/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen. * * @class Phaser.Pointer * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers. */ Phaser.Pointer = function (game, id) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers. */ this.id = id; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.POINTER; /** * @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps. * @default */ this.exists = true; /** * @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started. * @default */ this.identifier = 0; /** * @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value. * @default */ this.pointerId = null; /** * @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started. * @default */ this.target = null; /** * @property {any} button - The button property of the Pointer as set by the DOM event when this Pointer is started. * @default */ this.button = null; /** * @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event. * @private * @default */ this._holdSent = false; /** * @property {array} _history - Local private variable storing the short-term history of pointer movements. * @private */ this._history = []; /** * @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur. * @private */ this._nextDrop = 0; /** * @property {boolean} _stateReset - Monitor events outside of a state reset loop. * @private */ this._stateReset = false; /** * @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false. */ this.withinGame = false; /** * @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). */ this.clientX = -1; /** * @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). */ this.clientY = -1; /** * @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document. */ this.pageX = -1; /** * @property {number} pageY - The vertical coordinate of the Pointer relative to whole document. */ this.pageY = -1; /** * @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen. */ this.screenX = -1; /** * @property {number} screenY - The vertical coordinate of the Pointer relative to the screen. */ this.screenY = -1; /** * @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event. * @default */ this.rawMovementX = 0; /** * @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event. * @default */ this.rawMovementY = 0; /** * @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event. * @default */ this.movementX = 0; /** * @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event. * @default */ this.movementY = 0; /** * @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale. * @default */ this.x = -1; /** * @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale. * @default */ this.y = -1; /** * @property {boolean} isMouse - If the Pointer is a mouse this is true, otherwise false. * @default */ this.isMouse = false; /** * @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true. * @default */ this.isDown = false; /** * @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true. * @default */ this.isUp = true; /** * @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen. * @default */ this.timeDown = 0; /** * @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen. * @default */ this.timeUp = 0; /** * @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked. * @default */ this.previousTapTime = 0; /** * @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen. * @default */ this.totalTouches = 0; /** * @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event. * @default */ this.msSinceLastClick = Number.MAX_VALUE; /** * @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging. * @default */ this.targetObject = null; /** * @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active. * @default */ this.active = false; /** * @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not. * @default */ this.dirty = false; /** * @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display. */ this.position = new Phaser.Point(); /** * @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display. */ this.positionDown = new Phaser.Point(); /** * @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released. */ this.positionUp = new Phaser.Point(); /** * A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection. * The Circle size is 44px (Apples recommended "finger tip" size). * @property {Phaser.Circle} circle */ this.circle = new Phaser.Circle(0, 0, 44); if (id === 0) { this.isMouse = true; } /** * Click trampolines associated with this pointer. See `addClickTrampoline`. * @property {object[]|null} _clickTrampolines * @private */ this._clickTrampolines = null; /** * When the Pointer has click trampolines the last target object is stored here * so it can be used to check for validity of the trampoline in a post-Up/'stop'. * @property {object} _trampolineTargetObject * @private */ this._trampolineTargetObject = null; }; Phaser.Pointer.prototype = { /** * Called when the Pointer is pressed onto the touchscreen. * @method Phaser.Pointer#start * @param {any} event - The DOM event from the browser. */ start: function (event) { if (event['pointerId']) { this.pointerId = event.pointerId; } this.identifier = event.identifier; this.target = event.target; if (typeof event.button !== 'undefined') { this.button = event.button; } this._history = []; this.active = true; this.withinGame = true; this.isDown = true; this.isUp = false; this.dirty = false; this._clickTrampolines = null; this._trampolineTargetObject = null; // Work out how long it has been since the last click this.msSinceLastClick = this.game.time.now - this.timeDown; this.timeDown = this.game.time.now; this._holdSent = false; // This sets the x/y and other local values this.move(event, true); // x and y are the old values here? this.positionDown.setTo(this.x, this.y); if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0)) { this.game.input.x = this.x; this.game.input.y = this.y; this.game.input.position.setTo(this.x, this.y); this.game.input.onDown.dispatch(this, event); this.game.input.resetSpeed(this.x, this.y); } this._stateReset = false; this.totalTouches++; if (!this.isMouse) { this.game.input.currentPointers++; } if (this.targetObject !