/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer. * The Input manager is updated automatically by the core game loop. * * @class Phaser.Input * @constructor * @param {Phaser.Game} game - Current game instance. */ Phaser.Input = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection. * @default */ this.hitCanvas = null; /** * @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas. * @default */ this.hitContext = null; }; /** * @constant * @type {number} */ Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0; /** * @constant * @type {number} */ Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1; /** * @constant * @type {number} */ Phaser.Input.MOUSE_TOUCH_COMBINE = 2; Phaser.Input.prototype = { /** * How often should the input pointers be checked for updates? * A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on. * @property {number} pollRate * @default */ pollRate: 0, /** * @property {number} _pollCounter - Internal var holding the current poll counter. * @private * @default */ _pollCounter: 0, /** * @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer. * @private * @default */ _oldPosition: null, /** * @property {number} _x - x coordinate of the most recent Pointer event * @private * @default */ _x: 0, /** * @property {number} _y - Y coordinate of the most recent Pointer event * @private * @default */ _y: 0, /** * You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored. * If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead * @property {boolean} disabled * @default */ disabled: false, /** * Controls the expected behaviour when using a mouse and touch together on a multi-input device. * @property {Description} multiInputOverride */ multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE, /** * @property {Phaser.Point} position - A point object representing the current position of the Pointer. * @default */ position: null, /** * A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly. * @property {Phaser.Point} speed */ speed: null, /** * A Circle object centered on the x/y screen coordinates of the Input. * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything. * @property {Phaser.Circle} circle */ circle: null, /** * The scale by which all input coordinates are multiplied, calculated by the StageScaleMode. * In an un-scaled game the values will be x: 1 and y: 1. * @property {Phaser.Point} scale */ scale: null, /** * The maximum number of Pointers allowed to be active at any one time. * For lots of games it's useful to set this to 1. * @property {number} maxPointers * @default */ maxPointers: 10, /** * The current number of active Pointers. * @property {number} currentPointers * @default */ currentPointers: 0, /** * The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or clicke * @property {number} tapRate * @default */ tapRate: 200, /** * The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click * @property {number} doubleTapRate * @default */ doubleTapRate: 300, /** * The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event * @property {number} holdRate * @default */ holdRate: 2000, /** * The number of milliseconds below which the Pointer is considered justPressed * @property {number} justPressedRate * @default */ justPressedRate: 200, /** * The number of milliseconds below which the Pointer is considered justReleased * @property {number} justReleasedRate * @default */ justReleasedRate: 200, /** * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. * The history is cleared each time the Pointer is pressed down. * The history is updated at the rate specified in Input.pollRate * @property {boolean} recordPointerHistory * @default */ recordPointerHistory: false, /** * The rate in milliseconds at which the Pointer objects should update their tracking history * @property {number} recordRate * @default */ recordRate: 100, /** * The total number of entries that can be recorded into the Pointer objects tracking history. * If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history. * @property {number} recordLimit * @default */ recordLimit: 100, /** * A Pointer object * @property {Phaser.Pointer} pointer1 */ pointer1: null, /** * A Pointer object * @property {Phaser.Pointer} pointer2 */ pointer2: null, /** * A Pointer object * @property {Phaser.Pointer} pointer3 */ pointer3: null, /** * A Pointer object * @property {Phaser.Pointer} pointer4 */ pointer4: null, /** * A Pointer object * @property {Phaser.Pointer} pointer5 */ pointer5: null, /** * A Pointer object * @property {Phaser.Pointer} pointer6 */ pointer6: null, /** * A Pointer object * @property {Phaser.Pointer} pointer7 */ pointer7: null, /** * A Pointer object * @property {Phaser.Pointer} pointer8 */ pointer8: null, /** * A Pointer object * @property {Phaser.Pointer} pointer9 */ pointer9: null, /** * A Pointer object. * @property {Phaser.Pointer} pointer10 */ pointer10: null, /** * The most recently active Pointer object. * When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse. * @property {Phaser.Pointer} activePointer * @default */ activePointer: null, /** * The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game. * @property {Pointer} mousePointer * @default */ mousePointer: null, /** * The Mouse Input