/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser - Mouse constructor. * * @class Phaser.Mouse * @classdesc The Mouse class * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Mouse = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {Object} callbackContext - Description. */ this.callbackContext = this.game; /** * @property {function} mouseDownCallback - Description. * @default */ this.mouseDownCallback = null; /** * @property {function} mouseMoveCallback - Description. * @default */ this.mouseMoveCallback = null; /** * @property {function} mouseUpCallback - Description. * @default */ this.mouseUpCallback = null; /** * @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON. * @default */ this.button = -1; /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @property {boolean} disabled * @default */ this.disabled = false; /** * If the mouse has been Pointer Locked successfully this will be set to true. * @property {boolean} locked * @default */ this.locked = false; /** * This event is dispatched when the browser enters or leaves pointer lock state. * @property {Phaser.Signal} pointerLock * @default */ this.pointerLock = new Phaser.Signal; }; /** * @constant * @type {number} */ Phaser.Mouse.NO_BUTTON = -1; /** * @constant * @type {number} */ Phaser.Mouse.LEFT_BUTTON = 0; /** * @constant * @type {number} */ Phaser.Mouse.MIDDLE_BUTTON = 1; /** * @constant * @type {number} */ Phaser.Mouse.RIGHT_BUTTON = 2; Phaser.Mouse.prototype = { /** * Starts the event listeners running. * @method Phaser.Mouse#start */ start: function () { var _this = this; if (this.game.device.android && this.game.device.chrome == false) { // Android stock browser fires mouse events even if you preventDefault on the touchStart, so ... return; } this._onMouseDown = function (event) { return _this.onMouseDown(event); }; this._onMouseMove = function (event) { return _this.onMouseMove(event); }; this._onMouseUp = function (event) { return _this.onMouseUp(event); }; this.game.renderer.view.addEventListener('mousedown', this._onMouseDown, true); this.game.renderer.view.addEventListener('mousemove', this._onMouseMove, true); this.game.renderer.view.addEventListener('mouseup', this._onMouseUp, true); }, /** * The internal method that handles the mouse down event from the browser. * @method Phaser.Mouse#onMouseDown * @param {MouseEvent} event */ onMouseDown: function (event) { event.preventDefault(); if (event.which === 1) { this.button = Phaser.Mouse.LEFT_BUTTON; } else if (event.which === 2) { this.button = Phaser.Mouse.MIDDLE_BUTTON; } else if (event.which === 3) { this.button = Phaser.Mouse.RIGHT_BUTTON; } if (this.mouseDownCallback) { this.mouseDownCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event['identifier'] = 0; this.game.input.mousePointer.start(event); }, /** * The internal method that handles the mouse move event from the browser. * @method Phaser.Mouse#onMouseMove * @param {MouseEvent} event */ onMouseMove: function (event) { event.preventDefault(); if (this.mouseMoveCallback) { this.mouseMoveCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event['identifier'] = 0; this.game.input.mousePointer.move(event); }, /** * The internal method that handles the mouse up event from the browser. * @method Phaser.Mouse#onMouseUp * @param {MouseEvent} event */ onMouseUp: function (event) { event.preventDefault(); this.button = Phaser.Mouse.NO_BUTTON; if (this.mouseUpCallback) { this.mouseUpCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event['identifier'] = 0; this.game.input.mousePointer.stop(event); }, /** * If the browser supports it you can request that the pointer be locked to the browser window. * This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key. * If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'. * @method Phaser.Mouse#requestPointerLock */ requestPointerLock: function () { if (this.game.device.pointerLock) { var element = this.game.stage.canvas; element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock; element.requestPointerLock(); var _this = this; this._pointerLockChange = function (event) { return _this.pointerLockChange(event); }; document.addEventListener('pointerlockchange', this._pointerLockChange, true); document.addEventListener('mozpointerlockchange', this._pointerLockChange, true); document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true); } }, /** * Internal pointerLockChange handler. * @method Phaser.Mouse#pointerLockChange * @param {MouseEvent} event */ pointerLockChange: function (event) { var element = this.game.stage.canvas; if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element) { // Pointer was successfully locked this.locked = true; this.pointerLock.dispatch(true); } else { // Pointer was unlocked this.locked = false; this.pointerLock.dispatch(false); } }, /** * Internal release pointer lock handler. * @method Phaser.Mouse#releasePointerLock */ releasePointerLock: function () { document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock; document.exitPointerLock(); document.removeEventListener('pointerlockchange', this._pointerLockChange, true); document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true); document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true); }, /** * Stop the event listeners. * @method Phaser.Mouse#stop */ stop: function () { this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown, true); this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove, true); this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp, true); } };