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
cc0998660e
Updated jsdocs
2018-03-18 13:43:37 +00:00
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
ee1e4f1e90
InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1. #3376
2018-03-16 12:49:02 +00:00
Richard Davey
77357dbde0
jsdoc fix #3377
2018-03-16 12:39:39 +00:00
José Maria
128691b50d
set default gamepad button threshold to 1
...
this.threshold = 0 was making all gamepad buttons to be always pressed down (this.pressed = true).
this.threshold = 1 will correct the issue and in the case of analogue buttons it will only emit the event when the 'pressure' is at max.
2018-03-12 14:04:04 -03:00
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
Richard Davey
af212a1837
Merge pull request #3279 from squaresun/master
...
Fix KeyboardManager keydown events keeps firing
2018-03-05 12:21:39 +00:00
Richard Davey
4d16b0c00a
eslint fixes
2018-03-05 01:45:28 +00:00
Richard Davey
1f8d0c80f9
Fixed array access
2018-03-01 04:13:30 +00:00
Richard Davey
acc4922027
Fixes to the InputPlugin re: drop zones and addition of setInteractive argument.
2018-03-01 02:46:17 +00:00
Richard Davey
550e53b81b
Fixed InputManager.updateBounds
so it factors in the document element position.
...
Also added `InputManager.resize` method, as the scale wouldn't ever be updated in the update loop if no interactive objects exist.
2018-02-28 14:27:28 +00:00
dominic
af7d619dc3
Simplify global key down emit check
2018-02-25 21:16:05 +08:00
squaresun
9af8cdcea6
Fix key.repeats not increased when key holding down
2018-02-25 21:03:58 +08:00
squaresun
c5514bcab7
Fix KeyboardManager keydown events keeps firing #3239
2018-02-24 18:20:36 +08:00
Richard Davey
b57ab091c1
The KeyCode FORWAD_SLASH
had a typo and has been changed to FORWAD_SLASH
. Fix #3271 (thanks @josedarioxyz)
2018-02-22 01:59:32 +00:00
Richard Davey
50dac412be
eslint fixes and console removal
2018-02-16 19:08:50 +00:00
Richard Davey
d23688c3e4
Added eslint fixes and overrides
2018-02-16 18:44:07 +00:00
Richard Davey
86f00eeb52
eslint fixes
2018-02-16 18:17:51 +00:00
Richard Davey
512c8df232
Updated jsdocs
2018-02-13 01:13:12 +00:00
Richard Davey
2813ac8162
Moved PluginManager and merged configs into single root file for easier changing.
2018-02-12 23:03:48 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
c9742b6f8a
Added jsdocs
2018-02-10 02:08:53 +00:00
Richard Davey
40689d1e35
Updated jsdocs.
2018-02-07 15:27:21 +00:00
Richard Davey
2a86400a28
Added in jsdocs
2018-01-31 13:54:44 +00:00
Richard Davey
a802914243
Added in destroy methods for all managers and invoked them from Game
2018-01-31 03:38:10 +00:00
Richard Davey
a6dbacbc20
Added jsdocs.
2018-01-26 12:43:51 +00:00
Richard Davey
fabaa493ef
jsdoc work
2018-01-26 06:55:15 +00:00
Richard Davey
cb2891db8a
Added jsdocs to the Device inspector, removed out-dated properties and changed case of Device access
2018-01-25 17:03:35 +00:00
Richard Davey
cb3166850e
Fixed issue with Keyboard events for single key presses. Added new KeyMap.
2018-01-23 14:37:32 +00:00
Richard Davey
eb3c9fe341
Fix for the read-only DOMRect issue flagged in #3176
2018-01-22 12:04:14 +00:00
Richard Davey
d9da905230
Added XBox360 Controller config ( closes #3175 )
2018-01-20 14:25:28 +00:00
Richard Davey
05b45f1f9c
Added keycodes ( closes #3174 )
2018-01-20 14:22:41 +00:00
Richard Davey
4e05ad0655
The Input system will now order input based on the scenes from top to bottom
...
