/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects. * * It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. * http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx * * You should not normally access this class directly, but instead use a Phaser.Pointer object which * normalises all game input for you including accurate button handling. * * @class Phaser.MSPointer * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.MSPointer = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {object} callbackContext - The context under which callbacks are called (defaults to game). */ this.callbackContext = this.game; /** * @property {function} pointerDownCallback - A callback that can be fired on a MSPointerDown event. */ this.pointerDownCallback = null; /** * @property {function} pointerMoveCallback - A callback that can be fired on a MSPointerMove event. */ this.pointerMoveCallback = null; /** * @property {function} pointerUpCallback - A callback that can be fired on a MSPointerUp event. */ this.pointerUpCallback = null; /** * @property {boolean} capture - If true the Pointer events will have event.preventDefault applied to them, if false they will propagate fully. */ this.capture = true; /** * This property was removed in Phaser 2.4 and should no longer be used. * Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on. * @property {number} button */ this.button = -1; /** * The browser MSPointer DOM event. Will be null if no event has ever been received. * Access this property only inside a Pointer event handler and do not keep references to it. * @property {MSPointerEvent|null} event * @default */ this.event = null; /** * MSPointer input will only be processed if enabled. * @property {boolean} enabled * @default */ this.enabled = true; /** * @property {function} _onMSPointerDown - Internal function to handle MSPointer events. * @private */ this._onMSPointerDown = null; /** * @property {function} _onMSPointerMove - Internal function to handle MSPointer events. * @private */ this._onMSPointerMove = null; /** * @property {function} _onMSPointerUp - Internal function to handle MSPointer events. * @private */ this._onMSPointerUp = null; }; Phaser.MSPointer.prototype = { /** * Starts the event listeners running. * @method Phaser.MSPointer#start */ start: function () { if (this._onMSPointerDown !== null) { // Avoid setting multiple listeners return; } var _this = this; if (this.game.device.mspointer) { this._onMSPointerDown = function (event) { return _this.onPointerDown(event); }; this._onMSPointerMove = function (event) { return _this.onPointerMove(event); }; this._onMSPointerUp = function (event) { return _this.onPointerUp(event); }; this.game.canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false); this.game.canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false); this.game.canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false); // IE11+ uses non-prefix events this.game.canvas.addEventListener('pointerDown', this._onMSPointerDown, false); this.game.canvas.addEventListener('pointerMove', this._onMSPointerMove, false); this.game.canvas.addEventListener('pointerUp', this._onMSPointerUp, false); this.game.canvas.style['-ms-content-zooming'] = 'none'; this.game.canvas.style['-ms-touch-action'] = 'none'; } }, /** * The function that handles the PointerDown event. * * @method Phaser.MSPointer#onPointerDown * @param {PointerEvent} event - The native DOM event. */ onPointerDown: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } if (this.pointerDownCallback) { this.pointerDownCallback.call(this.callbackContext, event); } if (!this.game.input.enabled || !this.enabled) { return; } event.identifier = event.pointerId; this.game.input.startPointer(event); }, /** * The function that handles the PointerMove event. * @method Phaser.MSPointer#onPointerMove * @param {PointerEvent} event - The native DOM event. */ onPointerMove: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } if (this.pointerMoveCallback) { this.pointerMoveCallback.call(this.callbackContext, event); } if (!this.game.input.enabled || !this.enabled) { return; } event.identifier = event.pointerId; this.game.input.updatePointer(event); }, /** * The function that handles the PointerUp event. * @method Phaser.MSPointer#onPointerUp * @param {PointerEvent} event - The native DOM event. */ onPointerUp: function (event) { this.event = event; if (this.capture) { event.preventDefault(); } if (this.pointerUpCallback) { this.pointerUpCallback.call(this.callbackContext, event); } if (!this.game.input.enabled || !this.enabled) { return; } event.identifier = event.pointerId; this.game.input.stopPointer(event); }, /** * Stop the event listeners. * @method Phaser.MSPointer#stop */ stop: function () { this.game.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown); this.game.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove); this.game.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp); this.game.canvas.removeEventListener('pointerDown', this._onMSPointerDown); this.game.canvas.removeEventListener('pointerMove', this._onMSPointerMove); this.game.canvas.removeEventListener('pointerUp', this._onMSPointerUp); } }; Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;