var Class = require('../../utils/Class'); var Features = require('../../device/Features'); var MouseEvents = require('./events'); // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent // https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md var MouseManager = new Class({ initialize: function MouseManager (inputManager) { this.manager = inputManager; // @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully. this.capture = false; this.enabled = false; this.target; this.handler; /** * @property {boolean} locked - If the mouse has been pointer locked successfully this will * be set to true. */ this.locked = false; }, boot: function () { var config = this.manager.config; this.enabled = config.inputMouse; this.target = config.inputMouseEventTarget; if (!this.target) { this.target = this.manager.game.canvas; } if (config.disableContextMenu) { this.disableContextMenu(); } if (this.enabled) { this.startListeners(); } }, disableContextMenu: function () { document.body.addEventListener('contextmenu', function (event) { event.preventDefault(); return false; }); return this; }, /** * 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, a * 'POINTER_LOCK_CHANGE_EVENT' will be dispatched - from the game's input manager - with an * `isPointerLocked` property. * It is important to note that pointer lock can only be enabled after an 'engagement gesture', * see: https://w3c.github.io/pointerlock/#dfn-engagement-gesture. */ requestPointerLock: function () { if (Features.pointerLock) { var element = this.target; element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock; element.requestPointerLock(); } }, /** * Internal pointerLockChange handler. * * @param {Event} event - The native event from the browser. */ pointerLockChange: function (event) { var element = this.target; this.locked = document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element ? true : false; this.manager.queue.push(event); }, /** * If the browser supports pointer lock, this will request that the pointer lock is released. If * the browser successfully enters a locked state, a 'POINTER_LOCK_CHANGE_EVENT' will be * dispatched - from the game's input manager - with an `isPointerLocked` property. */ releasePointerLock: function () { if (Features.pointerLock) { document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock; document.exitPointerLock(); } }, startListeners: function () { var queue = this.manager.queue; var _this = this; var handler = function (event) { if (event.preventDefaulted) { // Do nothing if event already handled return; } queue.push(event); if (_this.capture) { event.preventDefault(); } }; this.handler = handler; this.target.addEventListener('mousemove', handler, false); this.target.addEventListener('mousedown', handler, false); this.target.addEventListener('mouseup', handler, false); if (Features.pointerLock) { this.pointerLockChange = this.pointerLockChange.bind(this); document.addEventListener('pointerlockchange', this.pointerLockChange, true); document.addEventListener('mozpointerlockchange', this.pointerLockChange, true); document.addEventListener('webkitpointerlockchange', this.pointerLockChange, true); } }, stopListeners: function () { this.target.removeEventListener('mousemove', this.handler); this.target.removeEventListener('mousedown', this.handler); this.target.removeEventListener('mouseup', this.handler); if (Features.pointerLock) { document.removeEventListener('pointerlockchange', this.pointerLockChange, true); document.removeEventListener('mozpointerlockchange', this.pointerLockChange, true); document.removeEventListener('webkitpointerlockchange', this.pointerLockChange, true); } } }); module.exports = MouseManager;