/// /** * Phaser - InputManager * * A game specific Input manager that looks after the mouse, keyboard and touch objects. * This is updated by the core game loop. */ module Phaser { export class InputManager { constructor(game: Game) { this.game = game; this.mousePointer = new Pointer(this.game, 0); this.pointer1 = new Pointer(this.game, 1); this.pointer2 = new Pointer(this.game, 2); this.mouse = new Mouse(this.game); this.keyboard = new Keyboard(this.game); this.touch = new Touch(this.game); this.mspointer = new MSPointer(this.game); //this.gestures = new 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 Vec2(1, 1); this.speed = new Vec2; this.position = new Vec2; this._oldPosition = new Vec2; this.circle = new 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'); } /** * Local reference to game. */ public game: Phaser.Game; /** * 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. * @type {number} */ public pollRate: number = 0; private _pollCounter: number = 0; /** * A 1x1 sized canvas used for pixel-perfect checks * @type {HTMLCanvasElement} */ public hitCanvas: HTMLCanvasElement; /** * The context of the 1x1 pixel check canvas * @type {CanvasRenderingContext2D} */ public hitContext: CanvasRenderingContext2D; /** * A vector object representing the previous position of the Pointer. * @property vector * @type {Vec2} **/ private _oldPosition: Vec2 = null; /** * X coordinate of the most recent Pointer event * @type {Number} * @private */ private _x: number = 0; /** * X coordinate of the most recent Pointer event * @type {Number} * @private */ private _y: number = 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 * @type {bool} */ public disabled: bool = false; /** * Controls the expected behaviour when using a mouse and touch together on a multi-input device */ public multiInputOverride: number = InputManager.MOUSE_TOUCH_COMBINE; /** * Static defining the behaviour expected on a multi-input device system. * With this setting when the mouse is used it updates the Input.x/y globals regardless if another pointer is active or not */ public static MOUSE_OVERRIDES_TOUCH: number = 0; /** * Static defining the behaviour expected on a multi-input device system. * With this setting when the mouse is used it only updates the Input.x/y globals if no other pointer is active */ public static TOUCH_OVERRIDES_MOUSE: number = 1; /** * Static defining the behaviour expected on a multi-input device system. * With this setting when the mouse is used it updates the Input.x/y globals at the same time as any active Pointer objects might */ public static MOUSE_TOUCH_COMBINE: number = 2; /** * The camera being used for mouse and touch based pointers to calculate their world coordinates. * This is only ever the camera set by the most recently active Pointer. * If you need to know exactly which camera a specific Pointer is over then see Pointer.camera instead. * @property camera * @type {Camera} **/ public get camera(): Camera { return this.activePointer.camera; } /** * Phaser.Mouse handler * @type {Mouse} */ public mouse: Mouse; /** * Phaser.Keyboard handler * @type {Keyboard} */ public keyboard: Keyboard; /** * Phaser.Touch handler * @type {Touch} */ public touch: Touch; /** * Phaser.MSPointer handler * @type {MSPointer} */ public mspointer: MSPointer; /** * Phaser.Gestures handler * @type {Gestures} */ //public gestures: Gestures; /** * A vector object representing the current position of the Pointer. * @property vector * @type {Vec2} **/ public position: Vec2 = null; /** * A vector object representing the speed of the Pointer. Only really useful in single Pointer games, * otherwise see the Pointer objects directly. * @property vector * @type {Vec2} **/ public speed: Vec2 = 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 circle * @type {Circle} **/ public circle: Circle = null; /** * The scale by which all input coordinates are multiplied, calculated by the StageScaleMode. * In an un-scaled game the values will be x: 1 and y: 1. * @type {Vec2} */ public scale: Vec2 = null; /** * 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 * @type {Number} */ public maxPointers: number = 10; /** * The current number of active Pointers. * @type {Number} */ public currentPointers: number = 0; /** * A Signal dispatched when a mouse/Pointer object is pressed * @type {Phaser.Signal} */ public onDown: Phaser.Signal; /** * A Signal dispatched when a mouse/Pointer object is released * @type {Phaser.Signal} */ public onUp: Phaser.Signal; /** * A Signal dispatched when a Pointer object (including the mouse) is tapped: pressed and released