/** * @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.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch. * * @class Phaser.Touch * @classdesc The Touch class handles touch interactions with the game and the resulting Pointer objects. * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Touch = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @method Phaser.Touch#disabled * @return {boolean} */ this.disabled = false; /** * @property {Phaser.Game} callbackContext - Description. */ this.callbackContext = this.game; /** * @property {Phaser.Game} touchStartCallback - Description. * @default */ this.touchStartCallback = null; /** * @property {Phaser.Game} touchMoveCallback - Description. * @default */ this.touchMoveCallback = null; /** * @property {Phaser.Game} touchEndCallback - Description. * @default */ this.touchEndCallback = null; /** * @property {Phaser.Game} touchEnterCallback - Description. * @default */ this.touchEnterCallback = null; /** * @property {Phaser.Game} touchLeaveCallback - Description. * @default */ this.touchLeaveCallback = null; /** * @property {Description} touchCancelCallback - Description. * @default */ this.touchCancelCallback = null; /** * @property {boolean} preventDefault - Description. * @default */ this.preventDefault = true; this._onTouchStart = null; this._onTouchMove = null; this._onTouchEnd = null; this._onTouchEnter = null; this._onTouchLeave = null; this._onTouchCancel = null; this._onTouchMove = null; }; Phaser.Touch.prototype = { /** * Starts the event listeners running. * @method Phaser.Touch#start */ start: function () { var _this = this; if (this.game.device.touch) { this._onTouchStart = function (event) { return _this.onTouchStart(event); }; this._onTouchMove = function (event) { return _this.onTouchMove(event); }; this._onTouchEnd = function (event) { return _this.onTouchEnd(event); }; this._onTouchEnter = function (event) { return _this.onTouchEnter(event); }; this._onTouchLeave = function (event) { return _this.onTouchLeave(event); }; this._onTouchCancel = function (event) { return _this.onTouchCancel(event); }; this.game.renderer.view.addEventListener('touchstart', this._onTouchStart, false); this.game.renderer.view.addEventListener('touchmove', this._onTouchMove, false); this.game.renderer.view.addEventListener('touchend', this._onTouchEnd, false); this.game.renderer.view.addEventListener('touchenter', this._onTouchEnter, false); this.game.renderer.view.addEventListener('touchleave', this._onTouchLeave, false); this.game.renderer.view.addEventListener('touchcancel', this._onTouchCancel, false); } }, /** * Consumes all touchmove events on the document (only enable this if you know you need it!). * @method Phaser.Touch#consumeTouchMove */ consumeDocumentTouches: function () { this._documentTouchMove = function (event) { event.preventDefault(); }; document.addEventListener('touchmove', this._documentTouchMove, false); }, /** * Description. * @method Phaser.Touch#onTouchStart * @param {Any} event */ onTouchStart: function (event) { if (this.touchStartCallback) { this.touchStartCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { 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 Phaser.Touch#onTouchCancel * @param {Any} event */ onTouchCancel: function (event) { if (this.touchCancelCallback) { this.touchCancelCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { 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 on a canvas element yet. * @method Phaser.Touch#onTouchEnter * @param {Any} event */ onTouchEnter: function (event) { if (this.touchEnterCallback) { this.touchEnterCallback.call(this.callbackContext, event); } if (this.game.input.disabled || this.disabled) { return; } if (this.preventDefault) { 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 on a canvas element yet. * @method Phaser.Touch#onTouchLeave * @param {Any} event */ onTouchLeave: function (event) { if (this.touchLeaveCallback) { this.touchLeaveCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } for (var i = 0; i < event.changedTouches.length; i++) { //console.log('touch leave'); } }, /** * Description. * @method Phaser.Touch#onTouchMove * @param {Any} event */ onTouchMove: function (event) { if (this.touchMoveCallback) { this.touchMoveCallback.call(this.callbackContext, event); } if (this.preventDefault) { event.preventDefault(); } for (var i = 0; i < event.changedTouches.length; i++) { this.game.input.updatePointer(event.changedTouches[i]); } }, /** * Description. * @method Phaser.Touch#onTouchEnd * @param {Any} event */ onTouchEnd: function (event) { if (this.touchEndCallback) { this.touchEndCallback.call(this.callbackContext, event); } if (this.preventDefault) { 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 Phaser.Touch#stop */ stop: function () { 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); } } };