/// /** * Phaser - Touch * * The Touch class handles touch interactions with the game and the resulting Pointer objects. * http://www.w3.org/TR/touch-events/ * https://developer.mozilla.org/en-US/docs/DOM/TouchList * http://www.html5rocks.com/en/mobile/touchandmouse/ * Note: Android 2.x only supports 1 touch event at once, no multi-touch */ var Phaser; (function (Phaser) { var Touch = (function () { /** * Constructor * @param {Game} game. * @return {Touch} This object. */ function Touch(game) { /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @type {bool} */ this.disabled = false; this.touchStartCallback = null; this.touchMoveCallback = null; this.touchEndCallback = null; this.touchEnterCallback = null; this.touchLeaveCallback = null; this.touchCancelCallback = null; this.game = game; this.callbackContext = this.game; } Touch.prototype.start = /** * Starts the event listeners running * @method start */ function () { var _this = this; if(this.game.device.touch) { this._onTouchStart = function (event) { return _this.onTouchStart(event); }; this._onTouchMove = function (event) { return _this.onTouchMove(event); }; this._onTouchEnd = function (event) { return _this.onTouchEnd(event); }; this._onTouchEnter = function (event) { return _this.onTouchEnter(event); }; this._onTouchLeave = function (event) { return _this.onTouchLeave(event); }; this._onTouchCancel = function (event) { return _this.onTouchCancel(event); }; this._documentTouchMove = function (event) { return _this.consumeTouchMove(event); }; this.game.stage.canvas.addEventListener('touchstart', this._onTouchStart, false); this.game.stage.canvas.addEventListener('touchmove', this._onTouchMove, false); this.game.stage.canvas.addEventListener('touchend', this._onTouchEnd, false); this.game.stage.canvas.addEventListener('touchenter', this._onTouchEnter, false); this.game.stage.canvas.addEventListener('touchleave', this._onTouchLeave, false); this.game.stage.canvas.addEventListener('touchcancel', this._onTouchCancel, false); document.addEventListener('touchmove', this._documentTouchMove, false); } }; Touch.prototype.consumeTouchMove = /** * Prevent iOS bounce-back (doesn't work?) * @method consumeTouchMove * @param {Any} event **/ function (event) { event.preventDefault(); }; Touch.prototype.onTouchStart = /** * * @method onTouchStart * @param {Any} event **/ function (event) { if(this.touchStartCallback) { this.touchStartCallback.call(this.callbackContext, event); } if(this.game.input.disabled || this.disabled) { return; } event.preventDefault(); // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element // event.changedTouches = the touches that CHANGED in this event, not the total number of them for(var i = 0; i < event.changedTouches.length; i++) { this.game.input.startPointer(event.changedTouches[i]); } }; Touch.prototype.onTouchCancel = /** * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears * @method onTouchCancel * @param {Any} event **/ function (event) { if(this.touchCancelCallback) { this.touchCancelCallback.call(this.callbackContext, event); } if(this.game.input.disabled || this.disabled) { return; } event.preventDefault(); // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) // http://www.w3.org/TR/touch-events/#dfn-touchcancel for(var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } }; Touch.prototype.onTouchEnter = /** * For touch enter and leave its a list of the touch points that have entered or left the target * Doesn't appear to be supported by most browsers yet * @method onTouchEnter * @param {Any} event **/ function (event) { if(this.touchEnterCallback) { this.touchEnterCallback.call(this.callbackContext, event); } if(this.game.input.disabled || this.disabled) { return; } event.preventDefault(); for(var i = 0; i < event.changedTouches.length; i++) { //console.log('touch enter'); } }; Touch.prototype.onTouchLeave = /** * For touch enter and leave its a list of the touch points that have entered or left the target * Doesn't appear to be supported by most browsers yet * @method onTouchLeave * @param {Any} event **/ function (event) { if(this.touchLeaveCallback) { this.touchLeaveCallback.call(this.callbackContext, event); } event.preventDefault(); for(var i = 0; i < event.changedTouches.length; i++) { //console.log('touch leave'); } }; Touch.prototype.onTouchMove = /** * * @method onTouchMove * @param {Any} event **/ function (event) { if(this.touchMoveCallback) { this.touchMoveCallback.call(this.callbackContext, event); } event.preventDefault(); for(var i = 0; i < event.changedTouches.length; i++) { this.game.input.updatePointer(event.changedTouches[i]); } }; Touch.prototype.onTouchEnd = /** * * @method onTouchEnd * @param {Any} event **/ function (event) { if(this.touchEndCallback) { this.touchEndCallback.call(this.callbackContext, event); } event.preventDefault(); // For touch end its a list of the touch points that have been removed from the surface // https://developer.mozilla.org/en-US/docs/DOM/TouchList // event.changedTouches = the touches that CHANGED in this event, not the total number of them for(var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } }; Touch.prototype.stop = /** * Stop the event listeners * @method stop */ function () { if(this.game.device.touch) { this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart); this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove); this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd); this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter); this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave); this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel); document.removeEventListener('touchmove', this._documentTouchMove); } }; return Touch; })(); Phaser.Touch = Touch; })(Phaser || (Phaser = {}));