/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch. * * @class Phaser.Touch * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Touch = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {boolean} disabled - You can disable all Touch events by setting disabled = true. While set all new touch events will be ignored. * @return {boolean} */ this.disabled = false; /** * @property {Object} callbackContext - The context under which callbacks are called. */ this.callbackContext = this.game; /** * @property {function} touchStartCallback - A callback that can be fired on a touchStart event. */ this.touchStartCallback = null; /** * @property {function} touchMoveCallback - A callback that can be fired on a touchMove event. */ this.touchMoveCallback = null; /** * @property {function} touchEndCallback - A callback that can be fired on a touchEnd event. */ this.touchEndCallback = null; /** * @property {function} touchEnterCallback - A callback that can be fired on a touchEnter event. */ this.touchEnterCallback = null; /** * @property {function} touchLeaveCallback - A callback that can be fired on a touchLeave event. */ this.touchLeaveCallback = null; /** * @property {function} touchCancelCallback - A callback that can be fired on a touchCancel event. */ this.touchCancelCallback = null; /** * @property {boolean} preventDefault - If true the TouchEvent will have prevent.default called on it. * @default */ this.preventDefault = true; /** * @property {TouchEvent} event - The browser touch DOM event. Will be set to null if no touch event has ever been received. * @default */ this.event = null; /** * @property {function} _onTouchStart - Internal event handler reference. * @private */ this._onTouchStart = null; /** * @property {function} _onTouchMove - Internal event handler reference. * @private */ this._onTouchMove = null; /** * @property {function} _onTouchEnd - Internal event handler reference. * @private */ this._onTouchEnd = null; /** * @property {function} _onTouchEnter - Internal event handler reference. * @private */ this._onTouchEnter = null; /** * @property {function} _onTouchLeave - Internal event handler reference. * @private */ this._onTouchLeave = null; /** * @property {function} _onTouchCancel - Internal event handler reference. * @private */ this._onTouchCancel = null; /** * @property {function} _onTouchMove - Internal event handler reference. * @private */ this._onTouchMove = null; }; Phaser.Touch.prototype = { /** * Starts the event listeners running. * @method Phaser.Touch#start */ start: function () { if (this._onTouchStart !== null) { // Avoid setting multiple listeners return; } var _this = this; if (this.game.device.touch) { this._onTouchStart = function (event) { return _this.onTouchStart(event); }; this._onTouchMove = function (event) { return _this.onTouchMove(event); }; this._onTouchEnd = function (event) { return _this.onTouchEnd(event); }; this._onTouchEnter = function (event) { return _this.onTouchEnter(event); }; this._onTouchLeave = function (event) { return _this.onTouchLeave(event); }; this._onTouchCancel = function (event) { return _this.onTouchCancel(event); }; this.game.canvas.addEventListener('touchstart', this._onTouchStart, false); this.game.canvas.addEventListener('touchmove', this._onTouchMove, false); this.game.canvas.addEventListener('touchend', this._onTouchEnd, false); this.game.canvas.addEventListener('touchcancel', this._onTouchCancel, false); if (!this.game.device.cocoonJS) { this.game.canvas.addEventListener('touchenter', this._onTouchEnter, false); this.game.canvas.addEventListener('touchleave', this._onTouchLeave, false); } } }, /** * Consumes all touchmove events on the document (only enable this if you know you need it!). * @method Phaser.Touch#consumeTouchMove */ consumeDocumentTouches: function () { this._documentTouchMove = function (event) { event.preventDefault(); }; document.addEventListener('touchmove', this._documentTouchMove, false); }, /** * The internal method that handles the touchstart event from the browser. * @method Phaser.Touch#onTouchStart * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event. */ onTouchStart: function (event) { this.event = event; if (this.touchStartCallback) { this.touchStartCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { event.preventDefault(); } // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element // event.changedTouches = the touches that CHANGED in this event, not the total number of them for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.startPointer(event.changedTouches[i]); } }, /** * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome). * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears. * @method Phaser.Touch#onTouchCancel * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event. */ onTouchCancel: function (event) { this.event = event; if (this.touchCancelCallback) { this.touchCancelCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { event.preventDefault(); } // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) // http://www.w3.org/TR/touch-events/#dfn-touchcancel for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } }, /** * For touch enter and leave its a list of the touch points that have entered or left the target. * Doesn't appear to be supported by most browsers on a canvas element yet. * @method Phaser.Touch#onTouchEnter * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event. */ onTouchEnter: function (event) { this.event = event; if (this.touchEnterCallback) { this.touchEnterCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { event.preventDefault(); } }, /** * For touch enter and leave its a list of the touch points that have entered or left the target. * Doesn't appear to be supported by most browsers on a canvas element yet. * @method Phaser.Touch#onTouchLeave * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event. */ onTouchLeave: function (event) { this.event = event; if (this.touchLeaveCallback) { this.touchLeaveCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } }, /** * The handler for the touchmove events. * @method Phaser.Touch#onTouchMove * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event. */ onTouchMove: function (event) { this.event = event; if (this.touchMoveCallback) { this.touchMoveCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.updatePointer(event.changedTouches[i]); } }, /** * The handler for the touchend events. * @method Phaser.Touch#onTouchEnd * @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event. */ onTouchEnd: function (event) { this.event = event; if (this.touchEndCallback) { this.touchEndCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } // For touch end its a list of the touch points that have been removed from the surface // https://developer.mozilla.org/en-US/docs/DOM/TouchList // event.changedTouches = the touches that CHANGED in this event, not the total number of them for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } }, /** * Stop the event listeners. * @method Phaser.Touch#stop */ stop: function () { if (this.game.device.touch) { this.game.canvas.removeEventListener('touchstart', this._onTouchStart); this.game.canvas.removeEventListener('touchmove', this._onTouchMove); this.game.canvas.removeEventListener('touchend', this._onTouchEnd); this.game.canvas.removeEventListener('touchenter', this._onTouchEnter); this.game.canvas.removeEventListener('touchleave', this._onTouchLeave); this.game.canvas.removeEventListener('touchcancel', this._onTouchCancel); } } }; Phaser.Touch.prototype.constructor = Phaser.Touch;