mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
497 lines
21 KiB
JavaScript
497 lines
21 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Pointer
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*
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* A Pointer object is used by the Touch and MSPoint managers and represents a single finger on the touch screen.
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*/
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var Phaser;
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(function (Phaser) {
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var Pointer = (function () {
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/**
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* Constructor
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* @param {Phaser.Game} game.
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* @return {Phaser.Pointer} This object.
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*/
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function Pointer(game, id) {
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/**
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* Local private variable to store the status of dispatching a hold event
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* @property _holdSent
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* @type {bool}
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* @private
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*/
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this._holdSent = false;
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/**
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* Local private variable storing the short-term history of pointer movements
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* @property _history
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* @type {Array}
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* @private
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*/
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this._history = [];
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/**
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* Local private variable storing the time at which the next history drop should occur
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* @property _lastDrop
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* @type {Number}
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* @private
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*/
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this._nextDrop = 0;
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// Monitor events outside of a state reset loop
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this._stateReset = false;
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/**
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* A Vector object containing the initial position when the Pointer was engaged with the screen.
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* @property positionDown
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* @type {Vec2}
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**/
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this.positionDown = null;
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/**
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* A Vector object containing the current position of the Pointer on the screen.
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* @property position
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* @type {Vec2}
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**/
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this.position = null;
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/**
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* A Circle object centered on the x/y screen coordinates of the Pointer.
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* Default size of 44px (Apple's recommended "finger tip" size)
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* @property circle
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* @type {Circle}
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**/
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this.circle = null;
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/**
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*
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* @property withinGame
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* @type {bool}
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*/
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this.withinGame = false;
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/**
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* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset
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* @property clientX
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* @type {Number}
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*/
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this.clientX = -1;
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/**
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* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset
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* @property clientY
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* @type {Number}
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*/
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this.clientY = -1;
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/**
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* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset
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* @property pageX
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* @type {Number}
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*/
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this.pageX = -1;
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/**
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* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset
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* @property pageY
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* @type {Number}
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*/
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this.pageY = -1;
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/**
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* The horizontal coordinate of point relative to the screen in pixels
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* @property screenX
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* @type {Number}
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*/
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this.screenX = -1;
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/**
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* The vertical coordinate of point relative to the screen in pixels
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* @property screenY
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* @type {Number}
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*/
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this.screenY = -1;
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/**
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* The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
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* @property x
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* @type {Number}
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*/
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this.x = -1;
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/**
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* The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
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* @property y
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* @type {Number}
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*/
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this.y = -1;
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/**
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* If the Pointer is a mouse this is true, otherwise false
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* @property isMouse
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* @type {bool}
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**/
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this.isMouse = false;
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/**
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
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* @property isDown
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* @type {bool}
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**/
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this.isDown = false;
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/**
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
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* @property isUp
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* @type {bool}
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**/
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this.isUp = true;
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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this.timeDown = 0;
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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this.timeUp = 0;
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/**
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* A timestamp representing when the Pointer was last tapped or clicked
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* @property previousTapTime
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* @type {Number}
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**/
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this.previousTapTime = 0;
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/**
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* The total number of times this Pointer has been touched to the touchscreen
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* @property totalTouches
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* @type {Number}
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**/
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this.totalTouches = 0;
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/**
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* The number of miliseconds since the last click
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* @property msSinceLastClick
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* @type {Number}
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**/
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this.msSinceLastClick = Number.MAX_VALUE;
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/**
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* The Game Object this Pointer is currently over / touching / dragging.
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* @property targetObject
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* @type {Any}
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**/
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this.targetObject = null;
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/**
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* The top-most Camera that this Pointer is over (if any, null if none).
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* If the Pointer is over several cameras that are stacked on-top of each other this is only ever set to the top-most rendered camera.
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* @property camera
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* @type {Phaser.Camera}
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**/
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this.camera = null;
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this.game = game;
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this.id = id;
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this.active = false;
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this.position = new Phaser.Vec2();
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this.positionDown = new Phaser.Vec2();
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this.circle = new Phaser.Circle(0, 0, 44);
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if(id == 0) {
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this.isMouse = true;
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}
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}
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Object.defineProperty(Pointer.prototype, "duration", {
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get: /**
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* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
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* @property duration
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* @type {Number}
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**/
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function () {
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if(this.isUp) {
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return -1;
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}
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return this.game.time.now - this.timeDown;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Pointer.prototype, "worldX", {
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get: /**
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* Gets the X value of this Pointer in world coordinates based on the given camera.