== null) { this.targetObject._touchedHandler(this); } return this; }, /** * Called by the Input Manager. * @method Phaser.Pointer#update */ update: function () { if (this.active) { // Force a check? if (this.dirty) { if (this.game.input.interactiveItems.total > 0) { this.processInteractiveObjects(true); } this.dirty = false; } if (this._holdSent === false && this.duration >= this.game.input.holdRate) { if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0)) { this.game.input.onHold.dispatch(this); } this._holdSent = true; } // Update the droppings history if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop) { this._nextDrop = this.game.time.now + this.game.input.recordRate; this._history.push({ x: this.position.x, y: this.position.y }); if (this._history.length > this.game.input.recordLimit) { this._history.shift(); } } } }, /** * Called when the Pointer is moved. * * @method Phaser.Pointer#move * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler. * @param {boolean} [fromClick=false] - Was this called from the click event? */ move: function (event, fromClick) { if (this.game.input.pollLocked) { return; } if (typeof fromClick === 'undefined') { fromClick = false; } if (typeof event.button !== 'undefined') { this.button = event.button; } this.clientX = event.clientX; this.clientY = event.clientY; this.pageX = event.pageX; this.pageY = event.pageY; this.screenX = event.screenX; this.screenY = event.screenY; if (this.isMouse && this.game.input.mouse.locked && !fromClick) { this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0; this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0; this.movementX += this.rawMovementX; this.movementY += this.rawMovementY; } this.x = (this.pageX - this.game.scale.offset.x) * this.game.input.scale.x; this.y = (this.pageY - this.game.scale.offset.y) * this.game.input.scale.y; this.position.setTo(this.x, this.y); this.circle.x = this.x; this.circle.y = this.y; if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0)) { this.game.input.activePointer = this; this.game.input.x = this.x; this.game.input.y = this.y; this.game.input.position.setTo(this.game.input.x, this.game.input.y); this.game.input.circle.x = this.game.input.x; this.game.input.circle.y = this.game.input.y; } this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY); // If the game is paused we don't process any target objects or callbacks if (this.game.paused) { return this; } var i = this.game.input.moveCallbacks.length; while (i--) { this.game.input.moveCallbacks[i].callback.call(this.game.input.moveCallbacks[i].context, this, this.x, this.y, fromClick); } // Easy out if we're dragging something and it still exists if (this.targetObject !== null && this.targetObject.isDragged === true) { if (this.targetObject.update(this) === false) { this.targetObject = null; } } else if (this.game.input.interactiveItems.total > 0) { this.processInteractiveObjects(fromClick); } return this; }, /** * Process all interactive objects to find out which ones were updated in the recent Pointer move. * * @method Phaser.Pointer#processInteractiveObjects * @protected * @param {boolean} [fromClick=false] - Was this called from the click event? * @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false. */ processInteractiveObjects: function (fromClick) { this.game.input.interactiveItems.setAll('checked', false); // Work out which object is on the top this._highestRenderOrderID = Number.MAX_SAFE_INTEGER; this._highestRenderObject = null; this._highestInputPriorityID = -1; // First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID // We know they'll be valid for input detection but not which is the top just yet var currentNode = this.game.input.interactiveItems.first; do { if (currentNode && currentNode.validForInput(this._highestInputPriorityID, this._highestRenderOrderID, false)) { // Flag it as checked so we don't re-scan it on the next phase currentNode.checked = true; if ((fromClick && currentNode.checkPointerDown(this, true)) || (!fromClick && currentNode.checkPointerOver(this, true))) { this._highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID this._highestInputPriorityID = currentNode.priorityID; this._highestRenderObject = currentNode; } } currentNode = this.game.input.interactiveItems.next; } while (currentNode !== null); // Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID // because if their ID is lower anyway then we can just automatically discount them var currentNode = this.game.input.interactiveItems.first; do { if (currentNode && !currentNode.checked && currentNode.validForInput(this._highestInputPriorityID, this._highestRenderOrderID, true)) { if ((fromClick && currentNode.checkPointerDown(this, false)) || (!fromClick && currentNode.checkPointerOver(this, false))) { this._highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID this._highestInputPriorityID = currentNode.priorityID; this._highestRenderObject = currentNode; } } currentNode = this.game.input.interactiveItems.next; } while (currentNode !== null); // Now we know the top-most item (if any) we can process it if (this._highestRenderObject === null) { // The pointer isn't currently over anything, check if we've got a lingering previous target if (this.targetObject) { this.targetObject._pointerOutHandler(this); this.targetObject = null; } } else { if (this.targetObject === null) { // And now set the new one this.targetObject = this._highestRenderObject; this._highestRenderObject._pointerOverHandler(this); } else { // We've got a target from the last update if (this.targetObject === this._highestRenderObject) { // Same target as before, so update it if (this._highestRenderObject.update(this) === false) { this.targetObject = null; } } else { // The target has changed, so tell the old one we've left it this.targetObject._pointerOutHandler(this); // And now set the new one this.targetObject = this._highestRenderObject; this.targetObject._pointerOverHandler(this); } } } return (this.targetObject !