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
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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)
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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
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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
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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
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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
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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
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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
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- 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
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- 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
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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