/// /// /// /// /// /// /// /// /** * Phaser - Button */ module Phaser { export class Button extends Sprite { /** * Create a new Button object. * * @param game {Phaser.Game} Current game instance. * @param [x] {number} X position of the button. * @param [y] {number} Y position of the button. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button. * @param [callback] {function} The function to call when this button is pressed * @param [callbackContext] {object} The context in which the callback will be called (usually 'this') * @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name. * @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name. * @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name. */ constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null) { super(game, x, y, key, outFrame); this.type = Phaser.Types.BUTTON; if (typeof overFrame == 'string') { this._onOverFrameName = overFrame; } else { this._onOverFrameID = overFrame; } if (typeof outFrame == 'string') { this._onOutFrameName = outFrame; this._onUpFrameName = outFrame; } else { this._onOutFrameID = outFrame; this._onUpFrameID = outFrame; } if (typeof downFrame == 'string') { this._onDownFrameName = downFrame; } else { this._onDownFrameID = downFrame; } // These are the signals the game will subscribe to this.onInputOver = new Phaser.Signal; this.onInputOut = new Phaser.Signal; this.onInputDown = new Phaser.Signal; this.onInputUp = new Phaser.Signal; // Set a default signal for them if (callback) { this.onInputUp.add(callback, callbackContext); } this.input.start(0, false, true); // Redirect the input events to here so we can handle animation updates, etc this.events.onInputOver.add(this.onInputOverHandler, this); this.events.onInputOut.add(this.onInputOutHandler, this); this.events.onInputDown.add(this.onInputDownHandler, this); this.events.onInputUp.add(this.onInputUpHandler, this); // By default we'll position it using screen space, not world space. this.transform.scrollFactor.setTo(0, 0); } private _onOverFrameName = null; private _onOutFrameName = null; private _onDownFrameName = null; private _onUpFrameName = null; private _onOverFrameID = null; private _onOutFrameID = null; private _onDownFrameID = null; private _onUpFrameID = null; /** * Dispatched when a pointer moves over an Input enabled sprite. */ public onInputOver: Phaser.Signal; /** * Dispatched when a pointer moves out of an Input enabled sprite. */ public onInputOut: Phaser.Signal; /** * Dispatched when a pointer is pressed down on an Input enabled sprite. */ public onInputDown: Phaser.Signal; /** * Dispatched when a pointer is released over an Input enabled sprite */ public onInputUp: Phaser.Signal; // TODO //public tabIndex: number; //public tabEnabled: bool; // ENTER or SPACE can activate this button if it has focus private onInputOverHandler(pointer:Phaser.Pointer) { if (this._onOverFrameName != null) { this.frameName = this._onOverFrameName; } else if (this._onOverFrameID != null) { this.frame = this._onOverFrameID; } if (this.onInputOver) { this.onInputOver.dispatch(this, pointer); } } private onInputOutHandler(pointer:Phaser.Pointer) { if (this._onOutFrameName != null) { this.frameName = this._onOutFrameName; } else if (this._onOutFrameID != null) { this.frame = this._onOutFrameID; } if (this.onInputOut) { this.onInputOut.dispatch(this, pointer); } } private onInputDownHandler(pointer:Phaser.Pointer) { if (this._onDownFrameName != null) { this.frameName = this._onDownFrameName; } else if (this._onDownFrameID != null) { this.frame = this._onDownFrameID; } if (this.onInputDown) { this.onInputDown.dispatch(this, pointer); } } private onInputUpHandler(pointer:Phaser.Pointer) { if (this._onUpFrameName != null) { this.frameName = this._onUpFrameName; } else if (this._onUpFrameID != null) { this.frame = this._onUpFrameID; } if (this.onInputUp) { this.onInputUp.dispatch(this, pointer); } } public set priorityID(value: number) { this.input.priorityID = value; } public get priorityID(): number { return this.input.priorityID; } public set useHandCursor(value: bool) { this.input.useHandCursor = value; } public get useHandCursor(): bool { return this.input.useHandCursor; } } }