/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen. * * @class Phaser.Pointer * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers. * @param {Phaser.PointerMode} pointerMode=(CURSOR|CONTACT) - The operational mode of this pointer, eg. CURSOR or TOUCH. */ Phaser.Pointer = function (game, id, pointerMode) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers. */ this.id = id; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.POINTER; /** * @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps. * @default */ this.exists = true; /** * @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started. * @default */ this.identifier = 0; /** * @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value. * @default */ this.pointerId = null; /** * @property {Phaser.PointerMode} pointerMode - The operational mode of this pointer. */ this.pointerMode = pointerMode || (Phaser.PointerMode.CURSOR | Phaser.PointerMode.CONTACT); /** * @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started. * @default */ this.target = null; /** * The button property of the most recent DOM event when this Pointer is started. * You should not rely on this value for accurate button detection, instead use the Pointer properties * `leftButton`, `rightButton`, `middleButton` and so on. * @property {any} button * @default */ this.button = null; /** * If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property. * * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained * button control. * * @property {Phaser.DeviceButton} leftButton * @default */ this.leftButton = new Phaser.DeviceButton(this, Phaser.Pointer.LEFT_BUTTON); /** * If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property. * * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained * button control. * * Please see the DeviceButton docs for details on browser button limitations. * * @property {Phaser.DeviceButton} middleButton * @default */ this.middleButton = new Phaser.DeviceButton(this, Phaser.Pointer.MIDDLE_BUTTON); /** * If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property. * * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained * button control. * * Please see the DeviceButton docs for details on browser button limitations. * * @property {Phaser.DeviceButton} rightButton * @default */ this.rightButton = new Phaser.DeviceButton(this, Phaser.Pointer.RIGHT_BUTTON); /** * If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property. * * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained * button control. * * Please see the DeviceButton docs for details on browser button limitations. * * @property {Phaser.DeviceButton} backButton * @default */ this.backButton = new Phaser.DeviceButton(this, Phaser.Pointer.BACK_BUTTON); /** * If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property. * * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained * button control. * * Please see the DeviceButton docs for details on browser button limitations. * * @property {Phaser.DeviceButton} forwardButton * @default */ this.forwardButton = new Phaser.DeviceButton(this, Phaser.Pointer.FORWARD_BUTTON); /** * If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property. * * The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained * button control. * * Please see the DeviceButton docs for details on browser button limitations. * * @property {Phaser.DeviceButton} eraserButton * @default */ this.eraserButton = new Phaser.DeviceButton(this, Phaser.Pointer.ERASER_BUTTON); /** * @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event. * @private * @default */ this._holdSent = false; /** * @property {array} _history - Local private variable storing the short-term history of pointer movements. * @private */ this._history = []; /** * @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur. * @private */ this._nextDrop = 0; /** * @property {boolean} _stateReset - Monitor events outside of a state reset loop. * @private */ this._stateReset = false; /** * @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false. */ this.withinGame = false; /** * @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). */ this.clientX = -1; /** * @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page). */ this.clientY = -1; /** * @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document. */ this.pageX = -1; /** * @property {number} pageY - The vertical coordinate of the Pointer relative to whole document. */ this.pageY = -1; /** * @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen. */ this.screenX = -1; /** * @property {number} screenY - The vertical coordinate