If the global top only flag is on and a scene consumes an input event then they won't flow any further down the scene list. This is optional (but on by default), allowing you to now correctly create a UI Scene above a game scene without the input events polluting one to the other.
2018-01-20 04:44:54 +00:00
Richard Davey
2deb9edc9e
Plugins now check to see if the Scene is already booted and adapt accordingly.
2018-01-18 14:00:31 +00:00
Richard Davey
5a333bc2fd
Updated to new Plugin format, removed injection and mapping
2018-01-18 05:18:09 +00:00
Richard Davey
e017a71f32
Game emits a boot event, which its managers listen for
2018-01-18 05:16:52 +00:00
Richard Davey
dbfd73dea1
Pointer.reset no longer resets the isDown
state or buttons
2018-01-18 00:59:38 +00:00
Richard Davey
ad49a01271
Fixed rogue input reference and hitTest signature
2018-01-16 23:50:01 +00:00
Richard Davey
f9a7939812
Lots of work migrating to the new plugin system, fixing references and exposing on the namespace
2018-01-16 22:28:29 +00:00
Dan Flettre
36de5e8805
Pass event to ProcessKeyCombo
2018-01-16 11:24:40 -06:00
Richard Davey
26fd3ee661
Renamed input manager files and refs.
2018-01-16 16:14:21 +00:00
Richard Davey
b4a01bb877
Moved file.
2018-01-16 16:02:11 +00:00
Richard Davey
08f3e70b6d
Merged Input Manager source and updated paths.
2018-01-16 16:00:37 +00:00
Richard Davey
2c5405b7e3
Moved GIM
2018-01-16 15:47:53 +00:00
Richard Davey
42409762e9
Merged Input Manager source.
2018-01-16 15:46:49 +00:00
Richard Davey
696643051a
Fixed drag events
2018-01-14 21:26:14 +00:00
Richard Davey
f9a1e27334
Removed un-used event files and references.
2018-01-12 17:20:16 +00:00
Richard Davey
874a174af7
Fixed lint issue.
2018-01-12 17:20:00 +00:00
Richard Davey
c625b8735b
Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly.
2018-01-12 17:09:21 +00:00
Richard Davey
296efe0e07
Removed input callbacks as all handled via events now.
2018-01-12 17:09:20 +00:00
Dan Flettre
16b672e291
set data to KeyCombo for KeyComboMatchEvent
2018-01-11 18:14:45 -06:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
13d8f332f4
Drag events.
2016-11-10 00:53:29 +00:00
Richard Davey
fb8da7ac08
Fixed transform look-up.
2016-11-10 00:41:15 +00:00
Richard Davey
89885dcb7c
Refactored the Input Manager.
2016-11-10 00:10:39 +00:00
photonstorm
1e15012a91
PIXI.CanvasPool has been moved into the Phaser utils
folder, and renamed to Phaser.CanvasPool
. All references to PIXI.CanvasPool have been updated to match the new namespace.
2016-09-28 12:53:04 +01:00
photonstorm
ad0e4aca2e
Large batch of jshint fixes.
2016-08-25 13:03:41 +01:00
photonstorm
04e70e820c
Updated KeyCode docs placement #2653
2016-08-18 15:35:43 +01:00
photonstorm
94498fcd32
The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead.
2016-07-11 14:17:41 +01:00
photonstorm
ee202667ed
Huge docs update for all of the Game Object events.
2016-07-08 11:28:30 +01:00
photonstorm
cb0861d881
The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object.
2016-07-04 12:56:52 +01:00
photonstorm
b24de1e561
Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
...
Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591 )
2016-06-27 14:51:25 +01:00
Richard Davey
cd8bb5a216
Removed keyCode modifier ( #2542 )
2016-06-09 22:03:09 +01:00
Richard Davey
57642afc24
Fixed keyboard issue.
