/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 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; /** * @property {array} moveCallbacks - An array of callbacks that will be fired every time the activePointer receives a move event from the DOM. */ this.moveCallbacks = []; /** * @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable. */ this.moveCallback = null; /** * @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object. */ this.moveCallbackContext = this; /** * @property {number} pollRate - 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. * @default */ this.pollRate = 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 */ this.disabled = false; /** * @property {number} multiInputOverride - Controls the expected behaviour when using a mouse and touch together on a multi-input device. * @default */ this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE; /** * @property {Phaser.Point} position - A point object representing the current position of the Pointer. * @default */ this.position = null; /** * @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly. */ this.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 */ this.circle = null; /** * @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1. */ this.scale = null; /** * @property {number} maxPointers - 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. * @default */ this.maxPointers = 10; /** * @property {number} currentPointers - The current number of active Pointers. * @default */ this.currentPointers = 0; /** * @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click. * @default */ this.tapRate = 200; /** * @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click. * @default */ this.doubleTapRate = 300; /** * @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event. * @default */ this.holdRate = 2000; /** * @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed. * @default */ this.justPressedRate = 200; /** * @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased . * @default */ this.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 */ this.recordPointerHistory = false; /** * @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history. * @default */ this.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 */ this.recordLimit = 100; /** * @property {Phaser.Pointer} pointer1 - A Pointer object. */ this.pointer1 = null; /** * @property {Phaser.Pointer} pointer2 - A Pointer object. */ this.pointer2 = null; /** * @property {Phaser.Pointer} pointer3 - A Pointer object. */ this.pointer3 = null; /** * @property {Phaser.Pointer} pointer4 - A Pointer object. */ this.pointer4 = null; /** * @property {Phaser.Pointer} pointer5 - A Pointer object. */ this.pointer5 = null; /** * @property {Phaser.Pointer} pointer6 - A Pointer object. */ this.pointer6 = null; /** * @property {Phaser.Pointer} pointer7 - A Pointer object. */ this.pointer7 = null; /** * @property {Phaser.Pointer} pointer8 - A Pointer object. */ this.pointer8 = null; /** * @property {Phaser.Pointer} pointer9 - A Pointer object. */ this.pointer9 = null; /** * @property {Phaser.Pointer} pointer10 - A Pointer object. */ this.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 */ this.activePointer = null; /** * @property {Pointer} mousePointer - The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game. */ this.mousePointer = null; /** * @property {Phaser.Mouse} mouse - The Mouse Input manager. */ this.mouse = null; /** * @property {Phaser.Keyboard} keyboard - The Keyboard Input manager. */ this.keyboard = null; /** * @property {Phaser.Touch} touch - the Touch Input manager. */ this.touch = null; /** * @property {Phaser.MSPointer} mspointer - The MSPointer Input manager. */ this.mspointer = null; /** * @property {Phaser.Gamepad} gamepad - The Gamepad Input manager. */ this.gamepad = null; /** * @property {Phaser.Gestures} gestures - The Gestures manager. */ // this.gestures = null; /** * @property {boolean} resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored. * @default */ this.resetLocked = false; /** * @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down. */ this.onDown = null; /** * @property {Phaser.Signal} onUp - A Signal that is dispatched each time a pointer is released. */ this.onUp = null; /** * @property {Phaser.Signal} onTap - A Signal that is dispatched each time a pointer is tapped. */ this.onTap = null; /** * @property {Phaser.Signal} onHold - A Signal that is dispatched each time a pointer is held down. */ this.onHold = null; /** * @property {number} minPriorityID - You can tell all Pointers to ignore any object with a priorityID lower than the minPriorityID. Useful when stacking UI layers. Set to zero to disable. * @default */ this.minPriorityID = 0; /** * A list of interactive objects. Te InputHandler components add and remove themselves from this. * @property {Phaser.ArrayList} interactiveItems */ this.interactiveItems = new Phaser.ArrayList(); /** * @property {Phaser.Point} _localPoint - Internal cache var. * @private */ this._localPoint = new Phaser.Point(); /** * @property {number} _pollCounter - Internal var holding the current poll counter. * @private */ this._pollCounter = 0; /** * @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer. * @private */ this._oldPosition = null; /** * @property {number} _x - x coordinate of the most recent Pointer event * @private */ this._x = 0; /** * @property {number} _y - Y coordinate of the most recent Pointer event * @private */ this._y = 0; }; /** * @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 = { /** * 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.gamepad = new Phaser.Gamepad(this.game); // this.gestures = new Phaser.Gestures(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(); this.gamepad.stop(); // this.gestures.stop(); this.moveCallbacks = []; // DEPRECATED this.moveCallback = null; }, /** * DEPRECATED: This method will be removed in a future major point release. Please use Input.addMoveCallback instead. * * Sets a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. * It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best * to only use if you've limited input to a single pointer (i.e. mouse or touch) * * @method Phaser.Input#setMoveCallback * @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event. * @param {object} callbackContext - The context in which the callback will be called. */ setMoveCallback: function (callback, callbackContext) { this.moveCallback = callback; this.moveCallbackContext = callbackContext; }, /** * Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. * It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best * to only use if you've limited input to a single pointer (i.e. mouse or touch). * The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback. * * @method Phaser.Input#addMoveCallback * @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event. * @param {object} callbackContext - The context in which the callback will be called. * @return {number} The index of the callback entry. Use this index when calling Input.deleteMoveCallback. */ addMoveCallback: function (callback, callbackContext) { return this.moveCallbacks.push( { callback: callback, context: callbackContext }) - 1; }, /** * Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. * It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best * to only use if you've limited input to a single pointer (i.e. mouse or touch). * The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback. * * @method Phaser.Input#deleteMoveCallback * @param {number} index - The index of the callback to remove. */ deleteMoveCallback: function (index) { if (this.moveCallbacks[index]) { this.moveCallbacks.splice(index, 1); } }, /** * 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 () { this.keyboard.update(); 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(); if (this.gamepad.active) { this.gamepad.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; // if (this.gestures.active) { this.gestures.update(); } }, /** * Reset all of the Pointers and Input states. The optional `hard` parameter will reset any events or callbacks that may be bound. * Input.reset is called automatically during a State change or if a game loses focus / visibility. If you wish to control the reset * directly yourself then set InputManager.resetLocked to `true`. * * @method Phaser.Input#reset * @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will. */ reset: function (hard) { if (!this.game.isBooted || this.resetLocked) { return; } if (typeof hard === 'undefined') { hard = false; } this.keyboard.reset(hard); this.mousePointer.reset(); this.gamepad.reset(); for (var i = 1; i <= 10; i++) { if (this['pointer' + i]) { this['pointer' + i].reset(); } } this.currentPointers = 0; if (this.game.canvas.style.cursor !== 'none') { this.game.canvas.style.cursor = 'inherit'; } if (hard) { 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.moveCallbacks = []; } 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 `identifier` property matches the given identifier value. * The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event. * Also it can change every time you press the pointer down, and is not fixed once set. * Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead. * * @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; }, /** * Get the Pointer object whos `pointerId` property matches the given value. * The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event. * Also it can change every time you press the pointer down if the browser recycles it. * * @method Phaser.Input#getPointerFromId * @param {number} pointerId - The Pointer.pointerId value to search for. * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier. */ getPointerFromId: function (pointerId) { if (this.pointer1.pointerId === pointerId) { return this.pointer1; } else if (this.pointer2.pointerId === pointerId) { return this.pointer2; } else { for (var i = 3; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].pointerId === pointerId) { return this['pointer' + i]; } } } return null; }, /** * This will return the local coordinates of the specified displayObject based on the given Pointer. * @method Phaser.Input#getLocalPosition * @param {Phaser.Sprite|Phaser.Image} displayObject - The DisplayObject to get the local coordinates for. * @param {Phaser.Pointer} pointer - The Pointer to use in the check against the displayObject. * @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject. */ getLocalPosition: function (displayObject, pointer, output) { if (typeof output === 'undefined') { output = new Phaser.Point(); } var wt = displayObject.worldTransform; var id = 1 / (wt.a * wt.d + wt.b * -wt.c); return output.setTo( wt.d * id * pointer.x + -wt.b * id * pointer.y + (wt.ty * wt.b - wt.tx * wt.d) * id, wt.a * id * pointer.y + -wt.c * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.c) * id ); }, /** * Tests if the pointer hits the given object. * * @method Phaser.Input#hitTest * @param {DisplayObject} displayObject - The displayObject to test for a hit. * @param {Phaser.Pointer} pointer - The pointer to use for the test. * @param {Phaser.Point} localPoint - The local translated point. */ hitTest: function (displayObject, pointer, localPoint) { if (!displayObject.worldVisible) { return false; } this.getLocalPosition(displayObject, pointer, this._localPoint); localPoint.copyFrom(this._localPoint); if (displayObject.hitArea && displayObject.hitArea.contains) { if (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y)) { return true; } return false; } else if (displayObject instanceof Phaser.TileSprite) { var width = displayObject.width; var height = displayObject.height; var x1 = -width * displayObject.anchor.x; if (this._localPoint.x > x1 && this._localPoint.x < x1 + width) { var y1 = -height * displayObject.anchor.y; if (this._localPoint.y > y1 && this._localPoint.y < y1 + height) { return true; } } } else if (displayObject instanceof PIXI.Sprite) { var width = displayObject.texture.frame.width; var height = displayObject.texture.frame.height; var x1 = -width * displayObject.anchor.x; if (this._localPoint.x > x1 && this._localPoint.x < x1 + width) { var y1 = -height * displayObject.anchor.y; if (this._localPoint.y > y1 && this._localPoint.y < y1 + height) { return true; } } } for (var i = 0, len = displayObject.children.length; i < len; i++) { if (this.hitTest(displayObject.children[i], pointer, localPoint)) { return true; } } return false; } }; Phaser.Input.prototype.constructor = Phaser.Input; /** * 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; } });