/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The InputEnabled component allows a Game Object to have its own InputHandler and process input related events. * * @class */ Phaser.Component.InputEnabled = function () {}; Phaser.Component.InputEnabled.prototype = { /** * The Input Handler for this Game Object. * * By default it is disabled. If you wish this Game Object to process input events you should enable it with: `inputEnabled = true`. * * After you have done this, this property will be a reference to the Phaser InputHandler. * @property {Phaser.InputHandler|null} input */ input: null, /** * By default a Game Object won't process any input events. By setting `inputEnabled` to true a Phaser.InputHandler is created * for this Game Object and it will then start to process click / touch events and more. * * You can then access the Input Handler via `this.input`. * * Note that Input related events are dispatched from `this.events`, i.e.: `events.onInputDown`. * * If you set this property to false it will stop the Input Handler from processing any more input events. * * If you want to _temporarily_ disable input for a Game Object, then it's better to set * `input.enabled = false`, as it won't reset any of the Input Handlers internal properties. * You can then toggle this back on as needed. * * @property {boolean} inputEnabled */ inputEnabled: { get: function () { return (this.input && this.input.enabled); }, set: function (value) { if (value) { if (this.input === null) { this.input = new Phaser.InputHandler(this); this.input.start(); } else if (this.input && !this.input.enabled) { this.input.start(); } } else { if (this.input && this.input.enabled) { this.input.stop(); } } } } };