== null); }, /** * Called when the Pointer leaves the target area. * * @method Phaser.Pointer#leave * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler. */ leave: function (event) { this.withinGame = false; this.move(event, false); }, /** * Called when the Pointer leaves the touchscreen. * * @method Phaser.Pointer#stop * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler. */ stop: function (event) { if (this._stateReset) { event.preventDefault(); return; } this.timeUp = this.game.time.now; if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0)) { this.game.input.onUp.dispatch(this, event); // Was it a tap? if (this.duration >= 0 && this.duration <= this.game.input.tapRate) { // Was it a double-tap? if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate) { // Yes, let's dispatch the signal then with the 2nd parameter set to true this.game.input.onTap.dispatch(this, true); } else { // Wasn't a double-tap, so dispatch a single tap signal this.game.input.onTap.dispatch(this, false); } this.previousTapTime = this.timeUp; } } // Mouse is always active if (this.id > 0) { this.active = false; } this.withinGame = false; this.isDown = false; this.isUp = true; this.pointerId = null; this.identifier = null; this.positionUp.setTo(this.x, this.y); if (this.isMouse === false) { this.game.input.currentPointers--; } this.game.input.interactiveItems.callAll('_releasedHandler', this); if (this._clickTrampolines) { this._trampolineTargetObject = this.targetObject; } this.targetObject = null; return this; }, /** * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate. * Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid. * If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event. * @method Phaser.Pointer#justPressed * @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate. * @return {boolean} true if the Pointer was pressed down within the duration given. */ justPressed: function (duration) { duration = duration || this.game.input.justPressedRate; return (this.isDown === true && (this.timeDown + duration) > this.game.time.now); }, /** * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate. * Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid. * If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event. * @method Phaser.Pointer#justReleased * @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate. * @return {boolean} true if the Pointer was released within the duration given. */ justReleased: function (duration) { duration = duration || this.game.input.justReleasedRate; return (this.isUp === true && (this.timeUp + duration) > this.game.time.now); }, /** * Add a click trampoline to this pointer. * * A click trampoline is a callback that is run on the DOM 'click' event; this is primarily * needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen * to the DOM 'click' event and reject it for 'pointer*'' and 'mouseup*'' events. * * This is used internally by the ScaleManager; click trampoline usage is uncommon. * * @method Phaser.Pointer#addClickTrampoline * @protected * @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer. * @param {function} callback - Callback to run/trampoline. * @param {object} callbackContext - Context of the callback. * @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array. */ addClickTrampoline: function (name, callback, callbackContext, callbackArgs) { if (!this.isDown) { return; } var trampolines = (this._clickTrampolines = this._clickTrampolines || []); for (var i = 0; i < trampolines.length; i++) { if (trampolines[i].name === name) { trampolines.splice(i, 1); break; } } trampolines.push({ name: name, targetObject: this.targetObject, callback: callback, callbackContext: callbackContext, callbackArgs: callbackArgs }); }, /** * Fire all click trampolines for which the pointers are still refering to the registered object. * @method Phaser.Pointer#processClickTrampolines * @private */ processClickTrampolines: function () { var trampolines = this._clickTrampolines; if (!trampolines) { return; } for (var i = 0; i < trampolines.length; i++) { var trampoline = trampolines[i]; if (trampoline.targetObject === this._trampolineTargetObject) { trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs); } } this._clickTrampolines = null; this._trampolineTargetObject = null; }, /** * Resets the Pointer properties. Called by InputManager.reset when you perform a State change. * @method Phaser.Pointer#reset */ reset: function () { if (this.isMouse === false) { this.active = false; } this.pointerId = null; this.identifier = null; this.dirty = false; this.isDown = false; this.isUp = true; this.totalTouches = 0; this._holdSent = false; this._history.length = 0; this._stateReset = true; if (this.targetObject) { this.targetObject._releasedHandler(this); } this.targetObject = null; }, /** * Resets the movementX and movementY properties. Use in your update handler after retrieving the values. * @method Phaser.Pointer#resetMovement */ resetMovement: function() { this.movementX = 0; this.movementY = 0; } }; Phaser.Pointer.prototype.constructor = Phaser.Pointer; /** * How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1. * @name Phaser.Pointer#duration * @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1. * @readonly */ Object.defineProperty(Phaser.Pointer.prototype, "duration", { get: function () { if (this.isUp) { return -1; } return this.game.time.now - this.timeDown; } }); /** * Gets the X value of this Pointer in world coordinates based on the world camera. * @name Phaser.Pointer#worldX * @property {number} duration - The X value of this Pointer in world coordinates based on the world camera. * @readonly */ Object.defineProperty(Phaser.Pointer.prototype, "worldX", { get: function () { return this.game.world.camera.x + this.x; } }); /** * Gets the Y value of this Pointer in world coordinates based on the world camera. * @name Phaser.Pointer#worldY * @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera. * @readonly */ Object.defineProperty(Phaser.Pointer.prototype, "worldY", { get: function () { return this.game.world.camera.y + this.y; } });