quickly. * The signal sends 2 parameters. The Pointer that caused it and a bool depending if the tap was a single tap or a double tap. * @type {Phaser.Signal} */ public onTap: Phaser.Signal; /** * A Signal dispatched when a Pointer object (including the mouse) is held down * @type {Phaser.Signal} */ public onHold: Phaser.Signal; /** * The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click * @property tapRate * @type {Number} **/ public tapRate: number = 200; /** * The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click * @property doubleTapRate * @type {Number} **/ public doubleTapRate: number = 300; /** * The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event * @property holdRate * @type {Number} **/ public holdRate: number = 2000; /** * The number of milliseconds below which the Pointer is considered justPressed * @property justPressedRate * @type {Number} **/ public justPressedRate: number = 200; /** * The number of milliseconds below which the Pointer is considered justReleased * @property justReleasedRate * @type {Number} **/ public justReleasedRate: number = 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 recordPointerHistory * @type {bool} **/ public recordPointerHistory: bool = false; /** * The rate in milliseconds at which the Pointer objects should update their tracking history * @property recordRate * @type {Number} */ public recordRate: number = 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 recordLimit * @type {Number} */ public recordLimit: number = 100; /** * A Pointer object specifically used by the Mouse * @property mousePointer * @type {Pointer} **/ public mousePointer: Pointer; /** * A Pointer object * @property pointer1 * @type {Pointer} **/ public pointer1: Pointer; /** * A Pointer object * @property pointer2 * @type {Pointer} **/ public pointer2: Pointer; /** * A Pointer object * @property pointer3 * @type {Pointer} **/ public pointer3: Pointer = null; /** * A Pointer object * @property pointer4 * @type {Pointer} **/ public pointer4: Pointer = null; /** * A Pointer object * @property pointer5 * @type {Pointer} **/ public pointer5: Pointer = null; /** * A Pointer object * @property pointer6 * @type {Pointer} **/ public pointer6: Pointer = null; /** * A Pointer object * @property pointer7 * @type {Pointer} **/ public pointer7: Pointer = null; /** * A Pointer object * @property pointer8 * @type {Pointer} **/ public pointer8: Pointer = null; /** * A Pointer object * @property pointer9 * @type {Pointer} **/ public pointer9: Pointer = null; /** * A Pointer object * @property pointer10 * @type {Pointer} **/ public pointer10: Pointer = 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 activePointer * @type {Pointer} **/ public activePointer: Pointer = null; public inputObjects = []; public totalTrackedObjects: number = 0; /** * The X coordinate of the most recently active pointer. * This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values. * @property x * @type {Number} **/ public get x(): number { return this._x; } public set x(value: number) { 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. * @property y * @type {Number} **/ public get y(): number { return this._y; } public set y(value: number) { this._y = Math.floor(value); } /** * Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more * use this to create a new one, up to a maximum of 10. * @method addPointer * @return {Pointer} A reference to the new Pointer object **/ public addPointer(): Pointer { var next: number = 0; for (var i = 10; i > 0; i--) { if (this['pointer' + i] === null) { next = i; } } if (next == 0) { throw new Error("You can only have 10 Pointer objects"); return null; } else { this['pointer' + next] = new Pointer(this.game, next); return this['pointer' + next]; } } /** * Starts the Input Manager running * @method start **/ public boot() { this.mouse.start(); this.keyboard.start(); this.touch.start(); this.mspointer.start(); //this.gestures.start(); this.mousePointer.active = true; } /** * Adds a new game object to be tracked by the Input Manager. Called by the Sprite.Input component, should not usually be called directly. * @method addGameObject **/ public addGameObject(object) { // Find a spare slot for (var i = 0; i < this.inputObjects.length; i++) { if (this.inputObjects[i] == null) { this.inputObjects[i] = object; object.input.indexID = i; this.totalTrackedObjects++; return; } } // If we got this far we need to push a new entry into the array object.input.indexID = this.inputObjects.length; this.inputObjects.push(object); this.totalTrackedObjects++; } /** * Removes a game