/// /// /// /** * Phaser - Components - InputHandler * * Input detection component */ module Phaser.Components { export class InputHandler { /** * Sprite Input component constructor * @param parent The Sprite using this Input component */ constructor(parent: Phaser.Sprite) { this.game = parent.game; this._parent = parent; this.enabled = false; } /** * Reference to Phaser.Game */ public game: Game; /** * Local private reference to its parent game object. */ private _parent: Phaser.Sprite; private _pointerData; /** * If enabled the Input component will be updated by the parent Sprite * @type {Boolean} */ public enabled: bool; /** * The PriorityID controls which Sprite receives an Input event first if they should overlap. */ public priorityID: number = 0; /** * The index of this Input component entry in the Game.Input manager. */ public indexID: number = 0; private _dragPoint: Point; private _draggedPointerID: number; public dragOffset: Point; public isDragged: bool = false; public dragFromCenter: bool; public dragPixelPerfect: bool = false; public dragPixelPerfectAlpha: number; public allowHorizontalDrag: bool = true; public allowVerticalDrag: bool = true; public bringToTop: bool = false; public snapOnDrag: bool = false; public snapOnRelease: bool = false; public snapOffset: Point; public snapX: number = 0; public snapY: number = 0; /** * Is this sprite allowed to be dragged by the mouse? true = yes, false = no * @default false */ public draggable: bool = false; /** * A region of the game world within which the sprite is restricted during drag * @default null */ public boundsRect: Rectangle = null; /** * An Sprite the bounds of which this sprite is restricted during drag * @default null */ public boundsSprite: Phaser.Sprite = null; /** * The Input component can monitor either the physics body of the Sprite or the frameBounds * If checkBody is set to true it will monitor the bounds of the physics body. * @type {Boolean} */ public checkBody: bool; /** * Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas * on Input over. Only works on desktop browsers or browsers with a visible input pointer. * @type {Boolean} */ public useHandCursor: bool; /** * If this object is set to consume the pointer event then it will stop all propogation from this object on. * For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it. * @type {Boolean} */ public consumePointerEvent: bool = false; /** * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite. * This value is only set when the pointer is over this Sprite. * @type {number} */ public pointerX(pointer: number = 0): number { return this._pointerData[pointer].x; } /** * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite * This value is only set when the pointer is over this Sprite. * @type {number} */ public pointerY(pointer: number = 0): number { return this._pointerData[pointer].y; } /** * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true * @property isDown * @type {Boolean} **/ public pointerDown(pointer: number = 0): bool { return this._pointerData[pointer].isDown; } /** * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true * @property isUp * @type {Boolean} **/ public pointerUp(pointer: number = 0): bool { return this._pointerData[pointer].isUp; } /** * A timestamp representing when the Pointer first touched the touchscreen. * @property timeDown * @type {Number} **/ public pointerTimeDown(pointer: number = 0): bool { return this._pointerData[pointer].timeDown; } /** * A timestamp representing when the Pointer left the touchscreen. * @property timeUp * @type {Number} **/ public pointerTimeUp(pointer: number = 0): bool { return this._pointerData[pointer].timeUp; } /** * Is the Pointer over this Sprite * @property isOver * @type {Boolean} **/ public pointerOver(pointer: number = 0): bool { return this._pointerData[pointer].isOver; } /** * Is the Pointer outside of this Sprite * @property isOut * @type {Boolean} **/ public pointerOut(pointer: number = 0): bool { return this._pointerData[pointer].isOut; } /** * A timestamp representing when the Pointer first touched the touchscreen. * @property timeDown * @type {Number} **/ public pointerTimeOver(pointer: number = 0): bool { return this._pointerData[pointer].timeOver; } /** * A timestamp representing when the Pointer left the touchscreen. * @property timeUp * @type {Number} **/ public pointerTimeOut(pointer: number = 0): bool { return this._pointerData[pointer].timeOut; } /** * Is this sprite being dragged by the mouse or not? * @default false */ public pointerDragged(pointer: number = 0): bool { return this._pointerData[pointer].isDragged; } public start(priority: number = 0, checkBody?: bool = false, useHandCursor?: bool = false): Phaser.Sprite { // Turning on if (this.enabled == false) { // Register, etc this.checkBody = checkBody; this.useHandCursor = useHandCursor; this.priorityID = priority; this._pointerData = []; for (var i = 0; i < 10; i++) { this._pointerData.push({ id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false }); } this.snapOffset = new Point; this.enabled = true; this.game.input.addGameObject(this._parent); // Create the signals the Input component will emit if (this._parent.events.onInputOver == null) { this._parent.events.onInputOver = new Phaser.Signal; this._parent.events.onInputOut = new