mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
99 lines
3.5 KiB
JavaScript
99 lines
3.5 KiB
JavaScript
/// <reference path="../_definitions.ts" />
|
|
/**
|
|
* Phaser - Mouse
|
|
*
|
|
* The Mouse class handles mouse interactions with the game and the resulting events.
|
|
*/
|
|
var Phaser;
|
|
(function (Phaser) {
|
|
var Mouse = (function () {
|
|
function Mouse(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.mouseDownCallback = null;
|
|
this.mouseMoveCallback = null;
|
|
this.mouseUpCallback = null;
|
|
this.game = game;
|
|
this.callbackContext = this.game;
|
|
}
|
|
Mouse.LEFT_BUTTON = 0;
|
|
Mouse.MIDDLE_BUTTON = 1;
|
|
Mouse.RIGHT_BUTTON = 2;
|
|
Mouse.prototype.start = /**
|
|
* Starts the event listeners running
|
|
* @method start
|
|
*/
|
|
function () {
|
|
var _this = this;
|
|
if(this.game.device.android && this.game.device.chrome == false) {
|
|
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
|
|
return;
|
|
}
|
|
this._onMouseDown = function (event) {
|
|
return _this.onMouseDown(event);
|
|
};
|
|
this._onMouseMove = function (event) {
|
|
return _this.onMouseMove(event);
|
|
};
|
|
this._onMouseUp = function (event) {
|
|
return _this.onMouseUp(event);
|
|
};
|
|
this.game.stage.canvas.addEventListener('mousedown', this._onMouseDown, true);
|
|
this.game.stage.canvas.addEventListener('mousemove', this._onMouseMove, true);
|
|
this.game.stage.canvas.addEventListener('mouseup', this._onMouseUp, true);
|
|
};
|
|
Mouse.prototype.onMouseDown = /**
|
|
* @param {MouseEvent} event
|
|
*/
|
|
function (event) {
|
|
if(this.mouseDownCallback) {
|
|
this.mouseDownCallback.call(this.callbackContext, event);
|
|
}
|
|
if(this.game.input.disabled || this.disabled) {
|
|
return;
|
|
}
|
|
event['identifier'] = 0;
|
|
this.game.input.mousePointer.start(event);
|
|
};
|
|
Mouse.prototype.onMouseMove = /**
|
|
* @param {MouseEvent} event
|
|
*/
|
|
function (event) {
|
|
if(this.mouseMoveCallback) {
|
|
this.mouseMoveCallback.call(this.callbackContext, event);
|
|
}
|
|
if(this.game.input.disabled || this.disabled) {
|
|
return;
|
|
}
|
|
event['identifier'] = 0;
|
|
this.game.input.mousePointer.move(event);
|
|
};
|
|
Mouse.prototype.onMouseUp = /**
|
|
* @param {MouseEvent} event
|
|
*/
|
|
function (event) {
|
|
if(this.mouseUpCallback) {
|
|
this.mouseUpCallback.call(this.callbackContext, event);
|
|
}
|
|
if(this.game.input.disabled || this.disabled) {
|
|
return;
|
|
}
|
|
event['identifier'] = 0;
|
|
this.game.input.mousePointer.stop(event);
|
|
};
|
|
Mouse.prototype.stop = /**
|
|
* Stop the event listeners
|
|
* @method stop
|
|
*/
|
|
function () {
|
|
this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown);
|
|
this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove);
|
|
this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp);
|
|
};
|
|
return Mouse;
|
|
})();
|
|
Phaser.Mouse = Mouse;
|
|
})(Phaser || (Phaser = {}));
|