2016-06-09 20:55:21 +01:00
photonstorm
88f47e2497
Keyboard now uses a new internal method getKeyCode
to normalize the key code value based on browser support. It first checks for event.key
, then event.keyIdentifier
and finally event.keyCode
(thanks @SVasilev #2542 )
2016-06-09 16:37:32 +01:00
photonstorm
a65f9c7e4b
Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an onInputDown
signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
...
Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
2016-06-09 16:19:11 +01:00
photonstorm
c64749fef2
Added missing properties.
2016-06-09 14:54:39 +01:00
photonstorm
92d3a5efa8
Adds a callback that is fired every time 'Pointer.processInteractiveObjects' is called.
...
The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
interact with. It works by polling all of the valid game objects, and then slowly discounting those
that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
for input and overlap with the Pointer. If you need fine-grained control over which of the items is
selected then you can use this callback to do so.
The callback will be sent 3 parameters:
1) A reference to the Phaser.Pointer object that is processing the Items.
2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
3) The current 'favorite' candidate, based on its priorityID and position in the display list.
Your callback MUST return one of the candidates sent to it.
2016-06-09 14:49:10 +01:00
photonstorm
7c2d1d4ab8
Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a priorityID
, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as onInputDown
, but beware: it is reset every update.
...
Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
2016-06-09 14:36:15 +01:00
photonstorm
fa43bec19f
PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If true
then the children will _not_ be considered as valid for Input events. Because this has been applied to DisplayObjectContainer
it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
...
InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
2016-06-09 14:32:56 +01:00
photonstorm
e8e7e27184
The DisplayObject.renderOrderID
used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID
of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID
of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderID
s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
...
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
Richard Davey
1956d3584e
InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If false
(the default) then both the onInputUp
and onDragStop
events will get dispatched when a Sprite stops being dragged. If true
then only the onDragStop
event is dispatched, and the onInputUp
is skipped.
2016-06-07 02:21:12 +01:00
Richard Davey
913936f080
jshint fix.
2016-06-07 01:50:38 +01:00
Richard Davey
66b846cbdb
InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
...
InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
2016-06-07 01:28:06 +01:00
Richard Davey
8da3395407
Merge pull request #2471 from cwleonard/gamepad
...
Gamepad problems in Google Chrome
2016-06-02 15:46:03 +01:00
photonstorm
9b9e398c73
InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an isDown
check, causing Button Over events to fail (thanks @pengchuan #2486 )
2016-05-23 13:03:11 +01:00
photonstorm
74af2079b6
Swap to use worldScale instead of worldTransform.
2016-05-11 16:37:31 +01:00
photonstorm
9649f714bb
InputHandler.checkPointerDown and checkPointerOver will now test the worldTransform scale property of a Sprite. If zero it will fast return, where-as before it would incorrectly report an up event (thanks @jaapaurelio #2466 )
2016-05-11 12:25:35 +01:00
Casey Leonard
9ede913609
gamepad bugs in Chrome
...
fixes issues with being unable to connect a gamepad in Chrome and losing
the gamepad when focus is lost to the game
2016-05-07 19:07:16 -04:00
photonstorm
45118e7a60
Docs fix.
2016-05-04 23:34:15 +01:00
photonstorm
16378713b4
JSDocs update ( #249 )
2016-04-27 12:57:41 +01:00
photonstorm
7d9c817373
Dragging a Sprite while the camera was moving would slowly cause the Sprite position to become out of sync the further the camera moved. A Sprite being dragged now tracks the camera position during the drag update and adjusts accordingly (thanks @jeroenverfallie #1044 )
2016-04-19 01:54:24 +01:00
photonstorm
787111c12c
A Game Object with fixedToCamera = true
that was then set for Input, and enabled for dragging from its center (input.enableDrag(true)
) would throw an error upon being dragged (thanks @solusipse #2367 )
2016-04-07 00:44:53 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
photonstorm
d6942991bc
Docs update (in light of browser extensions causing us grief)
2016-04-04 22:06:15 +01:00
zeterain
a948dab895
Check for sprite destruction in onInputDown event.