of the Pointer relative to the screen. */ this.screenY = -1; /** * @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event. * @default */ this.rawMovementX = 0; /** * @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event. * @default */ this.rawMovementY = 0; /** * @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event. * @default */ this.movementX = 0; /** * @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event. * @default */ this.movementY = 0; /** * @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale. * @default */ this.x = -1; /** * @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale. * @default */ this.y = -1; /** * @property {boolean} isMouse - If the Pointer is a mouse or pen / stylus this is true, otherwise false. */ this.isMouse = (id === 0); /** * If the Pointer is touching the touchscreen, or *any* mouse or pen button is held down, isDown is set to true. * If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown. * @property {boolean} isDown * @default */ this.isDown = false; /** * If the Pointer is not touching the touchscreen, or *all* mouse or pen buttons are up, isUp is set to true. * If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp. * @property {boolean} isUp * @default */ this.isUp = true; /** * @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen. * @default */ this.timeDown = 0; /** * @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen. * @default */ this.timeUp = 0; /** * @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked. * @default */ this.previousTapTime = 0; /** * @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen. * @default */ this.totalTouches = 0; /** * @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event. * @default */ this.msSinceLastClick = Number.MAX_VALUE; /** * @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging. * @default */ this.targetObject = null; /** * This array is erased and re-populated every time this Pointer is updated. It contains references to all * of the Game Objects that were considered as being valid for processing by this Pointer, this frame. To be * valid they must have suitable a `priorityID`, be Input enabled, visible and actually have the Pointer over * them. You can check the contents of this array in events such as `onInputDown`, but beware it is reset * every frame. * @property {array} interactiveCandidates * @default */ this.interactiveCandidates = []; /** * @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active. * @default */ this.active = false; /** * @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not. * @default */ this.dirty = false; /** * @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display. */ this.position = new Phaser.Point(); /** * @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display. */ this.positionDown = new Phaser.Point(); /** * @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released. */ this.positionUp = new Phaser.Point(); /** * A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection. * The Circle size is 44px (Apples recommended "finger tip" size). * @property {Phaser.Circle} circle */ this.circle = new Phaser.Circle(0, 0, 44); /** * Click trampolines associated with this pointer. See `addClickTrampoline`. * @property {object[]|null} _clickTrampolines * @private */ this._clickTrampolines = null; /** * When the Pointer has click trampolines the last target object is stored here * so it can be used to check for validity of the trampoline in a post-Up/'stop'. * @property {object} _trampolineTargetObject * @private */ this._trampolineTargetObject = null; }; /** * No buttons at all. * @constant * @type {number} */ Phaser.Pointer.NO_BUTTON = 0; /** * The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact. * @constant * @type {number} */ Phaser.Pointer.LEFT_BUTTON = 1; /** * The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button. * @constant * @type {number} */ Phaser.Pointer.RIGHT_BUTTON = 2; /** * The Middle Mouse button. * @constant * @type {number} */ Phaser.Pointer.MIDDLE_BUTTON = 4; /** * The X1 button. This is typically the mouse Back button, but is often reconfigured. * On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register. * @constant * @type {number} */ Phaser.Pointer.BACK_BUTTON = 8; /** * The X2 button. This is typically the mouse Forward button, but is often reconfigured. * On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register. * @constant * @type {number} */ Phaser.Pointer.FORWARD_BUTTON = 16; /** * The Eraser pen button on PointerEvent supported devices only. * @constant * @type {number} */ Phaser.Pointer.ERASER_BUTTON = 32; Phaser.Pointer.prototype = { /** * Resets the states of all the button booleans. * * @method Phaser.Pointer#resetButtons * @protected */ resetButtons: function () { this.isDown = false; this.isUp = true; if (this.isMouse) { this.leftButton.reset(); this.middleButton.reset(); this.rightButton.reset(); this.backButton.reset(); this.forwardButton.reset(); this.eraserButton.reset(); } }, /** * Called by updateButtons. * * @method Phaser.Pointer#processButtonsDown * @private * @param {integer} buttons - The DOM event.buttons property. * @param {MouseEvent} event - The DOM event. */ processButtonsDown: function (buttons, event) { // Note: These are bitwise checks, not booleans if (Phaser.Pointer.LEFT_BUTTON & buttons) { this.leftButton.start(event); } if (Phaser.Pointer.RIGHT_BUTTON & buttons) { this.rightButton.start(event); } if (Phaser.Pointer.MIDDLE_BUTTON & buttons) { this.middleButton.start(event); } if (Phaser.Pointer.BACK_BUTTON & buttons) { this.backButton.start(event); } if (Phaser.Pointer.FORWARD_BUTTON & buttons) { this.forwardButton.start(event); } if (Phaser.Pointer.ERASER_BUTTON & buttons) { this.eraserButton.start(event); } }, /** * Called by updateButtons. * * @method Phaser.Pointer#processButtonsUp * @private * @param {integer} buttons - The DOM event.buttons property. * @param {MouseEvent} event - The DOM event. */ processButtonsUp: function (button, event) { // Note: These are bitwise checks, not booleans if (button === Phaser.Mouse.LEFT_BUTTON) { this.leftButton.stop(event); } if (button === Phaser.Mouse.RIGHT_BUTTON) { this.rightButton.stop(event); } if (button === Phaser.Mouse.MIDDLE_BUTTON) { this.middleButton.stop(event); } if (button === Phaser.Mouse.BACK_BUTTON) { this.backButton.stop(event); } if (button === Phaser.Mouse.FORWARD_BUTTON) { this.forwardButton.stop(event); } if (button === 5) { this.eraserButton.stop(event); } }, /** * Called when the event.buttons property changes from zero. * Contains a button bitmask. * * @method Phaser.Pointer#updateButtons * @protected * @param {MouseEvent} event - The DOM event. */ updateButtons: function (event) { this.button = event.button; var down = (event.type.toLowerCase().substr(-4) === 'down'); if (event.buttons !== undefined) { if (down) { this.processButtonsDown(event.buttons, event); } else { this.processButtonsUp(event.button, event); } } else { // No buttons property (like Safari on OSX when using a trackpad) if (down) { this.leftButton.start(event); } else { this.leftButton.stop(event); this.rightButton.stop(event); } } // On OS X (and other devices with trackpads) you have to press CTRL + the pad // to initiate a right-click event, so we'll check for that here ONLY if // event.buttons = 1 (i.e. they only have a 1 button mouse or trackpad) if (event.buttons === 1 && event.ctrlKey && this.leftButton.isDown) { this.leftButton.stop(event); this.rightButton.start(event); } this.isUp = true; this.isDown = false; if (this.leftButton.isDown || this.rightButton.isDown || this.middleButton.isDown || this.backButton.isDown || this.forwardButton.isDown || this.eraserButton.isDown) { this.isUp = false; this.isDown = true; } }, /** * Called when the Pointer is pressed onto the touchscreen. * @method Phaser.Pointer#start * @param {any} event - The DOM event from the browser. */ start: function (event) { var input = this.game.input; if (event['pointerId']) { this.pointerId = event.pointerId; } this.identifier = event.identifier; this.target = event.target; if (this.isMouse) { this.updateButtons(event); } else { this.isDown = true; this.isUp = false; } this.active = true; this.withinGame = true; this.dirty = false; this._history = []; this._clickTrampolines = null; this._trampolineTargetObject = null; // Work out how long it has been since the last click this.msSinceLastClick = this.game.time.time - this.timeDown; this.timeDown = this.game.time.time; this._holdSent = false; // This sets the x/y and other local values this.move(event, true); // x and y are the old values here? this.positionDown.setTo(this.x, this.y); if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) { input.x = this.x; input.y = this.y; input.position.setTo(this.x, this.y); input.onDown.dispatch(this, event); input.resetSpeed(this.x, this.y); } this._stateReset = false; this.totalTouches++; if (this.targetObject !