/// /// /// /// /** * 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); } } }