/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite. * * @class Phaser.InputHandler * @constructor * @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs. */ Phaser.InputHandler = function (sprite) { /** * @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs. */ this.sprite = sprite; /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = sprite.game; /** * @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity. * @default */ this.enabled = false; /** * @property {boolean} checked - A disposable flag used by the Pointer class when performing priority checks. * @protected */ this.checked = false; /** * The priorityID is used to determine which game objects should get priority when input events occur. For example if you have * several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can * stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events. * @property {number} priorityID * @default */ this.priorityID = 0; /** * @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite. * @default */ this.useHandCursor = false; /** * @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor? * @private */ this._setHandCursor = false; /** * @property {boolean} isDragged - true if the Sprite is being currently dragged. * @default */ this.isDragged = false; /** * @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally. * @default */ this.allowHorizontalDrag = true; /** * @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically. * @default */ this.allowVerticalDrag = true; /** * @property {boolean} bringToTop - If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within. * @default */ this.bringToTop = false; /** * @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset. * @default */ this.snapOffset = null; /** * @property {boolean} snapOnDrag - When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not. * @default */ this.snapOnDrag = false; /** * @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release. * @default */ this.snapOnRelease = false; /** * @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid. * @default */ this.snapX = 0; /** * @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid. * @default */ this.snapY = 0; /** * @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid. * @default */ this.snapOffsetX = 0; /** * @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid.. * @default */ this.snapOffsetY = 0; /** * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite. * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value. * This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope. * Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick. * @property {boolean} pixelPerfectOver - Use a pixel perfect check when testing for pointer over. * @default */ this.pixelPerfectOver = false; /** * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched. * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value. * This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope. * Warning: This is expensive so only enable if you really need it. * @property {boolean} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite. * @default */ this.pixelPerfectClick = false; /** * @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit. * @default */ this.pixelPerfectAlpha = 255; /** * @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no * @default */ this.draggable = false; /** * @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag. * @default */ this.boundsRect = null; /** * @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag. * @default */ this.boundsSprite = null; /** * @property {boolean} scaleLayer - EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future. */ this.scaleLayer = false; /** * @property {Phaser.Point} dragOffset - The offset from the Sprites position that dragging takes place from. */ this.dragOffset = new Phaser.Point(); /** * @property {boolean} dragFromCenter - Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it? */ this.dragFromCenter = false; /** * @property {boolean} dragStopBlocksInputUp - If enabled, when the Sprite stops being dragged, it will only dispatch the `onDragStop` event, and not the `onInputUp` event. If set to `false` it will dispatch both events. */ this.dragStopBlocksInputUp = false; /** * @property {Phaser.Point} dragStartPoint - The Point from which the most recent drag started from. Useful if you need to return an object to its starting position. */ this.dragStartPoint = new Phaser.Point(); /** * @property {integer} dragDistanceThreshold - The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks it is being dragged. */ this.dragDistanceThreshold = 0; /** * @property {integer} dragTimeThreshold - The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being dragged. */ this.dragTimeThreshold = 