01:00
photonstorm
7ffbeb8a2a Added Mouse consts back in (#1903) 2015-07-20 12:38:41 +01:00
photonstorm
b470601faf Tidying up docs. 2015-07-17 17:50:53 +01:00
photonstorm
c2812a7b5c jshint fixes and renamed float to padFloat. 2015-07-17 14:11:11 +01:00
photonstorm
5d0788b47d Consolidated all Pointer buttons into the new DeviceButton class. 2015-07-17 13:52:09 +01:00
photonstorm
32ea5bee03 Fixes #1916 - but am now working on the DeviceButton class to tidy it all up. 2015-07-17 12:24:08 +01:00
Richard Davey
8b165b9225 Reduce booleans. 2015-07-12 16:19:23 +01:00
Richard Davey
41d702b485 Pointer.isUp and isDown are now set in the updateButtons method based on the state of ANY button on the device, jsdocs also updated to reflect this (#1902) 2015-07-12 11:56:25 +01:00
Richard Davey
b0a8d3d78c Mouse.button and MSPointer.button properties removed and jsdocs expanded to explain the correct path to now take (#1903) 2015-07-12 11:47:20 +01:00
Richard Davey
03e2f1a2b5 On trackpads Pointer.updateButtons now checks for the ctrlKey being pressed and sets rightButton to true as a result. 2015-07-09 19:26:00 +01:00
photonstorm
89c87bc9db Updated addKeys to take an object instead of 2 arrays - it's just cleaner and reads easier in code. 2015-07-09 14:28:58 +01:00
photonstorm
a19479d948 jsdocs update. 2015-07-07 16:58:41 +01:00
photonstorm
157df30696 Pointer button handling has been given an overhaul. It has the following new boolean properties: leftButton, rightButton, middleButton, backButton, forwardButton and eraserButton. So you can now easily check which buttons are active and build right or middle click support into your games. The Pointer object normalises these properties for you, regardless if they came from a MouseEvent or PointerEvent (thanks @youssefdetovernickr for the idea #1848) 2015-07-07 16:53:56 +01:00
photonstorm
ab092c5c14 Keyboard.addKeys is a practical way to create an object containing user selected hotkeys. For example: addKeys( [Phaser.Keyboard.W, Phaser.Keyboard.S, Phaser.Keyboard.A, Phaser.Keyboard.D], [ 'up', 'down', 'left', 'right' ] ); would return an object containing the properties up, down, left and right that you could poll just like a Phaser.Key object. (thanks @Mourtz #1857) 2015-07-02 14:15:06 +01:00
Richard Davey
755a247e31 Merge pull request #1857 from Mourtz/master
Implemented Keyboard.AddKeys function.
2015-07-02 13:54:18 +01:00
photonstorm
102c74e121 Deprecated the following:
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
Alex Mourtziapis
7252666e9a fixed minor jshint warnings. 2015-06-15 04:35:06 +03:00
Alex Mourtziapis
9d16e3e9a0 Update Keyboard.js 2015-06-15 04:33:40 +03:00
Alex Mourtziapis
4cc3777d36 Fixed some Travis CI errors. 2015-06-15 00:41:37 +03:00
Alex Mourtziapis
565d8e6e4a Implemented Keyboard.AddKeys function. 2015-06-14 23:35:38 +03:00
photonstorm
2b0abb67dd onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag docs for parameter details and the new Phaser Example. 2015-06-04 20:58:00 +01:00
photonstorm
fcb2dc8306 Added snapPoint value (currently unused) 2015-05-26 20:01:57 +01:00
photonstorm
5278c16acc Swapped to using touchlock object. 2015-05-05 17:03:27 +01:00
photonstorm
4a91d97812 Input.addMoveCallback used to return the index of the callback entry in the internal moveCallbacks array. However as callbacks were removed the indexes became invalid, potentially causing a future Input.deleteMoveCallback to remove the wrong callback entirely or error. Input.deleteMoveCallback now takes the original callback and context as its parameters to ensure deletion safety. 2015-05-05 16:53:02 +01:00
photonstorm
f265f98eb4 Input.Touch.addTouchLockCallback allows you to add a callback that will be invoked automatically upon a touchstart event. This is used internally by the SoundManager and Video objects to handle mobile device unlocking, but is exposed publicly as well. 2015-05-05 16:24:49 +01:00
