/// /** * Phaser - MSPointer * * The MSPointer class handles touch interactions with the game and the resulting Pointer objects. * It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. * http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx */ var Phaser; (function (Phaser) { var MSPointer = (function () { /** * Constructor * @param {Game} game. * @return {MSPointer} This object. */ function MSPointer(game) { /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @type {bool} */ this.disabled = false; this.game = game; } MSPointer.prototype.start = /** * Starts the event listeners running * @method start */ function () { var _this = this; if(this.game.device.mspointer == true) { this._onMSPointerDown = function (event) { return _this.onPointerDown(event); }; this._onMSPointerMove = function (event) { return _this.onPointerMove(event); }; this._onMSPointerUp = function (event) { return _this.onPointerUp(event); }; this.game.stage.canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false); this.game.stage.canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false); this.game.stage.canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false); } }; MSPointer.prototype.onPointerDown = /** * * @method onPointerDown * @param {Any} event **/ function (event) { if(this.game.input.disabled || this.disabled) { return; } event.preventDefault(); event.identifier = event.pointerId; this.game.input.startPointer(event); }; MSPointer.prototype.onPointerMove = /** * * @method onPointerMove * @param {Any} event **/ function (event) { if(this.game.input.disabled || this.disabled) { return; } event.preventDefault(); event.identifier = event.pointerId; this.game.input.updatePointer(event); }; MSPointer.prototype.onPointerUp = /** * * @method onPointerUp * @param {Any} event **/ function (event) { if(this.game.input.disabled || this.disabled) { return; } event.preventDefault(); event.identifier = event.pointerId; this.game.input.stopPointer(event); }; MSPointer.prototype.stop = /** * Stop the event listeners * @method stop */ function () { if(this.game.device.mspointer == true) { this.game.stage.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown); this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove); this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp); } }; return MSPointer; })(); Phaser.MSPointer = MSPointer; })(Phaser || (Phaser = {}));