Richard Davey
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4fd0fa2ab2
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Update KeyboardPlugin.js
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2022-05-27 18:54:41 +01:00 |
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Richard Davey
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033d4eeb32
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Merge pull request #6084 from spayton/master
Allow input debug hit area colour to be adjusted after enabling.
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2022-05-09 17:13:37 +01:00 |
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Richard Davey
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6d9aceb727
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The Key.reset method no longer resets the Key.enabled or Key.preventDefault booleans back to true again, but only resets the state of the Key. Fix #6098
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2022-05-06 15:12:27 +01:00 |
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stu
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c0e63d6a3a
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Allow input debug hit area colour to be adjusted after enabling.
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2022-04-21 19:03:27 +01:00 |
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Richard Davey
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c49674dff8
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Updated docs
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2022-04-14 15:35:33 +01:00 |
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Lukas Hass
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b7a4b77a6a
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Disable context menu on input target instead of document.body
Fixes #6064
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2022-04-02 23:57:15 +02:00 |
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Richard Davey
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59fbcc5ca3
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Updated copyright year
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2022-02-28 14:29:51 +00:00 |
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Richard Davey
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982ab23aba
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Update InputPlugin.js
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2021-12-01 18:30:02 +00:00 |
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Richard Davey
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11ae9f1b35
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Make use of the disable method to avoid duplication of code
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2021-12-01 18:10:04 +00:00 |
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Richard Davey
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a9538c0145
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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
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2021-12-01 17:59:46 +00:00 |
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Richard Davey
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385800ec2f
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Merge pull request #5839 from natureofcode/fix/issue-5828
Fix #5828, improve GameObject#disableInteractive() and InputPlugin#disable()
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2021-12-01 17:46:34 +00:00 |
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Richard Davey
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322a6131f8
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Added clarifications to the documentation re: out handling. Close #5796
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2021-12-01 17:41:46 +00:00 |
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Richard Davey
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e1718f9fbe
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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
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2021-12-01 17:03:01 +00:00 |
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Richard Davey
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91f72f7700
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The InputManager.onTouchMove method will now check if the changed touch is over the canvas, or not, via the DOM elementFromPoint function. This means if the touch leaves the canvas, it will now trigger the GAME_OUT and GAME_OVER events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix #5592
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2021-12-01 16:36:06 +00:00 |
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Richard Davey
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d36c8177b5
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Update InputManager.js
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2021-12-01 13:15:27 +00:00 |
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Richard Davey
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c0d2d1d35e
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Removed over and out events as no browser supports them. Tidied up the rest. Added isTop property.
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2021-11-30 22:38:26 +00:00 |
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Richard Davey
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1273145a6b
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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
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2021-11-30 20:29:16 +00:00 |
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404
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3a3f479196
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fix: The window touchcancel event is not removed
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2021-11-08 16:13:59 +08:00 |
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Richard Davey
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68550dbddb
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Update Key.js
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2021-11-02 22:54:17 +00:00 |
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Richard Davey
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3e1d77ad8f
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The KeyboardPlugin.removeKey method has a new optional parameter removeCapture . This will remove any keyboard capture events for the given Key. Fix #5693
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2021-11-01 18:13:51 +00:00 |
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Richard Davey
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c391ad6c87
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Check if still input enabled
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2021-10-26 18:24:06 +01:00 |
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natureofcode
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81e3c06676
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Hotfix broken drag
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2021-09-17 23:00:29 +05:00 |
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natureofcode
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89ff86202b
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Fix #5828
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2021-09-17 12:19:39 +05:00 |
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Sylvain Pollet-Villard
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dca5346573
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types: JSDoc for Phaser.Input.Gamepad.Configs
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2021-07-08 23:53:58 +02:00 |
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Richard Davey
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f802ac5d8c
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The Input.Pointer.event property can now be a WheelEvent as well.