photonstorm
f032578f27 Removed Input.moveCallback and Input.moveCallbackContext as neither are used any longer. Use Input.addMoveCallback. 2015-05-05 16:09:22 +01:00
photonstorm
b645b277aa jsdoc fix. 2015-04-27 16:22:36 +01:00
photonstorm
8bca406889 Console update. 2015-04-13 11:58:44 +01:00
photonstorm
67039df214 jsdoc fixes. 2015-03-27 10:47:25 +00:00
photonstorm
ca752cc59c jsdoc updates. 2015-03-23 08:13:59 +00:00
photonstorm
5a9b509b44 ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy on them as well.
GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game.
2015-03-19 00:51:13 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
f613e5882e Allowed Keyboard and Gamepad to be optional. 2015-02-19 05:00:41 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
9670c8aa86 InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
2015-02-16 15:49:46 +00:00
photonstorm
ae198e9364 InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613) 2015-02-14 19:10:06 +00:00
photonstorm
aa2df803b7 Pointer.stop would call event.preventDefault if Pointer._stateReset was true, which is always true after a State has changed and before Pointer.start has been called. However this broken interacting with DOM elements in the case where the State changes and you immediately try to use the DOM element without first having clicked on the Phaser game. An additional guard was added so preventDefault will now only be called if both _stateReste and Pointer.withinGame are true (thanks @satan6 #1509) 2015-02-11 16:03:24 +00:00
photonstorm
c891d617d9 Swapped back to 2.2.2 expected setting. 2015-02-08 21:57:09 +00:00
photonstorm
9cdcdc7bc5 Device.touch checks if window.navigator.maxTouchPoints is >= 1 rather than > 1, which now allows touch events to work properly in Chrome mobile emulation. 2015-02-05 06:12:20 +00:00
photonstorm
5bd231d532 JSDoc fixes. 2015-02-05 05:13:22 +00:00
photonstorm
8dec37107e MSPointer.capture allows you to optionally event.preventDefault the pointer events (was previously always on)
MSPointer.event now stores the most recent pointer event.
MSPointer.pointerDownCallback, pointerMoveCallback and pointerUpCallback all allow you to set your own event based callbacks.
2015-02-05 05:12:00 +00:00
photonstorm
f55ba6755f jsdoc fix 2015-02-03 21:32:39 +00:00
photonstorm
3eba508382 Sprite.events.onDragStart has 2 new parameters x and y which is the position of the Sprite before the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) 2015-02-03 21:32:39 +00:00
Richard Davey
a2854d21fd Merge pull request #1580 from integricho/fix#1551
fix #1551 - detect mouseup on tilesprites
2015-02-03 21:16:33 +00:00
photonstorm
7003b65df6 Added missing properties to the InputHandler prototype, reducing hidden class modifications. 2015-02-03 20:28:18 +00:00
Andrean Franc
b52b765c53 fix #1551 - detect mouseup on tilesprites 2015-01-28 19:31:36 +01:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +00:00
photonstorm
c1eb456ed2 Mouse.mouseMoveCallback is flagged as deprecated. 2015-01-02 04:14:44 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
a012d8caa2 jsdoc update 2014-11-29 19:40:50 +00:00
photonstorm
c4b81ff6ea jsdoc fixes. 2014-11-25 00:24:28 +00:00
photonstorm
69b57073f2 Added missing duration parameter. 2014-11-20 21:19:09 +00:00
photonstorm
7e4a494f13 Keyboard.justPressed has bee renamed to Keyboard.downDuration which is a much clearer name for what the method actually does.
Keyboard.justReleased has bee renamed to Keyboard.upDuration which is a much clearer name for what the method actually does.
Keyboard.downDuration, Keyboard.upDuration and Keyboard.isDown now all return `null` if the Key wasn't found in the local keys array.
2014-11-20 20:55:51 +00:00
Geoff Gaudreault
dbde5ee913 Keyboard.js does not reflect Phaser.Key changes
Calling justPressed or justReleased on Phaser.Keyboard throws an exception. Changed to reflect new method names in Phaser.Key