0; /** * @property {Phaser.Point} downPoint - A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite. */ this.downPoint = new Phaser.Point(); /** * @property {Phaser.Point} snapPoint - If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event. */ this.snapPoint = new Phaser.Point(); /** * @property {Phaser.Point} _dragPoint - Internal cache var. * @private */ this._dragPoint = new Phaser.Point(); /** * @property {boolean} _dragPhase - Internal cache var. * @private */ this._dragPhase = false; /** * @property {boolean} _pendingDrag - Internal cache var. * @private */ this._pendingDrag = false; /** * @property {boolean} _dragTimePass - Internal cache var. * @private */ this._dragTimePass = false; /** * @property {boolean} _dragDistancePass - Internal cache var. * @private */ this._dragDistancePass = false; /** * @property {boolean} _wasEnabled - Internal cache var. * @private */ this._wasEnabled = false; /** * @property {Phaser.Point} _tempPoint - Internal cache var. * @private */ this._tempPoint = new Phaser.Point(); /** * @property {array} _pointerData - Internal cache var. * @private */ this._pointerData = []; this._pointerData.push({ id: 0, x: 0, y: 0, camX: 0, camY: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false }); }; Phaser.InputHandler.prototype = { /** * Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority. * @method Phaser.InputHandler#start * @param {number} priority - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other. * @param {boolean} useHandCursor - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers) * @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound. */ start: function (priority, useHandCursor) { priority = priority || 0; if (useHandCursor === undefined) { useHandCursor = false; } // Turning on if (this.enabled === false) { // Register, etc this.game.input.interactiveItems.add(this); this.useHandCursor = useHandCursor; this.priorityID = priority; for (var i = 0; i < 10; i++) { this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false }; } this.snapOffset = new Phaser.Point(); this.enabled = true; this._wasEnabled = true; } this.sprite.events.onAddedToGroup.add(this.addedToGroup, this); this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this); this.flagged = false; return this.sprite; }, /** * Handles when the parent Sprite is added to a new Group. * * @method Phaser.InputHandler#addedToGroup * @private */ addedToGroup: function () { if (this._dragPhase) { return; } if (this._wasEnabled && !this.enabled) { this.start(); } }, /** * Handles when the parent Sprite is removed from a Group. * * @method Phaser.InputHandler#removedFromGroup * @private */ removedFromGroup: function () { if (this._dragPhase) { return; } if (this.enabled) { this._wasEnabled = true; this.stop(); } else { this._wasEnabled = false; } }, /** * Resets the Input Handler and disables it. * @method Phaser.InputHandler#reset */ reset: function () { this.enabled = false; this.flagged = false; for (var i = 0; i < 10; i++) { this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false }; } }, /** * Stops the Input Handler from running. * @method Phaser.InputHandler#stop */ stop: function () { // Turning off if (this.enabled === false) { return; } else { // De-register, etc this.enabled = false; this.game.input.interactiveItems.remove(this); } }, /** * Clean up memory. * @method Phaser.InputHandler#destroy */ destroy: function () { if (this.sprite) { if (this._setHandCursor) { this.game.canvas.style.cursor = "default"; this._setHandCursor = false; } this.enabled = false; this.game.input.interactiveItems.remove(this); this._pointerData.length = 0; this.boundsRect = null; this.boundsSprite = null; this.sprite = null; } }, /** * Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event. * This is called by Phaser.Pointer and shouldn't typically be called directly. * * @method Phaser.InputHandler#validForInput * @protected * @param {number} highestID - The highest ID currently processed by the Pointer. * @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer. * @param {boolean} [includePixelPerfect=true] - If this object has `pixelPerfectClick` or `pixelPerfectOver` set should it be considered as valid? * @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection. */ validForInput: function (highestID, highestRenderID, includePixelPerfect) { if (includePixelPerfect === undefined) { includePixelPerfect = true; } if (!this.enabled || this.sprite.scale.x === 0 || this.sprite.scale.y === 0 || this.priorityID < this.game.input.minPriorityID || (this.sprite.parent && this.sprite.parent.ignoreChildInput)) { return false; } // If we're trying to specifically IGNORE pixel perfect objects, then set includePixelPerfect to false and skip it if (!includePixelPerfect && (this.pixelPerfectClick || this.pixelPerfectOver)) { return false; } if (this.priorityID > highestID || (this.priorityID === highestID && this.sprite.renderOrderID > highestRenderID)) { return true; } return false; }, /** * Is this object using pixel perfect checking? * * @method Phaser.InputHandler#isPixelPerfect * @return {boolean} True if the this InputHandler has either `pixelPerfectClick` or `pixelPerfectOver` set to `true`. */ isPixelPerfect: function () { return (this.pixelPerfectClick || this.pixelPerfectOver); }, /** * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite. * This value is only set when the pointer is over this Sprite. * * @method Phaser.InputHandler#pointerX * @param {integer} [pointerId=0] * @return {number} The x coordinate of the Input pointer. */ pointerX: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].x; }, /** * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite * This value is only set when the pointer is over this Sprite. * * @method Phaser.InputHandler#pointerY * @param {integer} [pointerId=0] * @return {number} The y coordinate of the Input pointer. */ pointerY: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].y; }, /** * If the Pointer is down this returns true. * This *only* checks if the Pointer is down, not if it's down over any specific Sprite. * * @method Phaser.InputHandler#pointerDown * @param {integer} [pointerId=0] * @return {boolean} - True if the given pointer is down, otherwise false. */ pointerDown: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].isDown; }, /** * If the Pointer is up this returns true. * This *only* checks if the Pointer is up, not if it's up over any specific Sprite. * * @method Phaser.InputHandler#pointerUp * @param {integer} [pointerId=0] * @return {boolean} - True if the given pointer is up, otherwise false. */ pointerUp: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].isUp; }, /** * A timestamp representing when the Pointer first touched the touchscreen. * * @method Phaser.InputHandler#pointerTimeDown * @param {integer} [pointerId=(check all)] * @return {number} */ pointerTimeDown: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].timeDown; }, /** * A timestamp representing when the Pointer left the touchscreen. * * @method Phaser.InputHandler#pointerTimeUp * @param {integer} [pointerId=0] * @return {number} */ pointerTimeUp: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].timeUp; }, /** * Is the Pointer over this Sprite? * * @method Phaser.InputHandler#pointerOver * @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers. * @return {boolean} - True if the given pointer (if a index was given, or any pointer if not) is over this object. */ pointerOver: function (pointerId) { if (!this.enabled) { return false; } if (pointerId === undefined) { for (var i = 0; i < 10; i++) { if (this._pointerData[i].isOver) { return true; } } return false; } else { return this._pointerData[pointerId].isOver; } }, /** * Is the Pointer outside of this Sprite? * * @method Phaser.InputHandler#pointerOut * @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers. * @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is out of this object. */ pointerOut: function (pointerId) { if (!this.enabled) { return false; } if (pointerId === undefined) { for (var i = 0; i < 10; i++) { if (this._pointerData[i].isOut) { return true; } } } else { return this._pointerData[pointerId].isOut; } }, /** * A timestamp representing when the Pointer first touched the touchscreen. * * @method Phaser.InputHandler#pointerTimeOver * @param {integer} [pointerId=0] * @return {number} */ pointerTimeOver: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].timeOver; }, /** * A timestamp representing when the Pointer left the touchscreen. * * @method Phaser.InputHandler#pointerTimeOut * @param {integer} [pointerId=0] * @return {number} */ pointerTimeOut: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].timeOut; }, /** * Is this sprite being dragged by the mouse or not? * * @method Phaser.InputHandler#pointerDragged * @param {integer} [pointerId=0] * @return {boolean} True if the pointer is dragging an object, otherwise false. */ pointerDragged: function (pointerId) { pointerId = pointerId || 0; return this._pointerData[pointerId].isDragged; }, /** * Checks if the given pointer is both down and over the Sprite this InputHandler belongs to. * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`. * * @method Phaser.InputHandler#checkPointerDown * @param {Phaser.Pointer} pointer * @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object? * @return {boolean} True if the pointer is down, otherwise false. */ checkPointerDown: function (pointer, fastTest) { if (!pointer.isDown || !this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible || this.sprite.worldScale.x === 0 || this.sprite.worldScale.y === 0) { return false; } // Need to pass it a temp point, in case we need it again for the pixel check if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint)) { if (fastTest === undefined) { fastTest = false; } if (!fastTest && this.pixelPerfectClick) { return this.checkPixel(this._tempPoint.x, this._tempPoint.y); } else { return true; } } return false; }, /** * Checks if the given pointer is over the Sprite this InputHandler belongs to. * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`. * * @method Phaser.InputHandler#checkPointerOver * @param {Phaser.Pointer} pointer * @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object? * @return {boolean} */ checkPointerOver: function (pointer, fastTest) { if (!this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible || this.sprite.worldScale.x === 0 || this.sprite.worldScale.y === 0) { return false; } // Need to pass it a temp point, in case we need it again for the pixel check if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint)) { if (fastTest === undefined) { fastTest = false; } if (!fastTest && this.pixelPerfectOver) { return this.checkPixel(this._tempPoint.x, this._tempPoint.y); } else { return true; } } return false; }, /** * Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to. * It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true. * * @method Phaser.InputHandler#checkPixel * @param {number} x - The x coordinate to check. * @param {number} y - The y coordinate to check. * @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters. * @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha */ checkPixel: function (x, y, pointer) { // Grab a pixel from our image into the hitCanvas and then test it if (this.sprite.texture.baseTexture.source) { if (x === null && y === null) { // Use the pointer parameter this.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint); var x = this._tempPoint.x; var y = this._tempPoint.y; } if (this.sprite.anchor.x !== 0) { x -= -this.sprite.texture.frame.width * this.sprite.anchor.x; } if (this.sprite.anchor.y !== 0) { y -= -this.sprite.texture.frame.height * this.sprite.anchor.y; } x += this.sprite.texture.frame.x; y += this.sprite.texture.frame.y; if (this.sprite.texture.trim) { x -= this.sprite.texture.trim.x; y -= this.sprite.texture.trim.y; // If the coordinates are outside the trim area we return false immediately, to save doing a draw call if (x < this.sprite.texture.crop.x || x > this.sprite.texture.crop.right || y < this.sprite.texture.crop.y || y > this.sprite.texture.crop.bottom) { this._dx = x; this._dy = y; return false; } } this._dx = x; this._dy = y; this.game.input.hitContext.clearRect(0, 0, 1, 1); this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1); var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1); if (rgb.data[3] >= this.pixelPerfectAlpha) { return true; } } return false; }, /** * Internal Update method. This is called automatically and handles the Pointer * and drag update loops. * * @method Phaser.InputHandler#update * @protected * @param {Phaser.Pointer} pointer * @return {boolean} True if the pointer is still active, otherwise false. */ update: function (pointer) { if (this.sprite === null || this.sprite.parent === undefined) { // Abort. We've been destroyed. return; } if (!this.enabled || !this.sprite.visible || !this.sprite.parent.visible) { this._pointerOutHandler(pointer); return false; } if (this._pendingDrag) { if (!this._dragDistancePass) { this._dragDistancePass = (Phaser.Math.distance(pointer.x, pointer.y, this.downPoint.x, this.downPoint.y) >= this.dragDistanceThreshold); } if (this._dragDistancePass && this._dragTimePass) { this.startDrag(pointer); } return true; } else if (this.draggable && this._draggedPointerID === pointer.id) { return this.updateDrag(pointer); } else if (this._pointerData[pointer.id].isOver) { if (this.checkPointerOver(pointer)) { this._pointerData[pointer.id].x = pointer.x - this.sprite.x; this._pointerData[pointer.id].y = pointer.y - this.sprite.y; return true; } else { this._pointerOutHandler(pointer); return false; } } }, /** * Internal method handling the pointer over event. * * @method Phaser.InputHandler#_pointerOverHandler * @private * @param {Phaser.Pointer} pointer - The pointer that triggered the event * @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite. */ _pointerOverHandler: function (pointer, silent) { if (this.sprite === null) { // Abort. We've been destroyed. return; } var data = this._pointerData[pointer.id]; if (data.isOver === false || pointer.dirty) { var sendEvent = (data.isOver === false); data.isOver = true; data.isOut = false; data.timeOver = this.game.time.time; data.x = pointer.x - this.sprite.x; data.y = pointer.y - this.sprite.y; if (this.useHandCursor && data.isDragged === false) { this.game.canvas.style.cursor = "pointer"; this._setHandCursor = true; } if (!silent && sendEvent && this.sprite && this.sprite.events) { this.sprite.events.onInputOver$dispatch(this.sprite, pointer); } if (this.sprite.parent && this.sprite.parent.type === Phaser.GROUP) { this.sprite.parent.onChildInputOver.dispatch(this.sprite, pointer); } } }, /** * Internal method handling the pointer out event. * * @method Phaser.InputHandler#_pointerOutHandler * @private * @param {Phaser.Pointer} pointer - The pointer that triggered the event. * @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite. */ _pointerOutHandler: function (pointer, silent) { if (this.sprite === null) { // Abort. We've been destroyed. return; } var data = this._pointerData[pointer.id]; data.isOver = false; data.isOut = true; data.timeOut = this.game.time.time; if (this.useHandCursor && data.isDragged === false) { this.game.canvas.style.cursor = "default"; this._setHandCursor = false; } if (!silent && this.sprite && this.sprite.events) { this.sprite.events.onInputOut$dispatch(this.sprite, pointer); if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP) { this.sprite.parent.onChildInputOut.dispatch(this.sprite, pointer); } } }, /** * Internal method handling the touched / clicked event. * * @method Phaser.InputHandler#_touchedHandler * @private * @param {Phaser.Pointer} pointer - The pointer that triggered the event. */ _touchedHandler: function (pointer) { if (this.sprite === null) { // Abort. We've been destroyed. return; } var data = this._pointerData[pointer.id]; if (!data.isDown && data.isOver) { if (this.pixelPerfectClick && !this.checkPixel(null, null, pointer)) { return; } data.isDown = true; data.isUp = false; data.timeDown = this.game.time.time; this.downPoint.set(pointer.x, pointer.y); // It's possible the onInputDown event creates a new Sprite that is on-top of this one, so we ought to force a Pointer update pointer.dirty = true; if (this.sprite && this.sprite.events) { this.sprite.events.onInputDown$dispatch(this.sprite, pointer); // The event above might have destroyed this sprite. if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP) { this.sprite.parent.onChildInputDown.dispatch(this.sprite, pointer); } // The events might have destroyed this sprite. if (this.sprite === null) { return; } } // Start drag if (this.draggable && this.isDragged === false) { if (this.dragTimeThreshold === 0 && this.dragDistanceThreshold === 0) { this.startDrag(pointer); } else { this._pendingDrag = true; this._dragDistancePass = (this.dragDistanceThreshold === 0); if (this.dragTimeThreshold > 0) { this._dragTimePass = false; this.game.time.events.add(this.dragTimeThreshold, this.dragTimeElapsed, this, pointer); } else { this._dragTimePass = true; } } } if (this.bringToTop) { this.sprite.bringToTop(); } } }, /** * Internal method handling the drag threshold timer. * * @method Phaser.InputHandler#dragTimeElapsed * @private * @param {Phaser.Pointer} pointer */ dragTimeElapsed: function (pointer) { this._dragTimePass = true; if (this._pendingDrag && this.sprite) { if (this._dragDistancePass) { this.startDrag(pointer); } } }, /** * Internal method handling the pointer released event. * @method Phaser.InputHandler#_releasedHandler * @private * @param {Phaser.Pointer} pointer */ _releasedHandler: function (pointer) { if (this.sprite === null) { // Abort. We've been destroyed. return; } var data = this._pointerData[pointer.id]; // If was previously touched by this Pointer, check if still is AND still over this item if (data.isDown && pointer.isUp) { data.isDown = false; data.isUp = true; data.timeUp = this.game.time.time; data.downDuration = data.timeUp - data.timeDown; // Only release the InputUp signal if the pointer is still over this sprite var isOver = this.checkPointerOver(pointer); if (this.sprite && this.sprite.events) { if (!this.dragStopBlocksInputUp || this.dragStopBlocksInputUp && !(this.draggable && this.isDragged && this._draggedPointerID === pointer.id)) { this.sprite.events.onInputUp$dispatch(this.sprite, pointer, isOver); } if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP) { this.sprite.parent.onChildInputUp.dispatch(this.sprite, pointer, isOver); } // The onInputUp event may have changed the sprite so that checkPointerOver is no longer true, so update it. if (isOver) { isOver = this.checkPointerOver(pointer); } } data.isOver = isOver; if (!isOver && this.useHandCursor) { this.game.canvas.style.cursor = "default"; this._setHandCursor = false; } // It's possible the onInputUp event created a new Sprite that is on-top of this one, so force a Pointer update pointer.dirty = true; this._pendingDrag = false; // Stop drag if (this.draggable && this.isDragged && this._draggedPointerID === pointer.id) { this.stopDrag(pointer); } } }, /** * Updates the Pointer drag on this Sprite. * @method Phaser.InputHandler#updateDrag * @param {Phaser.Pointer} pointer * @return {boolean} */ updateDrag: function (pointer, fromStart) { if (pointer.isUp) { this.stopDrag(pointer); return false; } if (fromStart === undefined) { fromStart = false; } var px = this.globalToLocalX(pointer.x) + this._dragPoint.x + this.dragOffset.x; var py = this.globalToLocalY(pointer.y) + this._dragPoint.y + this.dragOffset.y; if (this.sprite.fixedToCamera) { if (this.allowHorizontalDrag) { this.sprite.cameraOffset.x = px; } if (this.allowVerticalDrag) { this.sprite.cameraOffset.y = py; } if (this.boundsRect) { this.checkBoundsRect(); } if (this.boundsSprite) { this.checkBoundsSprite(); } if (this.snapOnDrag) { this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX); this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY); this.snapPoint.set(this.sprite.cameraOffset.x, this.sprite.cameraOffset.y); } } else { var cx = this.game.camera.x - this._pointerData[pointer.id].camX; var cy = this.game.camera.y - this._pointerData[pointer.id].camY; if (this.allowHorizontalDrag) { this.sprite.x = px + cx; } if (this.allowVerticalDrag) { this.sprite.y = py + cy; } if (this.boundsRect) { this.checkBoundsRect(); } if (this.boundsSprite) { this.checkBoundsSprite(); } if (this.snapOnDrag) { this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX); this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY); this.snapPoint.set(this.sprite.x, this.sprite.y); } } this.sprite.events.onDragUpdate.dispatch(this.sprite, pointer, px, py, this.snapPoint, fromStart); return true; }, /** * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) * * @method Phaser.InputHandler#justOver * @param {integer} [pointerId=0] * @param {number} delay - The time below which the pointer is considered as just over. * @return {boolean} */ justOver: function (pointerId, delay) { pointerId = pointerId || 0; delay = delay || 500; return (this._pointerData[pointerId].isOver && this.overDuration(pointerId) < delay); }, /** * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) * * @method Phaser.InputHandler#justOut * @param {integer} [pointerId=0] * @param {number} delay - The time below which the pointer is considered as just out. * @return {boolean} */ justOut: function (pointerId, delay) { pointerId = pointerId || 0; delay = delay || 500; return (this._pointerData[pointerId].isOut && (this.game.time.time - this._pointerData[pointerId].timeOut < delay)); }, /** * Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second) * * @method Phaser.InputHandler#justPressed * @param {integer} [pointerId=0] * @param {number} delay - The time below which the pointer is considered as just over. * @return {boolean} */ justPressed: function (pointerId, delay) { pointerId = pointerId || 0; delay = delay || 500; return (this._pointerData[pointerId].isDown && this.downDuration(pointerId) < delay); }, /** * Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second) * * @method Phaser.InputHandler#justReleased * @param {integer} [pointerId=0] * @param {number} delay - The time below which the pointer is considered as just out. * @return {boolean} */ justReleased: function (pointerId, delay) { pointerId = pointerId || 0; delay = delay || 500; return (this._pointerData[pointerId].isUp && (this.game.time.time - this._pointerData[pointerId].timeUp < delay)); }, /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * * @method Phaser.InputHandler#overDuration * @param {integer} [pointerId=0] * @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over. */ overDuration: function (pointerId) { pointerId = pointerId || 0; if (this._pointerData[pointerId].isOver) { return this.game.time.time - this._pointerData[pointerId].timeOver; } return -1; }, /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * * @method Phaser.InputHandler#downDuration * @param {integer} [pointerId=0] * @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over. */ downDuration: function (pointerId) { pointerId = pointerId || 0; if (this._pointerData[pointerId].isDown) { return this.game.time.time - this._pointerData[pointerId].timeDown; } return -1; }, /** * Allow this Sprite to be dragged by any valid pointer. * * When the drag begins the Sprite.events.onDragStart event will be dispatched. * * When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched. * * You can control the thresholds over when a drag starts via the properties: * * `Pointer.dragDistanceThreshold` the distance, in pixels, that the pointer has to move * before the drag will start. * * `Pointer.dragTimeThreshold` the time, in ms, that the pointer must be held down on * the Sprite before the drag will start. * * You can set either (or both) of these properties after enabling a Sprite for drag. * * For the duration of the drag the Sprite.events.onDragUpdate event is dispatched. This event is only dispatched when the pointer actually * changes position and moves. The event sends 5 parameters: `sprite`, `pointer`, `dragX`, `dragY` and `snapPoint`. * * @method Phaser.InputHandler#enableDrag * @param {boolean} [lockCenter=false] - If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer. * @param {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group. * @param {boolean} [pixelPerfect=false] - If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box. * @param {boolean} [alphaThreshold=255] - If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed. * @param {Phaser.Rectangle} [boundsRect=null] - If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere. * @param {Phaser.Sprite} [boundsSprite=null] - If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here. */ enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) { if (lockCenter === undefined) { lockCenter = false; } if (bringToTop === undefined) { bringToTop = false; } if (pixelPerfect === undefined) { pixelPerfect = false; } if (alphaThreshold === undefined) { alphaThreshold = 255; } if (boundsRect === undefined) { boundsRect = null; } if (boundsSprite === undefined) { boundsSprite = null; } this._dragPoint = new Phaser.Point(); this.draggable = true; this.bringToTop = bringToTop; this.dragOffset = new Phaser.Point(); this.dragFromCenter = lockCenter; this.pixelPerfectClick = pixelPerfect; this.pixelPerfectAlpha = alphaThreshold; if (boundsRect) { this.boundsRect = boundsRect; } if (boundsSprite) { this.boundsSprite = boundsSprite; } }, /** * Stops this sprite from being able to be dragged. * If it is currently the target of an active drag it will be stopped immediately; also disables any set callbacks. * * @method Phaser.InputHandler#disableDrag */ disableDrag: function () { if (this._pointerData) { for (var i = 0; i < 10; i++) { this._pointerData[i].isDragged = false; } } this.draggable = false; this.isDragged = false; this._draggedPointerID = -1; this._pendingDrag = false; }, /** * Called by Pointer when drag starts on this Sprite. Should not usually be called directly. * * @method Phaser.InputHandler#startDrag * @param {Phaser.Pointer} pointer */ startDrag: function (pointer) { var x = this.sprite.x; var y = this.sprite.y; this.isDragged = true; this._draggedPointerID = pointer.id; this._pointerData[pointer.id].camX = this.game.camera.x; this._pointerData[pointer.id].camY = this.game.camera.y; this._pointerData[pointer.id].isDragged = true; if (this.sprite.fixedToCamera) { if (this.dragFromCenter) { var bounds = this.sprite.getBounds(); this.sprite.cameraOffset.x = this.globalToLocalX(pointer.x) + (this.sprite.cameraOffset.x - bounds.centerX); this.sprite.cameraOffset.y = this.globalToLocalY(pointer.y) + (this.sprite.cameraOffset.y - bounds.centerY); } this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y); } else { if (this.dragFromCenter) { var bounds = this.sprite.getBounds(); this.sprite.x = this.globalToLocalX(pointer.x) + (this.sprite.x - bounds.centerX); this.sprite.y = this.globalToLocalY(pointer.y) + (this.sprite.y - bounds.centerY); } this._dragPoint.setTo(this.sprite.x - this.globalToLocalX(pointer.x), this.sprite.y - this.globalToLocalY(pointer.y)); } this.updateDrag(pointer, true); if (this.bringToTop) { this._dragPhase = true; this.sprite.bringToTop(); } this.dragStartPoint.set(x, y); this.sprite.events.onDragStart$dispatch(this.sprite, pointer, x, y); this._pendingDrag = false; }, /** * Warning: EXPERIMENTAL * * @method Phaser.InputHandler#globalToLocalX * @param {number} x */ globalToLocalX: function (x) { if (this.scaleLayer) { x -= this.game.scale.grid.boundsFluid.x; x *= this.game.scale.grid.scaleFluidInversed.x; } return x; }, /** * Warning: EXPERIMENTAL * * @method Phaser.InputHandler#globalToLocalY * @param {number} y */ globalToLocalY: function (y) { if (this.scaleLayer) { y -= this.game.scale.grid.boundsFluid.y; y *= this.game.scale.grid.scaleFluidInversed.y; } return y; }, /** * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. * * @method Phaser.InputHandler#stopDrag * @param {Phaser.Pointer} pointer */ stopDrag: function (pointer) { this.isDragged = false; this._draggedPointerID = -1; this._pointerData[pointer.id].isDragged = false; this._dragPhase = false; this._pendingDrag = false; if (this.snapOnRelease) { if (this.sprite.fixedToCamera) { this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX); this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY); } else { this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX); this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY); } } this.sprite.events.onDragStop$dispatch(this.sprite, pointer); if (this.checkPointerOver(pointer) === false) { this._pointerOutHandler(pointer); } }, /** * Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move! * * @method Phaser.InputHandler#setDragLock * @param {boolean} [allowHorizontal=true] - To enable the sprite to be dragged horizontally set to true, otherwise false. * @param {boolean} [allowVertical=true] - To enable the sprite to be dragged vertically set to true, otherwise false. */ setDragLock: function (allowHorizontal, allowVertical) { if (allowHorizontal === undefined) { allowHorizontal = true; } if (allowVertical === undefined) { allowVertical = true; } this.allowHorizontalDrag = allowHorizontal; this.allowVerticalDrag = allowVertical; }, /** * Make this Sprite snap to the given grid either during drag or when it's released. * For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels. * * @method Phaser.InputHandler#enableSnap * @param {number} snapX - The width of the grid cell to snap to. * @param {number} snapY - The height of the grid cell to snap to. * @param {boolean} [onDrag=true] - If true the sprite will snap to the grid while being dragged. * @param {boolean} [onRelease=false] - If true the sprite will snap to the grid when released. * @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid. * @param {number} [snapOffsetY=0] - Used to offset the top-left starting point of the snap grid. */ enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) { if (onDrag === undefined) { onDrag = true; } if (onRelease === undefined) { onRelease = false; } if (snapOffsetX === undefined) { snapOffsetX = 0; } if (snapOffsetY === undefined) { snapOffsetY = 0; } this.snapX = snapX; this.snapY = snapY; this.snapOffsetX = snapOffsetX; this.snapOffsetY = snapOffsetY; this.snapOnDrag = onDrag; this.snapOnRelease = onRelease; }, /** * Stops the sprite from snapping to a grid during drag or release. * * @method Phaser.InputHandler#disableSnap */ disableSnap: function () { this.snapOnDrag = false; this.snapOnRelease = false; }, /** * Bounds Rect check for the sprite drag * * @method Phaser.InputHandler#checkBoundsRect */ checkBoundsRect: function () { if (this.sprite.fixedToCamera) { if (this.sprite.cameraOffset.x < this.boundsRect.left) { this.sprite.cameraOffset.x = this.boundsRect.left; } else if ((this.sprite.cameraOffset.x + this.sprite.width) > this.boundsRect.right) { this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width; } if (this.sprite.cameraOffset.y < this.boundsRect.top) { this.sprite.cameraOffset.y = this.boundsRect.top; } else if ((this.sprite.cameraOffset.y + this.sprite.height) > this.boundsRect.bottom) { this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height; } } else { if (this.sprite.left < this.boundsRect.left) { this.sprite.x = this.boundsRect.x + this.sprite.offsetX; } else if (this.sprite.right > this.boundsRect.right) { this.sprite.x = this.boundsRect.right - (this.sprite.width - this.sprite.offsetX); } if (this.sprite.top < this.boundsRect.top) { this.sprite.y = this.boundsRect.top + this.sprite.offsetY; } else if (this.sprite.bottom > this.boundsRect.bottom) { this.sprite.y = this.boundsRect.bottom - (this.sprite.height - this.sprite.offsetY); } } }, /** * Parent Sprite Bounds check for the sprite drag. * * @method Phaser.InputHandler#checkBoundsSprite */ checkBoundsSprite: function () { if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera) { if (this.sprite.cameraOffset.x < this.boundsSprite.cameraOffset.x) { this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x; } else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.cameraOffset.x + this.boundsSprite.width)) { this.sprite.cameraOffset.x = (this.boundsSprite.cameraOffset.x + this.boundsSprite.width) - this.sprite.width; } if (this.sprite.cameraOffset.y < this.boundsSprite.cameraOffset.y) { this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y; } else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.cameraOffset.y + this.boundsSprite.height)) { this.sprite.cameraOffset.y = (this.boundsSprite.cameraOffset.y + this.boundsSprite.height) - this.sprite.height; } } else { if (this.sprite.left < this.boundsSprite.left) { this.sprite.x = this.boundsSprite.left + this.sprite.offsetX; } else if (this.sprite.right > this.boundsSprite.right) { this.sprite.x = this.boundsSprite.right - (this.sprite.width - this.sprite.offsetX); } if (this.sprite.top < this.boundsSprite.top) { this.sprite.y = this.boundsSprite.top + this.sprite.offsetY; } else if (this.sprite.bottom > this.boundsSprite.bottom) { this.sprite.y = this.boundsSprite.bottom - (this.sprite.height - this.sprite.offsetY); } } } }; Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;