object from the Input Manager. Called by the Sprite.Input component, should not usually be called directly. * @method removeGameObject **/ public removeGameObject(index: number) { if (this.inputObjects[index]) { this.inputObjects[index] = null; } } public get pollLocked(): bool { return (this.pollRate > 0 && this._pollCounter < this.pollRate); } /** * Updates the Input Manager. Called by the core Game loop. * @method update **/ public 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(); 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; } /** * Reset all of the Pointers and Input states * @method reset * @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will. **/ public reset(hard: bool = false) { this.keyboard.reset(); this.mousePointer.reset(); for (var i = 1; i <= 10; i++) { if (this['pointer' + i]) { this['pointer' + i].reset(); } } this.currentPointers = 0; this.game.stage.canvas.style.cursor = "default"; if (hard == true) { 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(); for (var i = 0; i < this.totalTrackedObjects; i++) { if (this.inputObjects[i] && this.inputObjects[i].input) { this.inputObjects[i].input.reset(); } } this.inputObjects.length = 0; this.totalTrackedObjects = 0; } this._pollCounter = 0; } public resetSpeed(x: number, y: number) { this._oldPosition.setTo(x, y); this.speed.setTo(0, 0); } /** * Get the total number of inactive Pointers * @method totalInactivePointers * @return {Number} The number of Pointers currently inactive **/ public get totalInactivePointers(): number { return 10 - this.currentPointers; } /** * Recalculates the total number of active Pointers * @method totalActivePointers * @return {Number} The number of Pointers currently active **/ public get totalActivePointers(): number { this.currentPointers = 0; for (var i = 1; i <= 10; i++) { if (this['pointer' + i] && this['pointer' + i].active) { this.currentPointers++; } } return this.currentPointers; } /** * Find the first free Pointer object and start it, passing in the event data. * @method startPointer * @param {Any} event The event data from the Touch event * @return {Pointer} The Pointer object that was started or null if no Pointer object is available **/ public startPointer(event): Pointer { if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers) { return null; } // Unrolled for speed 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. * @method updatePointer * @param {Any} event The event data from the Touch event * @return {Pointer} The Pointer object that was updated or null if no Pointer object is available **/ public updatePointer(event): Pointer { // Unrolled for speed 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 stopPointer * @param {Any} event The event data from the Touch event * @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available **/ public stopPointer(event): Pointer { // Unrolled for speed 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 getPointer * @param {bool} state The state the Pointer should be in (false for inactive, true for active) * @return {Pointer} A Pointer object or null if no Pointer object matches the requested state. **/ public getPointer(state: bool = false): Pointer { // Unrolled for speed 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 identified property matches the given identifier value * @method getPointerFromIdentifier * @param {Number} identifier The Pointer.identifier value to search for * @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier. **/ public getPointerFromIdentifier(identifier: number): Pointer { // Unrolled for speed 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; } public get worldX(): number { if (this.camera) { return (this.camera.worldView.x - this.camera.screenView.x) + this.x; } return null; } public get worldY(): number { if (this.camera) { return (this.camera.worldView.y - this.camera.screenView.y) + this.y; } return null; } /** * Get the distance between two Pointer objects * @method getDistance * @param {Pointer} pointer1 * @param {Pointer} pointer2 **/ public getDistance(pointer1: Pointer, pointer2: Pointer): number { return Vec2Utils.distance(pointer1.position, pointer2.position); } /** * Get the angle between two Pointer objects * @method getAngle * @param {Pointer} pointer1 * @param {Pointer} pointer2 **/ public getAngle(pointer1: Pointer, pointer2: Pointer): number { return Vec2Utils.angle(pointer1.position, pointer2.position); } public pixelPerfectCheck(sprite: Phaser.Sprite, pointer: Phaser.Pointer, alpha: number = 255): bool { this.hitContext.clearRect(0, 0, 1, 1); return true; } } }