///
///
///
///
/**
* Phaser - Components - Input
*
* Input detection component
*/
module Phaser.Components {
export class Input {
/**
* Sprite Input component constructor
* @param parent The Sprite using this Input component
*/
constructor(parent: Sprite) {
this.game = parent.game;
this._sprite = parent;
this.enabled = false;
this.checkBody = false;
this.useHandCursor = false;
}
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
private _sprite: Sprite;
private dragOffsetX: number;
private dragOffsetY: number;
private dragFromPoint: bool;
private dragPixelPerfect:bool = false;
private dragPixelPerfectAlpha:number;
private allowHorizontalDrag: bool = true;
private allowVerticalDrag: bool = true;
private snapOnDrag: bool = false;
private snapOnRelease: bool = false;
private snapX: number;
private snapY: number;
/**
* If enabled the Input component will be updated by the parent Sprite
* @type {Boolean}
*/
public enabled: bool;
/**
* Is this sprite being dragged by the mouse or not?
* @default false
*/
public isDragged: bool = false;
/**
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
* @default false
*/
public draggable: bool = false;
/**
* An FlxRect region of the game world within which the sprite is restricted during mouse drag
* @default null
*/
public boundsRect: Rectangle = null;
/**
* An FlxSprite the bounds of which this sprite is restricted during mouse drag
* @default null
*/
public boundsSprite: Sprite = null;
/**
* The Input component can monitor either the physics body of the Sprite or the frameBounds
* If checkBody is set to true it will monitor the bounds of the physics body.
* @type {Boolean}
*/
public checkBody: bool;
/**
* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
* @type {Boolean}
*/
public useHandCursor: bool;
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set with the pointer is over this Sprite.
* @type {number}
*/
public x: number = 0;
/**
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
* This value is only set with the pointer is over this Sprite.
* @type {number}
*/
public y: number = 0;
/**
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
* @property isDown
* @type {Boolean}
**/
public isDown: bool = false;
/**
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
* @property isUp
* @type {Boolean}
**/
public isUp: bool = true;
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @property timeDown
* @type {Number}
**/
public timeOver: number = 0;
/**
* A timestamp representing when the Pointer left the touchscreen.
* @property timeUp
* @type {Number}
**/
public timeOut: number = 0;
/**
* Is the Pointer over this Sprite
* @property isOver
* @type {Boolean}
**/
public isOver: bool = false;
/**
* Is the Pointer outside of this Sprite
* @property isOut
* @type {Boolean}
**/
public isOut: bool = true;
public oldX: number;
public oldY: number;
/**
* Update
*/
public update() {
if (this.enabled == false)
{
return;
}
if (this.draggable && this.isDragged)
{
this.updateDrag();
}
if (this.game.input.x != this.oldX || this.game.input.y != this.oldY)
{
this.oldX = this.game.input.x;
this.oldY = this.game.input.y;
if (RectangleUtils.contains(this._sprite.frameBounds, this.game.input.x, this.game.input.y))
{
this.x = this.game.input.x - this._sprite.x;
this.y = this.game.input.y - this._sprite.y;
if (this.isOver == false)
{
this.isOver = true;
this.isOut = false;
this.timeOver = this.game.time.now;
if (this.useHandCursor)
{
this._sprite.game.stage.canvas.style.cursor = "pointer";
}
this._sprite.events.onInputOver.dispatch(this._sprite, this.x, this.y, this.timeOver);
}
}
else
{
if (this.isOver)
{
this.isOver = false;
this.isOut = true;
this.timeOut = this.game.time.now;
if (this.useHandCursor)
{
this._sprite.game.stage.canvas.style.cursor = "default";
}
this._sprite.events.onInputOut.dispatch(this._sprite, this.timeOut);
}
}
}
// click handler to add to stack for sorting
}
/**
* Updates the Mouse Drag on this Sprite.
*/
private updateDrag():void
{
if (this.isUp)
{
this.stopDrag();
return;
}
if (this.allowHorizontalDrag)
{
this._sprite.x = this.game.input.x - this.dragOffsetX;
}
if (this.allowVerticalDrag)
{
this._sprite.y = this.game.input.y - this.dragOffsetY;
}
if (this.boundsRect)
{
this.checkBoundsRect();
}
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
if (this.snapOnDrag)
{
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
}
}
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just over.
* @returns {boolean}
*/
public justOver(delay?: number = 500): bool {
return (this.isOver && this.duration < delay);
}
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just out.