== null) { this.targetObject._touchedHandler(this); } return this; }, /** * Called by the Input Manager. * @method Phaser.Pointer#update */ update: function () { var input = this.game.input; if (this.active) { // Force a check? if (this.dirty) { if (input.interactiveItems.total > 0) { this.processInteractiveObjects(false); } this.dirty = false; } if (this._holdSent === false && this.duration >= input.holdRate) { if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) { input.onHold.dispatch(this); } this._holdSent = true; } // Update the droppings history if (input.recordPointerHistory && this.game.time.time >= this._nextDrop) { this._nextDrop = this.game.time.time + input.recordRate; this._history.push({ x: this.position.x, y: this.position.y }); if (this._history.length > input.recordLimit) { this._history.shift(); } } } }, /** * Called when the Pointer is moved. * * @method Phaser.Pointer#move * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler. * @param {boolean} [fromClick=false] - Was this called from the click event? */ move: function (event, fromClick) { var input = this.game.input; if (input.pollLocked) { return; } if (fromClick === undefined) { fromClick = false; } if (event.button !== undefined) { this.button = event.button; } if (fromClick && this.isMouse) { this.updateButtons(event); } this.clientX = event.clientX; this.clientY = event.clientY; this.pageX = event.pageX; this.pageY = event.pageY; this.screenX = event.screenX; this.screenY = event.screenY; if (this.isMouse && input.mouse.locked && !fromClick) { this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0; this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0; this.movementX += this.rawMovementX; this.movementY += this.rawMovementY; } this.x = (this.pageX - this.game.scale.offset.x) * input.scale.x; this.y = (this.pageY - this.game.scale.offset.y) * input.scale.y; this.position.setTo(this.x, this.y); this.circle.x = this.x; this.circle.y = this.y; if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) { input.activePointer = this; input.x = this.x; input.y = this.y; input.position.setTo(input.x, input.y); input.circle.x = input.x; input.circle.y = input.y; } this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY); // If the game is paused we don't process any target objects or callbacks if (this.game.paused) { return this; } var i = input.moveCallbacks.length; while (i--) { input.moveCallbacks[i].callback.call(input.moveCallbacks[i].context, this, this.x, this.y, fromClick); } // Easy out if we're dragging something and it still exists if (this.targetObject !== null && this.targetObject.isDragged === true) { if (this.targetObject.update(this) === false) { this.targetObject = null; } } else if (input.interactiveItems.total > 0) { this.processInteractiveObjects(fromClick); } return this; }, /** * Process all interactive objects to find out which ones were updated in the recent Pointer move. * * @method Phaser.Pointer#processInteractiveObjects * @protected * @param {boolean} [fromClick=false] - Was this called from the click event? * @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false. */ processInteractiveObjects: function (fromClick) { // Work out which object is on the top var highestRenderOrderID = 0; var highestInputPriorityID = -1; var candidateTarget = null; // First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID // We know they'll be valid for input detection but not which is the top just yet var currentNode = this.game.input.interactiveItems.first; this.interactiveCandidates = []; while (currentNode) { // Reset checked status currentNode.checked = false; if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false)) { // Flag it as checked so we don't re-scan it on the next phase currentNode.checked = true; if ((fromClick && currentNode.checkPointerDown(this, true)) || (!fromClick && currentNode.checkPointerOver(this, true))) { highestRenderOrderID = currentNode.sprite.renderOrderID; highestInputPriorityID = currentNode.priorityID; candidateTarget = currentNode; this.interactiveCandidates.push(currentNode); } } currentNode = this.game.input.interactiveItems.next; } // Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID // because if their ID is lower anyway then we can just automatically discount them // (A node that was previously checked did not request a pixel-perfect check.) currentNode = this.game.input.interactiveItems.first; while (currentNode) { if (!currentNode.checked && currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true)) { if ((fromClick && currentNode.checkPointerDown(this, false)) || (!fromClick && currentNode.checkPointerOver(this, false))) { highestRenderOrderID = currentNode.sprite.renderOrderID; highestInputPriorityID = currentNode.priorityID; candidateTarget = currentNode; this.interactiveCandidates.push(currentNode); } } currentNode = this.game.input.interactiveItems.next; } if (this.game.input.customCandidateHandler) { candidateTarget = this.game.input.customCandidateHandler.call(this.game.input.customCandidateHandlerContext, this, this.interactiveCandidates, candidateTarget); } this.swapTarget(candidateTarget, false); return (this.targetObject !