Phaser.Signal; this._parent.events.onInputDown = new Phaser.Signal; this._parent.events.onInputUp = new Phaser.Signal; this._parent.events.onDragStart = new Phaser.Signal; this._parent.events.onDragStop = new Phaser.Signal; } } return this._parent; } public reset() { this.enabled = false; for (var i = 0; i < 10; i++) { this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false }; } } public stop() { // Turning off if (this.enabled == false) { return; } else { // De-register, etc this.enabled = false; this.game.input.removeGameObject(this.indexID); } } /** * Clean up memory. */ public destroy() { if (this.enabled) { this.enabled = false; this.game.input.removeGameObject(this.indexID); } } /** * Checks if the given pointer is over this Sprite. All checks are done in world coordinates. */ public checkPointerOver(pointer: Phaser.Pointer): bool { if (this.enabled == false || this._parent.visible == false) { return false; } else { return SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY()); } } /** * Update */ public update(pointer: Phaser.Pointer): bool { if (this.enabled == false || this._parent.visible == false) { this._pointerOutHandler(pointer); return false; } if (this.draggable && this._draggedPointerID == pointer.id) { return this.updateDrag(pointer); } else if (this._pointerData[pointer.id].isOver == true) { if (SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY())) { this._pointerData[pointer.id].x = pointer.x - this._parent.x; this._pointerData[pointer.id].y = pointer.y - this._parent.y; return true; } else { this._pointerOutHandler(pointer); return false; } } } public _pointerOverHandler(pointer: Pointer) { // { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, isDragged: false } if (this._pointerData[pointer.id].isOver == false) { this._pointerData[pointer.id].isOver = true; this._pointerData[pointer.id].isOut = false; this._pointerData[pointer.id].timeOver = this.game.time.now; this._pointerData[pointer.id].x = pointer.x - this._parent.x; this._pointerData[pointer.id].y = pointer.y - this._parent.y; if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { this.game.stage.canvas.style.cursor = "pointer"; } this._parent.events.onInputOver.dispatch(this._parent, pointer); } } public _pointerOutHandler(pointer: Pointer) { this._pointerData[pointer.id].isOver = false; this._pointerData[pointer.id].isOut = true; this._pointerData[pointer.id].timeOut = this.game.time.now; if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { this.game.stage.canvas.style.cursor = "default"; } this._parent.events.onInputOut.dispatch(this._parent, pointer); } public _touchedHandler(pointer: Pointer): bool { if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true) { this._pointerData[pointer.id].isDown = true; this._pointerData[pointer.id].isUp = false; this._pointerData[pointer.id].timeDown = this.game.time.now; //console.log('touchedHandler: ' + Date.now()); this._parent.events.onInputDown.dispatch(this._parent, pointer); // Start drag //if (this.draggable && this.isDragged == false && pointer.targetObject == null) if (this.draggable && this.isDragged == false) { this.startDrag(pointer); } if (this.bringToTop) { this._parent.bringToTop(); //this._parent.game.world.group.bringToTop(this._parent); } } // Consume the event? return this.consumePointerEvent; } public _releasedHandler(pointer: Pointer) { // If was previously touched by this Pointer, check if still is AND still over this item if (this._pointerData[pointer.id].isDown && pointer.isUp) { this._pointerData[pointer.id].isDown = false; this._pointerData[pointer.id].isUp = true; this._pointerData[pointer.id].timeUp = this.game.time.now; this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown; // Only release the InputUp signal if the pointer is still over this sprite if (SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY())) { //console.log('releasedHandler: ' + Date.now()); this._parent.events.onInputUp.dispatch(this._parent, pointer); } else { // Pointer outside the sprite? Reset the cursor if (this.useHandCursor) { this.game.stage.canvas.style.cursor = "default"; } } // Stop drag if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id) { this.stopDrag(pointer); } } } /** * Updates the Pointer drag on this Sprite. */ private updateDrag(pointer: Pointer): bool { if (pointer.isUp) { this.stopDrag(pointer); return false; } if (this.allowHorizontalDrag) { this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x; } if (this.allowVerticalDrag) { this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y; } if (this.boundsRect) { this.checkBoundsRect(); } if (this.boundsSprite) { this.checkBoundsSprite(); } if (this.snapOnDrag) { this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; } return true; } /** * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just over. * @returns {boolean} */ public justOver(pointer: number = 0, delay?: number = 500): bool { return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay); } /** * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just out. * @returns {boolean} */ public justOut(pointer: number = 0, delay?: number = 500): bool { return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay)); } /** * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just over. * @returns {boolean} */ public justPressed(pointer: number = 0, delay?: number = 