var __extends = this.__extends || function (d, b) { function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; var Phaser; (function (Phaser) { /// /** * Phaser - UI - Button */ (function (UI) { var Button = (function (_super) { __extends(Button, _super); /** * Create a new Button object. * * @param game {Phaser.Game} Current game instance. * @param [x] {number} X position of the button. * @param [y] {number} Y position of the button. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button. * @param [callback] {function} The function to call when this button is pressed * @param [callbackContext] {object} The context in which the callback will be called (usually 'this') * @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name. * @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name. * @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name. */ function Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof key === "undefined") { key = null; } if (typeof callback === "undefined") { callback = null; } if (typeof callbackContext === "undefined") { callbackContext = null; } if (typeof overFrame === "undefined") { overFrame = null; } if (typeof outFrame === "undefined") { outFrame = null; } if (typeof downFrame === "undefined") { downFrame = null; } _super.call(this, game, x, y, key, outFrame); this._onOverFrameName = null; this._onOutFrameName = null; this._onDownFrameName = null; this._onUpFrameName = null; this._onOverFrameID = null; this._onOutFrameID = null; this._onDownFrameID = null; this._onUpFrameID = null; this.type = Phaser.Types.BUTTON; if(typeof overFrame == 'string') { this._onOverFrameName = overFrame; } else { this._onOverFrameID = overFrame; } if(typeof outFrame == 'string') { this._onOutFrameName = outFrame; this._onUpFrameName = outFrame; } else { this._onOutFrameID = outFrame; this._onUpFrameID = outFrame; } if(typeof downFrame == 'string') { this._onDownFrameName = downFrame; } else { this._onDownFrameID = downFrame; } // These are the signals the game will subscribe to this.onInputOver = new Phaser.Signal(); this.onInputOut = new Phaser.Signal(); this.onInputDown = new Phaser.Signal(); this.onInputUp = new Phaser.Signal(); // Set a default signal for them if(callback) { this.onInputUp.add(callback, callbackContext); } this.input.start(0, false, true); // Redirect the input events to here so we can handle animation updates, etc this.events.onInputOver.add(this.onInputOverHandler, this); this.events.onInputOut.add(this.onInputOutHandler, this); this.events.onInputDown.add(this.onInputDownHandler, this); this.events.onInputUp.add(this.onInputUpHandler, this); } Button.prototype.onInputOverHandler = // TODO //public tabIndex: number; //public tabEnabled: bool; // ENTER or SPACE can activate this button if it has focus function (pointer) { if(this._onOverFrameName != null) { this.frameName = this._onOverFrameName; } else if(this._onOverFrameID != null) { this.frame = this._onOverFrameID; } if(this.onInputOver) { this.onInputOver.dispatch(this, pointer); } }; Button.prototype.onInputOutHandler = function (pointer) { if(this._onOutFrameName != null) { this.frameName = this._onOutFrameName; } else if(this._onOutFrameID != null) { this.frame = this._onOutFrameID; } if(this.onInputOut) { this.onInputOut.dispatch(this, pointer); } }; Button.prototype.onInputDownHandler = function (pointer) { //console.log('Button onInputDownHandler: ' + Date.now()); if(this._onDownFrameName != null) { this.frameName = this._onDownFrameName; } else if(this._onDownFrameID != null) { this.frame = this._onDownFrameID; } if(this.onInputDown) { this.onInputDown.dispatch(this, pointer); } }; Button.prototype.onInputUpHandler = function (pointer) { //console.log('Button onInputUpHandler: ' + Date.now()); if(this._onUpFrameName != null) { this.frameName = this._onUpFrameName; } else if(this._onUpFrameID != null) { this.frame = this._onUpFrameID; } if(this.onInputUp) { this.onInputUp.dispatch(this, pointer); } }; Object.defineProperty(Button.prototype, "priorityID", { get: function () { return this.input.priorityID; }, set: function (value) { this.input.priorityID = value; }, enumerable: true, configurable: true }); Object.defineProperty(Button.prototype, "useHandCursor", { get: function () { return this.input.useHandCursor; }, set: function (value) { this.input.useHandCursor = value; }, enumerable: true, configurable: true }); return Button; })(Phaser.Sprite); UI.Button = Button; })(Phaser.UI || (Phaser.UI = {})); var UI = Phaser.UI; })(Phaser || (Phaser = {}));