/// /// /** * Phaser - Touch * * The Touch class handles touch interactions with the game and the resulting Pointer objects. * http://www.w3.org/TR/touch-events/ * https://developer.mozilla.org/en-US/docs/DOM/TouchList * http://www.html5rocks.com/en/mobile/touchandmouse/ * Note: Android 2.x only supports 1 touch event at once, no multi-touch */ module Phaser { export class Touch { /** * Constructor * @param {Game} game. * @return {Touch} This object. */ constructor(game: Game) { this._game = game; } /** * Local private reference to game. * @property _game * @type {Phaser.Game} * @private **/ private _game: Game; /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @type {Boolean} */ public disabled: bool = false; /** * Starts the event listeners running * @method start */ public start() { if (this._game.device.touch) { this._game.stage.canvas.addEventListener('touchstart', (event) => this.onTouchStart(event), false); this._game.stage.canvas.addEventListener('touchmove', (event) => this.onTouchMove(event), false); this._game.stage.canvas.addEventListener('touchend', (event) => this.onTouchEnd(event), false); this._game.stage.canvas.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); this._game.stage.canvas.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); this._game.stage.canvas.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); document.addEventListener('touchmove', (event) => this.consumeTouchMove(event), false); } } /** * Prevent iOS bounce-back (doesn't work?) * @method consumeTouchMove * @param {Any} event **/ private consumeTouchMove(event) { event.preventDefault(); } /** * * @method onTouchStart * @param {Any} event **/ private onTouchStart(event) { if (this._game.input.disabled || this.disabled) { return; } 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 onTouchCancel * @param {Any} event **/ private onTouchCancel(event) { if (this._game.input.disabled || this.disabled) { return; } 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 yet * @method onTouchEnter * @param {Any} event **/ private onTouchEnter(event) { if (this._game.input.disabled || this.disabled) { return; } event.preventDefault(); for (var i = 0; i < event.changedTouches.length; i++) { console.log('touch enter'); } } /** * 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 yet * @method onTouchLeave * @param {Any} event **/ private onTouchLeave(event) { event.preventDefault(); for (var i = 0; i < event.changedTouches.length; i++) { console.log('touch leave'); } } /** * * @method onTouchMove * @param {Any} event **/ private onTouchMove(event) { event.preventDefault(); for (var i = 0; i < event.changedTouches.length; i++) { this._game.input.updatePointer(event.changedTouches[i]); } } /** * * @method onTouchEnd * @param {Any} event **/ private onTouchEnd(event) { 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 stop */ public stop() { if (this._game.device.touch) { //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); } } } }