500): bool { return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay); } /** * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just out. * @returns {boolean} */ public justReleased(pointer: number = 0, delay?: number = 500): bool { return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay)); } /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over. */ public overDuration(pointer: number = 0): number { if (this._pointerData[pointer].isOver) { return this.game.time.now - this._pointerData[pointer].timeOver; } return -1; } /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * @returns {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over. */ public downDuration(pointer: number = 0): number { if (this._pointerData[pointer].isDown) { return this.game.time.now - this._pointerData[pointer].timeDown; } return -1; } /** * Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback * * @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer. * @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group. * @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box. * @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255) * @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere * @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here */ public enableDrag(lockCenter: bool = false, bringToTop: bool = false, pixelPerfect: bool = false, alphaThreshold: number = 255, boundsRect: Rectangle = null, boundsSprite: Phaser.Sprite = null): void { this._dragPoint = new Point; this.draggable = true; this.bringToTop = bringToTop; this.dragOffset = new Point; this.dragFromCenter = lockCenter; this.dragPixelPerfect = pixelPerfect; this.dragPixelPerfectAlpha = alphaThreshold; if (boundsRect) { this.boundsRect = boundsRect; } if (boundsSprite) { this.boundsSprite = boundsSprite; } } /** * Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks. */ public disableDrag(): void { if (this._pointerData) { for (var i = 0; i < 10; i++) { this._pointerData[i].isDragged = false; } } this.draggable = false; this.isDragged = false; this._draggedPointerID = -1; } /** * Called by Pointer when drag starts on this Sprite. Should not usually be called directly. */ public startDrag(pointer: Pointer): void { this.isDragged = true; this._draggedPointerID = pointer.id; this._pointerData[pointer.id].isDragged = true; if (this.dragFromCenter) { this._parent.transform.centerOn(pointer.worldX(), pointer.worldY()); this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); } else { this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); } this.updateDrag(pointer); if (this.bringToTop) { this._parent.bringToTop(); } this._parent.events.onDragStart.dispatch(this._parent, pointer); } /** * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. */ public stopDrag(pointer: Pointer): void { this.isDragged = false; this._draggedPointerID = -1; this._pointerData[pointer.id].isDragged = false; if (this.snapOnRelease) { this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; } this._parent.events.onDragStop.dispatch(this._parent, pointer); this._parent.events.onInputUp.dispatch(this._parent, pointer); } /** * Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move! * * @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false * @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false */ public setDragLock(allowHorizontal: bool = true, allowVertical: bool = true): void { this.allowHorizontalDrag = allowHorizontal; this.allowVerticalDrag = allowVertical; } /** * Make this Sprite snap to the given grid either during drag or when it's released. * For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels. * * @param snapX The width of the grid cell in pixels * @param snapY The height of the grid cell in pixels * @param onDrag If true the sprite will snap to the grid while being dragged * @param onRelease If true the sprite will snap to the grid when released */ public enableSnap(snapX: number, snapY: number, onDrag: bool = true, onRelease: bool = false): void { this.snapOnDrag = onDrag; this.snapOnRelease = onRelease; this.snapX = snapX; this.snapY = snapY; } /** * Stops the sprite from snapping to a grid during drag or release. */ public disableSnap(): void { this.snapOnDrag = false; this.snapOnRelease = false; } /** * Bounds Rect check for the sprite drag */ private checkBoundsRect(): void { if (this._parent.x < this.boundsRect.left) { this._parent.x = this.boundsRect.x; } else if ((this._parent.x + this._parent.width) > this.boundsRect.right) { this._parent.x = this.boundsRect.right - this._parent.width; } if (this._parent.y < this.boundsRect.top) { this._parent.y = this.boundsRect.top; } else if ((this._parent.y + this._parent.height) > this.boundsRect.bottom) { this._parent.y = this.boundsRect.bottom - this._parent.height; } } /** * Parent Sprite Bounds check for the sprite drag */ private checkBoundsSprite(): void { if (this._parent.x < this.boundsSprite.x) { this._parent.x = this.boundsSprite.x; } else if ((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width)) { this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width; } if (this._parent.y < this.boundsSprite.y) { this._parent.y = this.boundsSprite.y; } else if ((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height)) { this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height; } } } }