///
/**
* 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;
}
}
}