/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var Features = require('../../device/Features'); // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent // https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md /** * @classdesc * The Mouse Manager is a helper class that belongs to the Input Manager. * * Its role is to listen for native DOM Mouse Events and then pass them onto the Input Manager for further processing. * * You do not need to create this class directly, the Input Manager will create an instance of it automatically. * * @class MouseManager * @memberOf Phaser.Input.Mouse * @constructor * @since 3.0.0 * * @param {Phaser.Input.InputManager} inputManager - A reference to the Input Manager. */ var MouseManager = new Class({ initialize: function MouseManager (inputManager) { /** * A reference to the Input Manager. * * @name Phaser.Input.Mouse.MouseManager#manager * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.manager = inputManager; /** * If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully. * * @name Phaser.Input.Mouse.MouseManager#capture * @type {boolean} * @default true * @since 3.0.0 */ this.capture = true; /** * A boolean that controls if the Mouse Manager is enabled or not. * Can be toggled on the fly. * * @name Phaser.Input.Mouse.MouseManager#enabled * @type {boolean} * @default false * @since 3.0.0 */ this.enabled = false; /** * The Touch Event target, as defined in the Game Config. * Typically the canvas to which the game is rendering, but can be any interactive DOM element. * * @name Phaser.Input.Mouse.MouseManager#target * @type {any} * @since 3.0.0 */ this.target; /** * If the mouse has been pointer locked successfully this will be set to true. * * @name Phaser.Input.Mouse.MouseManager#locked * @type {boolean} * @default false * @since 3.0.0 */ this.locked = false; inputManager.events.once('boot', this.boot, this); }, /** * The Touch Manager boot process. * * @method Phaser.Input.Mouse.MouseManager#boot * @private * @since 3.0.0 */ boot: function () { var config = this.manager.config; this.enabled = config.inputMouse; this.target = config.inputMouseEventTarget; this.capture = config.inputMouseCapture; if (!this.target) { this.target = this.manager.game.canvas; } if (config.disableContextMenu) { this.disableContextMenu(); } if (this.enabled) { this.startListeners(); } }, /** * Attempts to disable the context menu from appearing if you right-click on the browser. * * Works by listening for the `contextmenu` event and prevent defaulting it. * * Use this if you need to enable right-button mouse support in your game, and the browser * menu keeps getting in the way. * * @method Phaser.Input.Mouse.MouseManager#disableContextMenu * @since 3.0.0 * * @return {Phaser.Input.Mouse.MouseManager} This Mouse Manager instance. */ disableContextMenu: function () { document.body.addEventListener('contextmenu', function (event) { event.preventDefault(); return false; }); return this; }, /** * If the browser supports it, you can request that the pointer be locked to the browser window. * * This is classically known as 'FPS controls', where the pointer can't leave the browser until * the user presses an exit key. * * If the browser successfully enters a locked state, a `POINTER_LOCK_CHANGE_EVENT` will be dispatched, * from the games Input Manager, with an `isPointerLocked` property. * * It is important to note that pointer lock can only be enabled after an 'engagement gesture', * see: https://w3c.github.io/pointerlock/#dfn-engagement-gesture. * * @method Phaser.Input.Mouse.MouseManager#requestPointerLock * @since 3.0.0 */ requestPointerLock: function () { if (Features.pointerLock) { var element = this.target; element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock; element.requestPointerLock(); } }, /** * Internal pointerLockChange handler. * * @method Phaser.Input.Mouse.MouseManager#pointerLockChange * @since 3.0.0 * * @param {MouseHandler} event - The native event from the browser. */ pointerLockChange: function (event) { var element = this.target; this.locked = (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element) ? true : false; this.manager.queue.push(event); }, /** * If the browser supports pointer lock, this will request that the pointer lock is released. If * the browser successfully enters a locked state, a 'POINTER_LOCK_CHANGE_EVENT' will be * dispatched - from the game's input manager - with an `isPointerLocked` property. * * @method Phaser.Input.Mouse.MouseManager#releasePointerLock * @since 3.0.0 */ releasePointerLock: function () { if (Features.pointerLock) { document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock; document.exitPointerLock(); } }, /** * The Mouse Move Event Handler. * * @method Phaser.Input.Mouse.MouseManager#onMouseMove * @since 3.10.0 * * @param {MouseEvent} event - The native DOM Mouse Move Event. */ onMouseMove: function (event) { if (event.defaultPrevented || !this.enabled) { // Do nothing if event already handled return; } this.manager.queueMouseMove(event); if (this.capture) { event.preventDefault(); } }, /** * The Mouse Down Event Handler. * * @method Phaser.Input.Mouse.MouseManager#onMouseDown * @since 3.10.0 * * @param {MouseEvent} event - The native DOM Mouse Down Event. */ onMouseDown: function (event) { if (event.defaultPrevented || !this.enabled) { // Do nothing if event already handled return; } this.manager.queueMouseDown(event); if (this.capture) { event.preventDefault(); } }, /** * The Mouse Up Event Handler. * * @method Phaser.Input.Mouse.MouseManager#onMouseUp * @since 3.10.0 * * @param {MouseEvent} event - The native DOM Mouse Up Event. */ onMouseUp: function (event) { if (event.defaultPrevented || !this.enabled) { // Do nothing if event already handled return; } this.manager.queueMouseUp(event); if (this.capture) { event.preventDefault(); } }, /** * Starts the Mouse Event listeners running. * This is called automatically and does not need to be manually invoked. * * @method Phaser.Input.Mouse.MouseManager#startListeners * @since 3.0.0 */ startListeners: function () { var target = this.target; var passive = { passive: true }; var nonPassive = { passive: false }; if (this.capture) { target.addEventListener('mousemove', this.onMouseMove.bind(this), nonPassive); target.addEventListener('mousedown', this.onMouseDown.bind(this), nonPassive); target.addEventListener('mouseup', this.onMouseUp.bind(this), nonPassive); } else { target.addEventListener('mousemove', this.onMouseMove.bind(this), passive); target.addEventListener('mousedown', this.onMouseDown.bind(this), passive); target.addEventListener('mouseup', this.onMouseUp.bind(this), passive); } if (Features.pointerLock) { this.pointerLockChange = this.pointerLockChange.bind(this); document.addEventListener('pointerlockchange', this.pointerLockChange, true); document.addEventListener('mozpointerlockchange', this.pointerLockChange, true); document.addEventListener('webkitpointerlockchange', this.pointerLockChange, true); } }, /** * Stops the Mouse Event listeners. * This is called automatically and does not need to be manually invoked. * * @method Phaser.Input.Mouse.MouseManager#stopListeners * @since 3.0.0 */ stopListeners: function () { var target = this.target; target.removeEventListener('mousemove', this.onMouseMove); target.removeEventListener('mousedown', this.onMouseDown); target.removeEventListener('mouseup', this.onMouseUp); if (Features.pointerLock) { document.removeEventListener('pointerlockchange', this.pointerLockChange, true); document.removeEventListener('mozpointerlockchange', this.pointerLockChange, true); document.removeEventListener('webkitpointerlockchange', this.pointerLockChange, true); } }, /** * Destroys this Mouse Manager instance. * * @method Phaser.Input.Mouse.MouseManager#destroy * @since 3.0.0 */ destroy: function () { this.stopListeners(); this.target = null; this.manager = null; } }); module.exports = MouseManager;