/// /// /** * Phaser - Touch * * The Touch class handles touch interactions with the game and the resulting Pointer objects. * http://www.w3.org/TR/touch-events/ * https://developer.mozilla.org/en-US/docs/DOM/TouchList * http://www.html5rocks.com/en/mobile/touchandmouse/ * Note: Android 2.x only supports 1 touch event at once, no multi-touch */ module Phaser { export class Touch { /** * Constructor * @param {Game} game. * @return {Touch} This object. */ constructor(game: Game) { this.game = game; this.callbackContext = this.game; } /** * Local reference to game. * @property game * @type {Phaser.Game} **/ public game: Game; /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @type {Boolean} */ public disabled: bool = false; /** * Custom callback useful for hooking into a 3rd party library. Will be passed the touch event as the only parameter. * Callbacks are fired even if this component is disabled and before the event propogation is disabled. */ public callbackContext; public touchStartCallback = null; public touchMoveCallback = null; public touchEndCallback = null; public touchEnterCallback = null; public touchLeaveCallback = null; public touchCancelCallback = null; /** * A reference to the event handlers to allow removeEventListener support */ public _onTouchStart; public _onTouchMove; public _onTouchEnd; public _onTouchEnter; public _onTouchLeave; public _onTouchCancel; public _documentTouchMove; /** * Starts the event listeners running * @method start */ public start() { if (this.game.device.touch) { this._onTouchStart = (event) => this.onTouchStart(event); this._onTouchMove = (event) => this.onTouchMove(event); this._onTouchEnd = (event) => this.onTouchEnd(event); this._onTouchEnter = (event) => this.onTouchEnter(event); this._onTouchLeave = (event) => this.onTouchLeave(event); this._onTouchCancel = (event) => this.onTouchCancel(event); this._documentTouchMove = (event) => this.consumeTouchMove(event); this.game.stage.canvas.addEventListener('touchstart', this._onTouchStart, false); this.game.stage.canvas.addEventListener('touchmove', this._onTouchMove, false); this.game.stage.canvas.addEventListener('touchend', this._onTouchEnd, false); this.game.stage.canvas.addEventListener('touchenter', this._onTouchEnter, false); this.game.stage.canvas.addEventListener('touchleave', this._onTouchLeave, false); this.game.stage.canvas.addEventListener('touchcancel', this._onTouchCancel, false); document.addEventListener('touchmove', this._documentTouchMove, false); } } /** * Prevent iOS bounce-back (doesn't work?) * @method consumeTouchMove * @param {Any} event **/ private consumeTouchMove(event) { event.preventDefault(); } /** * * @method onTouchStart * @param {Any} event **/ private onTouchStart(event) { if (this.touchStartCallback) { this.touchStartCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event.preventDefault(); // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element // event.changedTouches = the touches that CHANGED in this event, not the total number of them for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.startPointer(event.changedTouches[i]); } } /** * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears * @method onTouchCancel * @param {Any} event **/ private onTouchCancel(event) { if (this.touchCancelCallback) { this.touchCancelCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event.preventDefault(); // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) // http://www.w3.org/TR/touch-events/#dfn-touchcancel for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } } /** * For touch enter and leave its a list of the touch points that have entered or left the target * Doesn't appear to be supported by most browsers yet * @method onTouchEnter * @param {Any} event **/ private onTouchEnter(event) { if (this.touchEnterCallback) { this.touchEnterCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } event.preventDefault(); for (var i = 0; i < event.changedTouches.length; i++) { //console.log('touch enter'); } } /** * For touch enter and leave its a list of the touch points that have entered or left the target * Doesn't appear to be supported by most browsers yet * @method onTouchLeave * @param {Any} event **/ private onTouchLeave(event) { if (this.touchLeaveCallback) { this.touchLeaveCallback.call(this.callbackContext, event); } event.preventDefault(); for (var i = 0; i < event.changedTouches.length; i++) { //console.log('touch leave'); } } /** * * @method onTouchMove * @param {Any} event **/ private onTouchMove(event) { if (this.touchMoveCallback) { this.touchMoveCallback.call(this.callbackContext, event); } event.preventDefault(); for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.updatePointer(event.changedTouches[i]); } } /** * * @method onTouchEnd * @param {Any} event **/ private onTouchEnd(event) { if (this.touchEndCallback) { this.touchEndCallback.call(this.callbackContext, event); } event.preventDefault(); // For touch end its a list of the touch points that have been removed from the surface // https://developer.mozilla.org/en-US/docs/DOM/TouchList // event.changedTouches = the touches that CHANGED in this event, not the total number of them for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.stopPointer(event.changedTouches[i]); } } /** * Stop the event listeners * @method stop */ public stop() { if (this.game.device.touch) { this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart); this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove); this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd); this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter); this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave); this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel); document.removeEventListener('touchmove', this._documentTouchMove); } } } }