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2021-05-03 18:15:20 +01:00 |
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samme
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9e4d693481
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Docs: fix type for KeyboardPlugin#manager
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2021-04-02 10:31:49 -07:00 |
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Richard Davey
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29d38b3283
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Updated docs
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2021-03-24 16:36:22 +00:00 |
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Ben Randall
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e0f26f6b9d
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Remove and destry all Keys in Scene.Shutdown()
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2021-03-17 20:01:24 -07:00 |
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Richard Davey
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616566c35a
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Renamed sortGameObjects to sortDropZones and then repurposed the old method for the new render list sorting technique.
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2021-01-07 12:32:00 +00:00 |
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cjw6k
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19c2874166
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Added prevType to constructor.
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2020-12-28 17:37:54 -04:00 |
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cjw6k
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8771c81649
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Check event.type in duplicate event bailout
Fixes #5471.
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2020-12-27 17:24:14 -04:00 |
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Richard Davey
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417f7684c3
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More integer to number changes
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2020-11-23 10:32:00 +00:00 |
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Richard Davey
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3f511a73cd
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Replace integer[] with number[]
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2020-11-23 10:23:10 +00:00 |
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Richard Davey
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02c34cd64e
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Replace integer with number
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2020-11-23 10:22:13 +00:00 |
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Richard Davey
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619fd18028
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MouseManager.preventDefaultWheel is a new boolean property, set via the inputMousePreventDefaultWheel config option that allows you to toggle capture of mouse wheel at runtime.
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2020-10-07 10:14:02 +01:00 |
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Richard Davey
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a16ab01e22
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MouseManager.isTop is a new boolean read-only property that flags if the mouse event listeners were attached to window.top (true), or just window (false). By default Phaser will attempt window.top , but this isn't possible in all environments, such as cross-origin iframes, so it will fall back to window in those cases and set this property to false
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2020-10-05 10:40:35 +01:00 |
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Richard Davey
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0fb0c094c6
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Removed inner loop
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2020-10-05 08:07:06 +01:00 |
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Richard Davey
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76deec0ef6
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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.
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2020-09-22 22:40:56 +01:00 |
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Richard Davey
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aea0e4c925
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Pointer.down will now check if the browser is running under macOS and if the ctrl key was also pressed, if so, it will flag the down event as being a right-click instead of a left-click, as per macOS conventions. Fix #4245
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2020-09-22 20:42:38 +01:00 |
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samme
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08b2ea467b
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Docs: correct CursorKeys
Properties not optional
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2020-09-18 08:57:05 -07:00 |
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Richard Davey
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b63cc75154
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Remove Camera.resolution use
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2020-09-12 11:55:38 +01:00 |
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Richard Davey
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f2fca49b3f
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Remove Camera resolution use
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2020-09-12 11:55:26 +01:00 |
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Richard Davey
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2acfbfbe71
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Gamepad._created is a new private internal property that keeps track of when the instance was created. This is compared to the navigator timestamp in the update loop to avoid event spamming. Fix #4890.
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2020-09-11 14:01:55 +01:00 |
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Richard Davey
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5ecdc3b4a2
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The GamepadPlugin will now call refreshPads as part of its start process. This allows you to use Gamepads across multiple Scenes, without having to wait for a connected event from each one of them. If you've already had a connected event in a previous Scene, you can now just read the pads directly via this.input.gamepad.pad1 and similar. Fix #4890
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2020-09-11 14:00:14 +01:00 |
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Richard Davey
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57657ce76c
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Updated JSDocs. Fix #5268
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2020-09-11 11:08:43 +01:00 |
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Richard Davey
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56bbfbcb62
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Removed capture and added preventDefaultDown , Up and Move instead. Also better passive handling and smaller listeners.
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2020-09-11 10:59:47 +01:00 |
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Richard Davey
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a04690d5af
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The onMouse events in the Input Manager didn't reset the activePointer property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232
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2020-09-11 09:48:13 +01:00 |
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Richard Davey
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205552d69c
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Fix namespaces. Fix #5289
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2020-09-10 17:04:56 +01:00 |
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Richard Davey
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5e9b629a97
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Merge pull request #5284 from samme/feature/scene-resume-wake-reset-keys
Reset keys when scene sleeps or pauses
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2020-09-02 21:50:42 +01:00 |
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samme
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288d023bab
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Reset keys when scene sleeps or pauses #5281
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2020-09-01 12:42:57 -07:00 |
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