* @returns {boolean}
*/
public justOut(delay?: number = 500): bool {
return (this.isOut && (this.game.time.now - this.timeOut < delay));
}
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
public get duration(): number {
if (this.isOver)
{
return this.game.time.now - this.timeOver;
}
return -1;
}
/**
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
*
* @param lockCenter If false the Sprite will drag from where you click it. If true it will center itself to the tip of the mouse pointer.
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
*/
public enableDrag(lockCenter:bool = false, pixelPerfect:bool = false, alphaThreshold:number = 255, boundsRect:Rectangle = null, boundsSprite:Sprite = null):void
{
this.draggable = true;
this.dragFromPoint = lockCenter;
this.dragPixelPerfect = pixelPerfect;
this.dragPixelPerfectAlpha = 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.
*/
public disableDrag():void
{
if (this.isDragged)
{
//FlxMouseControl.dragTarget = null;
//FlxMouseControl.isDragging = false;
}
this.isDragged = false;
this.draggable = false;
//mouseStartDragCallback = null;
//mouseStopDragCallback = null;
}
/**
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
*
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
*/
public setDragLock(allowHorizontal:bool = true, allowVertical:bool = true):void
{
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.
*
* @param snapX The width of the grid cell in pixels
* @param snapY The height of the grid cell in pixels
* @param onDrag If true the sprite will snap to the grid while being dragged
* @param onRelease If true the sprite will snap to the grid when released
*/
public enableSnap(snapX:number , snapY:number, onDrag:bool = true, onRelease:bool = false):void
{
this.snapOnDrag = onDrag;
this.snapOnRelease = onRelease;
this.snapX = snapX;
this.snapY = snapY;
}
/**
* Stops the sprite from snapping to a grid during drag or release.
*/
public disableSnap():void
{
this.snapOnDrag = false;
this.snapOnRelease = false;
}
/**
* Called by FlxMouseControl when Mouse Drag starts on this Sprite. Should not usually be called directly.
*/
public startDrag():void
{
this.isDragged = true;
if (this.dragFromPoint == false)
{
this.dragOffsetX = this.game.input.x - this._sprite.x;
this.dragOffsetY = this.game.input.y - this._sprite.y;
}
else
{
// Move the sprite to the middle of the mouse
this.dragOffsetX = this._sprite.frameBounds.halfWidth;
this.dragOffsetY = this._sprite.frameBounds.halfHeight;
}
}
/**
* Bounds Rect check for the sprite drag
*/
private checkBoundsRect():void
{
if (this._sprite.x < this.boundsRect.left)
{
this._sprite.x = this.boundsRect.x;
}
else if ((this._sprite.x + this._sprite.width) > this.boundsRect.right)
{
this._sprite.x = this.boundsRect.right - this._sprite.width;
}
if (this._sprite.y < this.boundsRect.top)
{
this._sprite.y = this.boundsRect.top;
}
else if ((this._sprite.y + this._sprite.height) > this.boundsRect.bottom)
{
this._sprite.y = this.boundsRect.bottom - this._sprite.height;
}
}
/**
* Parent Sprite Bounds check for the sprite drag
*/
private checkBoundsSprite():void
{
if (this._sprite.x < this.boundsSprite.x)
{
this._sprite.x = this.boundsSprite.x;
}
else if ((this._sprite.x + this._sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
{
this._sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this._sprite.width;
}
if (this._sprite.y < this.boundsSprite.y)
{
this._sprite.y = this.boundsSprite.y;
}
else if ((this._sprite.y + this._sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
{
this._sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this._sprite.height;
}
}
/**
* Called by FlxMouseControl when Mouse Drag is stopped on this Sprite. Should not usually be called directly.
*/
public stopDrag():void
{
this.isDragged = false;
if (this.snapOnRelease)
{
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
}
}
/**
* Render debug infos. (including name, bounds info, position and some other properties)
* @param x {number} X position of the debug info to be rendered.
* @param y {number} Y position of the debug info to be rendered.
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
*/
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._sprite.texture.context.font = '14px Courier';
this._sprite.texture.context.fillStyle = color;
this._sprite.texture.context.fillText('Sprite Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
this._sprite.texture.context.fillText('x: ' + this.x.toFixed(1) + ' y: ' + this.y.toFixed(1), x, y + 14);
this._sprite.texture.context.fillText('over: ' + this.isOver + ' duration: ' + this.duration.toFixed(0), x, y + 28);
this._sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 42);
}
}
}