I imagine you'd want these methods renamed as well, but it appears to be called by a few other classes and I didn't want a huge pull-request.
2014-11-20 11:23:43 -08:00
Richard Davey
5fa06a241b Merge pull request #1325 from pnstickne/wip-collections
ArrayList/LinkedList updates
2014-11-16 18:54:24 +00:00
photonstorm
527934d909 Key.justPressed has bee renamed to Key.downDuration which is a much clearer name for what the method actually does. See Key.justDown for a nice clean alternative.
Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return `true` once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
2014-11-13 13:01:58 +00:00
Richard Davey
5dc6a8a8c5 Merge pull request #1321 from pjbaron/dev
justDown property indicates if a key has been newly pressed since last time you checked
2014-11-13 12:39:24 +00:00
Paul
aa3c21ade7 ArraySet/LinkedList - minor updates
- Renamed ArrayList to ArraySet
  - Added ArrayList is a deprecated proxy for compatibility
  - Updated internal code to use ArraySet

- ArraySet can be constructed with an array; if the caller is willing to
  accept some responsibility this can remove the O(n^2) behavior of
  repeatedly calling `add`.
  - Updated Group.filter to take advantage of this

- ArraySet.total is read-only proxy for for list.length

- Fixes ArraySet.setAll where it would only set properties with truthy
  values

- Updated documentation
2014-11-13 01:41:08 -08:00
Pete Baron
d1a8ecf3e6 Added justDown access to _justDown internal boolean. Records whether the key has been pressed since the last time it was checked. Resets to false only when it is read. Used for anything that needs to know when a key is first pressed with no autorepeat, without using closures or callbacks. 2014-11-13 18:34:36 +13:00
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
photonstorm
1352b526c7 Merged final Pixi v2.1.0 release. 2014-11-11 23:24:50 +00:00
photonstorm
0a86a7ef51 Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then Time.now will contain the high resolution timer value that rAf generates. Otherwise it will contain the value of Date.now. If you require the actual time value (in milliseconds) then please use Time.time instead. Note that all Phaser sub-systems that used to rely on Time.now have been updated, so if you have any code that extends these please be sure to check it. 2014-11-08 20:01:10 +00:00
Richard Davey
f4237b3130 Merge pull request #1272 from pnstickne/wip-1246b
Button - bug fixes, issue #1246 (try number two)
2014-11-04 23:51:46 +00:00
Richard Davey
a4870a7e62 Merge pull request #1283 from pnstickne/wip-pointer-mgmt
Input - Minor Pointer refactor and documentation updates
2014-11-02 12:24:50 +00:00
photonstorm
30159691fa Fixed onClickTrampoline jsdocs. 2014-11-02 12:20:19 +00:00
Richard Davey
21a47faaed Merge pull request #1282 from pnstickne/wip-trampoline-click
Click Trampolines - support to trampoline pointer events into 'click' events
2014-11-02 12:15:37 +00:00
Richard Davey
5a23b77ec9 Merge pull request #1257 from pnstickne/wip-1191
Input "enabled/disabled" API and documentation consistency updates
2014-11-02 12:12:19 +00:00
photonstorm
e57c700816 The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285) 2014-11-02 11:04:02 +00:00
Paul
2f460aaf8a Browser incompatibility fix - MAX_SAFE_INTEGER
- Number.MAX_SAFE_INTEGER is only defined in ES6 and not currently cross-browser
2014-11-01 09:50:28 -07:00
Paul
5ec14929de Input - Minor Pointer refactor and documentation updates
- `pointerN` are aliases to backed `pointers[N-1]` array.
  This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existance checks
  Removes various hard-coded limits (added MAX_POINTERS); changed `maxPointers` default
- Removed some special-casing from cases where it did not matter
- Removed `=== false/true`, `==` usage for consistency, changed missing value check to `typeof`, etc.
- Updated documentation for specificty; added `@public\@protected`
- `@deprecated` currentPointers due to odd set pattern; `totalCurrentPointers` is more appropriate.
2014-11-01 09:45:12 -07:00
Paul
31061775d7 Pointe - removed extra whitespace 2014-11-01 01:25:01 -07:00
Paul
14002ca02d Pointer - minor documentation update for click trampolines 2014-11-01 01:11:26 -07:00
Paul
3005419435 Click Trampolines - support to trampoline pointer events into 'click' events
- This is needed to support Fullscreen on IE11 because IE only trusts 'click' events for this operation; click trampolines as a general solution, although they are only required in some "special" cases.
2014-11-01 01:04:17 -07:00
Paul
136af47064 Merge remote-tracking branch 'upstream/dev' into wip-1246b 2014-10-29 18:09:04 -07:00
Paul
5d04c62b33 Button - bug fixes, issue #1246
- Fix incorrect passing of "was clicked" to processInteractiveObjects
  - Button would not return to Over/Out state because of strict too check to catch `undefined`
  - Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
  - Update Button state frames/sounds to remove duplication
  - Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
Paul
2a933093d9 Comment fix
- Added `@private`
2014-10-28 22:47:44 -07:00
Paul
100b69eb99 Fix for Key.enabled issue #1190
- Added `enabled` getter; this resets the key (soft) and then disables they key
- Added `_enabled` property and updated internal usage
- Updated document for `reset`.
2014-10-28 22:45:30 -07:00