== null); }, /** * This will change the `Pointer.targetObject` object to be the one provided. * * This allows you to have fine-grained control over which object the Pointer is targeting. * * Note that even if you set a new Target here, it is still able to be replaced by any other valid * target during the next Pointer update. * * @method Phaser.Pointer#swapTarget * @param {Phaser.InputHandler} newTarget - The new target for this Pointer. Note this is an `InputHandler`, so don't pass a Sprite, instead pass `sprite.input` to it. * @param {boolean} [silent=false] - If true the new target AND the old one will NOT dispatch their `onInputOver` or `onInputOut` events. */ swapTarget: function (newTarget, silent) { if (silent === undefined) { silent = false; } // Now we know the top-most item (if any) we can process it if (newTarget === null) { // The pointer isn't currently over anything, check if we've got a lingering previous target if (this.targetObject) { this.targetObject._pointerOutHandler(this, silent); this.targetObject = null; } } else { if (this.targetObject === null) { // And now set the new one this.targetObject = newTarget; newTarget._pointerOverHandler(this, silent); } else { // We've got a target from the last update if (this.targetObject === newTarget) { // Same target as before, so update it if (newTarget.update(this) === false) { this.targetObject = null; } } else { // The target has changed, so tell the old one we've left it this.targetObject._pointerOutHandler(this, silent); // And now set the new one this.targetObject = newTarget; this.targetObject._pointerOverHandler(this, silent); } } } }, /** * Called when the Pointer leaves the target area. * * @method Phaser.Pointer#leave * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler. */ leave: function (event) { this.withinGame = false; this.move(event, false); }, /** * Called when the Pointer leaves the touchscreen. * * @method Phaser.Pointer#stop * @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler. */ stop: function (event) { var input = this.game.input; if (this._stateReset && this.withinGame) { event.preventDefault(); return; } this.timeUp = this.game.time.time; if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) { input.onUp.dispatch(this, event); // Was it a tap? if (this.duration >= 0 && this.duration <= input.tapRate) { // Was it a double-tap? if (this.timeUp - this.previousTapTime < input.doubleTapRate) { // Yes, let's dispatch the signal then with the 2nd parameter set to true input.onTap.dispatch(this, true); } else { // Wasn't a double-tap, so dispatch a single tap signal input.onTap.dispatch(this, false); } this.previousTapTime = this.timeUp; } } if (this.isMouse) { this.updateButtons(event); } else { this.isDown = false; this.isUp = true; } // Mouse is always active if (this.id > 0) { this.active = false; } this.withinGame = this.game.scale.bounds.contains(event.pageX, event.pageY); this.pointerId = null; this.identifier = null; this.positionUp.setTo(this.x, this.y); if (this.isMouse === false) { input.currentPointers--; } input.interactiveItems.callAll('_releasedHandler', this); if (this._clickTrampolines) { this._trampolineTargetObject = this.targetObject; } this.targetObject = null; return this; }, /** * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate. * Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid. * If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event. * @method Phaser.Pointer#justPressed * @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate. * @return {boolean} true if the Pointer was pressed down within the duration given. */ justPressed: function (duration) { duration = duration || this.game.input.justPressedRate; return (this.isDown === true && (this.timeDown + duration) > this.game.time.time); }, /** * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate. * Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid. * If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event. * @method Phaser.Pointer#justReleased * @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate. * @return {boolean} true if the Pointer was released within the duration given. */ justReleased: function (duration) { duration = duration || this.game.input.justReleasedRate; return (this.isUp && (this.timeUp + duration) > this.game.time.time); }, /** * Add a click trampoline to this pointer. * * A click trampoline is a callback that is run on the DOM 'click' event; this is primarily * needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen * to the DOM 'click' event and rejects it for 'pointer*' and 'mouse*' events. * * This is used internally by the ScaleManager; click trampoline usage is uncommon. * Click trampolines can only be added to pointers that are currently down. * * @method Phaser.Pointer#addClickTrampoline * @protected * @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer. * @param {function} callback - Callback to run/trampoline. * @param {object} callbackContext - Context of the callback. * @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array. */ addClickTrampoline: function (name, callback, callbackContext, callbackArgs) { if (!this.isDown) { return; } var trampolines = (this._clickTrampolines = this._clickTrampolines || []); for (var i = 0; i < trampolines.length; i++) { if (trampolines[i].name === name) { trampolines.splice(i, 1); break; } } trampolines.push({ name: name, targetObject: this.targetObject, callback: callback, callbackContext: callbackContext, callbackArgs: callbackArgs }); }, /** * Fire all click trampolines for which the pointers are still referring to the registered object. * @method Phaser.Pointer#processClickTrampolines * @private */ processClickTrampolines: function () { var trampolines = this._clickTrampolines; if (!trampolines) { return; } for (var i = 0; i < trampolines.length; i++) { var trampoline = trampolines[i]; if (trampoline.targetObject === this._trampolineTargetObject) { trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs); } } this._clickTrampolines = null; this._trampolineTargetObject = null; }, /** * Resets the Pointer properties. Called by InputManager.reset when you perform a State change. * @method Phaser.Pointer#reset */ reset: function () { if (this.isMouse === false) { this.active = false; } this.pointerId = null; this.identifier = null; this.dirty = false; this.totalTouches = 0; this._holdSent = false; this._history.length = 0; this._stateReset = true; this.resetButtons(); if (this.targetObject) { this.targetObject._releasedHandler(this); } this.targetObject = null; }, /** * Resets the movementX and movementY properties. Use in your update handler after retrieving the values. * @method Phaser.Pointer#resetMovement */ resetMovement: function() { this.movementX = 0; this.movementY = 0; } }; Phaser.Pointer.prototype.constructor = Phaser.Pointer; /** * How long the Pointer has been depressed on the touchscreen or *any* of the mouse buttons have been held down. * If not currently down it returns -1. * If you need to test a specific mouse or pen button then access the buttons directly, i.e. `Pointer.rightButton.duration`. * * @name Phaser.Pointer#duration * @property {number} duration * @readonly */ Object.defineProperty(Phaser.Pointer.prototype, "duration", { get: function () { if (this.isUp) { return -1; } return this.game.time.time - this.timeDown; } }); /** * Gets the X value of this Pointer in world coordinates based on the world camera. * @name Phaser.Pointer#worldX * @property {number} worldX - The X value of this Pointer in world coordinates based on the world camera. * @readonly */ Object.defineProperty(Phaser.Pointer.prototype, "worldX", { get: function () { return this.game.world.camera.x + this.x; } }); /** * Gets the Y value of this Pointer in world coordinates based on the world camera. * @name Phaser.Pointer#worldY * @property {number} worldY - The Y value of this Pointer in world coordinates based on the world camera. * @readonly */ Object.defineProperty(Phaser.Pointer.prototype, "worldY", { get: function () { return this.game.world.camera.y + this.y; } }); /** * Enumeration categorizing operational modes of pointers. * * PointerType values represent valid bitmasks. * For example, a value representing both Mouse and Touch devices * can be expressed as `PointerMode.CURSOR | PointerMode.CONTACT`. * * Values may be added for future mode categorizations. * @class Phaser.PointerMode */ Phaser.PointerMode = { /** * A 'CURSOR' is a pointer with a *passive cursor* such as a mouse, touchpad, watcom stylus, or even TV-control arrow-pad. * * It has the property that a cursor is passively moved without activating the input. * This currently corresponds with {@link Phaser.Pointer#isMouse} property. * @constant */ CURSOR: 1 << 0, /** * A 'CONTACT' pointer has an *active cursor* that only tracks movement when actived; notably this is a touch-style input. * @constant */ CONTACT: 1 << 1 };