...
This sprite might have been destroyed during the onInputDown event. Check to see if it was.
Also, set the pointer's dirty flag before the altered if-block just in case the function returns.
2016-03-22 15:54:41 -06:00
Stoneman1
4d587d3e40
Fixed issue with not removing mouseoutglobal eventlistener
2016-02-19 15:15:31 +02:00
Richard Davey
74fd042749
If the Mouse was over a Sprite and you then clicked it, it would dispatch another Over event. This is now surpressed if the Over event has already been dispatched previously (thanks @McFarts #2133 )
...
InputHandler.pointerOver could fail to return anything in some instances, now always returns a boolean.
2016-02-17 02:07:07 +00:00
Richard Davey
83a35e41d6
ctrl + click is now only considered a right-click if event.buttons = 1, this should allow you to use ctrl as a key modifier on Windows (and any device with a multi-button mouse attached) and still use ctrl + click on OS X / trackpads for a right-click (thanks @yuvalsv #2167 )
2016-02-17 01:46:55 +00:00
Richard Davey
1932515f56
Fixed a really nasty bug in Chrome OS X where a ctrl + click (i.e. simulated right-click) on a trackpad would lock up the Pointer leftButton, causing future clicks to fail. This is now handled by way of a mouseout listener on the window object, sadly the only way to force a mouseup in Chrome (thanks @KyleU #2286 )
2016-02-17 01:26:35 +00:00
Richard Davey
818c64291a
SinglePad.onDownCallback has been moved to the end of the method, so that DeviceButton.start is now called before the callback fires, meaning if you check the status of the button in the onDownCallback it will now be fully activated (thanks @suicidepills #2159 )
2016-02-04 22:46:18 +00:00
photonstorm
829b1e7ad1
Events.onDragUpdate has a new 6th property fromStart
which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it ( #2155 )
2016-02-04 17:00:30 +00:00
photonstorm
882c8b8d40
InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227 )
2016-02-04 16:46:35 +00:00
puzzud
c31d8dc78a
Reinstated fix for #1285 , regarding setting Phaser.SinglePad.callbackContext in addCallbacks method.
2015-10-24 20:13:49 -04:00
puzzud
492fdc98eb
Phaser.SinglePad.addCallbacks now sets member callbackContext to the first parameter, context.
2015-10-24 20:01:44 -04:00
Paul
531cd49f06
Created Phaser.KeyCode enumeration / pseudo-type
...
- Impact: none/foward-migration; fully backwards compatible
- Moves the key code constants in Keyboard to a KeyCode type.
- Duplicates the KeyCodes in the Keyboard object for backward
compatiblity.
- KeyCode properties are listed in documentation
- Updates documentaion to refer to Phaser.KeyCode
- Adds in future 'keycode' expansion capabilities,
as indicated by the KeyCode documentation, if the constants
are used in code.
Closes #2031
2015-09-29 17:59:26 -07:00
Richard Davey
c1d0ec0f34
Local vars to reduce file size.
2015-09-29 16:06:44 +01:00
Richard Davey
d0930bc161
Keyboard.addCallbacks didn't check to see if the arguments were null
, only if they were undefined
making the jsdocs misleading.
2015-09-23 23:18:36 +01:00
photonstorm
2633f8ce6d
InputHandler.validForInput now checks if the game object has input.enabled
set to false
and doesn't validate it for input if that's the case.
2015-09-22 15:20:23 +01:00
Richard Davey
9f08442304
Merge pull request #2103 from pnstickne/wip-2062
...
Fixes #2062 and forward-support for pointer modes
2015-09-22 17:14:32 +03:00
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