manager. * @property {Phaser.Mouse} mouse - The Mouse Input manager. * @default */ mouse: null, /** * The Keyboard Input manager. * @property {Phaser.Keyboard} keyboard - The Keyboard Input manager. * @default */ keyboard: null, /** * The Touch Input manager. * @property {Phaser.Touch} touch - the Touch Input manager. * @default */ touch: null, /** * The MSPointer Input manager. * @property {Phaser.MSPointer} mspointer - The MSPointer Input manager. * @default */ mspointer: null, /** * A Signal that is dispatched each time a pointer is pressed down. * @property {Phaser.Signal} onDown * @default */ onDown: null, /** * A Signal that is dispatched each time a pointer is released. * @property {Phaser.Signal} onUp * @default */ onUp: null, /** * A Signal that is dispatched each time a pointer is tapped. * @property {Phaser.Signal} onTap * @default */ onTap: null, /** * A Signal that is dispatched each time a pointer is held down. * @property {Phaser.Signal} onHold * @default */ onHold: null, /** * A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this. * @property {Phaser.LinkedList} interactiveItems */ interactiveItems: new Phaser.LinkedList(), /** * Starts the Input Manager running. * @method Phaser.Input#boot * @protected */ boot: function () { this.mousePointer = new Phaser.Pointer(this.game, 0); this.pointer1 = new Phaser.Pointer(this.game, 1); this.pointer2 = new Phaser.Pointer(this.game, 2); this.mouse = new Phaser.Mouse(this.game); this.keyboard = new Phaser.Keyboard(this.game); this.touch = new Phaser.Touch(this.game); this.mspointer = new Phaser.MSPointer(this.game); this.onDown = new Phaser.Signal(); this.onUp = new Phaser.Signal(); this.onTap = new Phaser.Signal(); this.onHold = new Phaser.Signal(); this.scale = new Phaser.Point(1, 1); this.speed = new Phaser.Point(); this.position = new Phaser.Point(); this._oldPosition = new Phaser.Point(); this.circle = new Phaser.Circle(0, 0, 44); this.activePointer = this.mousePointer; this.currentPointers = 0; this.hitCanvas = document.createElement('canvas'); this.hitCanvas.width = 1; this.hitCanvas.height = 1; this.hitContext = this.hitCanvas.getContext('2d'); this.mouse.start(); this.keyboard.start(); this.touch.start(); this.mspointer.start(); this.mousePointer.active = true; }, /** * Stops all of the Input Managers from running. * @method Phaser.Input#destroy */ destroy: function () { this.mouse.stop(); this.keyboard.stop(); this.touch.stop(); this.mspointer.stop(); }, /** * Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2. * If you need more then use this to create a new one, up to a maximum of 10. * @method Phaser.Input#addPointer * @return {Phaser.Pointer} A reference to the new Pointer object that was created. */ addPointer: function () { var next = 0; for (var i = 10; i > 0; i--) { if (this['pointer' + i] === null) { next = i; } } if (next === 0) { console.warn("You can only have 10 Pointer objects"); return null; } else { this['pointer' + next] = new Phaser.Pointer(this.game, next); return this['pointer' + next]; } }, /** * Updates the Input Manager. Called by the core Game loop. * @method Phaser.Input#update * @protected */ update: function () { if (this.pollRate > 0 && this._pollCounter < this.pollRate) { this._pollCounter++; return; } this.speed.x = this.position.x - this._oldPosition.x; this.speed.y = this.position.y - this._oldPosition.y; this._oldPosition.copyFrom(this.position); this.mousePointer.update(); this.pointer1.update(); this.pointer2.update(); if (this.pointer3) { this.pointer3.update(); } if (this.pointer4) { this.pointer4.update(); } if (this.pointer5) { this.pointer5.update(); } if (this.pointer6) { this.pointer6.update(); } if (this.pointer7) { this.pointer7.update(); } if (this.pointer8) { this.pointer8.update(); } if (this.pointer9) { this.pointer9.update(); } if (this.pointer10) { this.pointer10.update(); } this._pollCounter = 0; }, /** * Reset all of the Pointers and Input states * @method Phaser.Input#reset * @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will. */ reset: function (hard) { if (this.game.isBooted === false) { return; } if (typeof hard == 'undefined') { hard = false; } this.keyboard.reset(); this.mousePointer.reset(); for (var i = 1; i <= 10; i++) { if (this['pointer' + i]) { this['pointer' + i].reset(); } } this.currentPointers = 0; this.game.stage.canvas.style.cursor = "default"; if (hard === true) { this.onDown.dispose(); this.onUp.dispose(); this.onTap.dispose(); this.onHold.dispose(); this.onDown = new Phaser.Signal(); this.onUp = new Phaser.Signal(); this.onTap = new Phaser.Signal(); this.onHold = new Phaser.Signal(); this.interactiveItems.callAll('reset'); } this._pollCounter = 0; }, /** * Resets the speed and old position properties. * @method Phaser.Input#resetSpeed * @param {number} x - Sets the oldPosition.x value. * @param {number} y - Sets the oldPosition.y value. */ resetSpeed: function (x, y) { this._oldPosition.setTo(x, y); this.speed.setTo(0, 0); }, /** * Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer. * @method Phaser.Input#startPointer * @param {Any} event - The event data from the Touch event. * @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available. */ startPointer: function (event) { if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers) { return null; } if (this.pointer1.active === false) { return this.pointer1.start(event); } else if (this.pointer2.active === false) { return this.pointer2.start(event); } else { for (var i = 3; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].active === false) { return this['pointer' + i].start(event); } } } return null; }, /** * Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked. * @method Phaser.Input#updatePointer * @param {Any} event - The event data from the Touch event. * @return {Phaser.Pointer} The Pointer object that was updated or null if no Pointer object is available. */ updatePointer: function (event) { if (this.pointer1.active && this.pointer1.identifier == event.identifier) { return this.pointer1.move(event); } else if (this.pointer2.active && this.pointer2.identifier == event.identifier) { return this.pointer2.move(event); } else { for (var i = 3; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) { return this['pointer' + i].move(event); } } } return null; }, /** * Stops the matching Pointer object, passing in the event data. * @method Phaser.Input#stopPointer * @param {Any} event - The event data from the Touch event. * @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available. */ stopPointer: function (event) { if (this.pointer1.active && this.pointer1.identifier == event.identifier) { return this.pointer1.stop(event); } else if (this.pointer2.active && this.pointer2.identifier == event.identifier) { return this.pointer2.stop(event); } else { for (var i = 3; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) { return this['pointer' + i].stop(event); } } } return null; }, /** * Get the next Pointer object whos active property matches the given state * @method Phaser.Input#getPointer * @param {boolean} state - The state the Pointer should be in (false for inactive, true for active). * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state. */ getPointer: function (state) { state = state || false; if (this.pointer1.active == state) { return this.pointer1; } else if (this.pointer2.active == state) { return this.pointer2; } else { for (var i = 3; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].active == state) { return this['pointer' + i]; } } } return null; }, /** * Get the Pointer object whos identified property matches the given identifier value. * @method Phaser.Input#getPointerFromIdentifier * @param {number} identifier - The Pointer.identifier value to search for. * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier. */ getPointerFromIdentifier: function (identifier) { if (this.pointer1.identifier == identifier) { return this.pointer1; } else if (this.pointer2.identifier == identifier) { return this.pointer2; } else { for (var i = 3; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].identifier == identifier) { return this['pointer' + i]; } } } return null; } }; /** * The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values. * @name Phaser.Input#x * @property {number} x - The X coordinate of the most recently active pointer. */ Object.defineProperty(Phaser.Input.prototype, "x", { get: function () { return this._x; }, set: function (value) { this._x = Math.floor(value); } }); /** * The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values. * @name Phaser.Input#y * @property {number} y - The Y coordinate of the most recently active pointer. */ Object.defineProperty(Phaser.Input.prototype, "y", { get: function () { return this._y; }, set: function (value) { this._y = Math.floor(value); } }); /** * @name Phaser.Input#pollLocked * @property {boolean} pollLocked - True if the Input is currently poll rate locked. * @readonly */ Object.defineProperty(Phaser.Input.prototype, "pollLocked", { get: function () { return (this.pollRate > 0 && this._pollCounter < this.pollRate); } }); /** * The total number of inactive Pointers * @name Phaser.Input#totalInactivePointers * @property {number} totalInactivePointers - The total number of inactive Pointers. * @readonly */ Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", { get: function () { return 10 - this.currentPointers; } }); /** * The total number of active Pointers * @name Phaser.Input#totalActivePointers * @property {number} totalActivePointers - The total number of active Pointers. * @readonly */ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", { get: function () { this.currentPointers = 0; for (var i = 1; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].active) { this.currentPointers++; } } return this.currentPointers; } }); /** * The world X coordinate of the most recently active pointer. * @name Phaser.Input#worldX * @property {number} worldX - The world X coordinate of the most recently active pointer. */ Object.defineProperty(Phaser.Input.prototype, "worldX", { get: function () { return this.game.camera.view.x + this.x; } }); /** * The world Y coordinate of the most recently active pointer. * @name Phaser.Input#worldY * @property {number} worldY - The world Y coordinate of the most recently active pointer. */ Object.defineProperty(Phaser.Input.prototype, "worldY", { get: function () { return this.game.camera.view.y + this.y; } });