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* @param {Camera} [camera]
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*/
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function () {
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if(this.camera) {
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return (this.camera.worldView.x - this.camera.screenView.x) + this.x;
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}
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return null;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Pointer.prototype, "worldY", {
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get: /**
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* Gets the Y value of this Pointer in world coordinates based on the given camera.
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* @param {Camera} [camera]
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*/
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function () {
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if(this.camera) {
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return (this.camera.worldView.y - this.camera.screenView.y) + this.y;
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}
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return null;
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},
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enumerable: true,
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configurable: true
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});
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Pointer.prototype.start = /**
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* Called when the Pointer is pressed onto the touchscreen
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* @method start
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* @param {Any} event
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*/
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function (event) {
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this.identifier = event.identifier;
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this.target = event.target;
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if(event.button) {
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this.button = event.button;
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}
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// Fix to stop rogue browser plugins from blocking the visibility state event
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if(this.game.paused == true && this.game.stage.scale.incorrectOrientation == false) {
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this.game.stage.resumeGame();
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return this;
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}
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this._history.length = 0;
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this.active = true;
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this.withinGame = true;
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this.isDown = true;
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this.isUp = false;
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// Work out how long it has been since the last click
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this.msSinceLastClick = this.game.time.now - this.timeDown;
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this.timeDown = this.game.time.now;
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this._holdSent = false;
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// This sets the x/y and other local values
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this.move(event);
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// x and y are the old values here?
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this.positionDown.setTo(this.x, this.y);
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if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) {
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//this.game.input.x = this.x * this.game.input.scale.x;
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//this.game.input.y = this.y * this.game.input.scale.y;
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this.game.input.x = this.x;
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this.game.input.y = this.y;
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this.game.input.position.setTo(this.x, this.y);
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this.game.input.onDown.dispatch(this);
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this.game.input.resetSpeed(this.x, this.y);
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}
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this._stateReset = false;
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this.totalTouches++;
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if(this.isMouse == false) {
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this.game.input.currentPointers++;
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}
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if(this.targetObject !== null) {
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this.targetObject.input._touchedHandler(this);
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}
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return this;
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};
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Pointer.prototype.update = function () {
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if(this.active) {
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if(this._holdSent == false && this.duration >= this.game.input.holdRate) {
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if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) {
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this.game.input.onHold.dispatch(this);
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}
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this._holdSent = true;
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}
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// Update the droppings history
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if(this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop) {
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this._nextDrop = this.game.time.now + this.game.input.recordRate;
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this._history.push({
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x: this.position.x,
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y: this.position.y
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});
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if(this._history.length > this.game.input.recordLimit) {
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this._history.shift();
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}
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}
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// Check which camera they are over
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this.camera = this.game.world.cameras.getCameraUnderPoint(this.x, this.y);
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}
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};
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Pointer.prototype.move = /**
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* Called when the Pointer is moved on the touchscreen
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* @method move
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* @param {Any} event
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*/
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function (event) {
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if(this.game.input.pollLocked) {
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return;
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}
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if(event.button) {
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this.button = event.button;
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}
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this.clientX = event.clientX;
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this.clientY = event.clientY;
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this.pageX = event.pageX;
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this.pageY = event.pageY;
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this.screenX = event.screenX;
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this.screenY = event.screenY;
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this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
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this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
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this.position.setTo(this.x, this.y);
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this.circle.x = this.x;
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this.circle.y = this.y;
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if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) {
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this.game.input.activePointer = this;
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this.game.input.x = this.x;
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this.game.input.y = this.y;
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this.game.input.position.setTo(this.game.input.x, this.game.input.y);
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this.game.input.circle.x = this.game.input.x;
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this.game.input.circle.y = this.game.input.y;
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}
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// If the game is paused we don't process any target objects
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if(this.game.paused) {
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return this;
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}
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// Easy out if we're dragging something and it still exists
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if(this.targetObject !== null && this.targetObject.input && this.targetObject.input.isDragged == true) {
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if(this.targetObject.input.update(this) == false) {
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this.targetObject = null;
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}
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return this;
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}
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// Work out which object is on the top
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this._highestRenderOrderID = -1;
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this._highestRenderObject = -1;
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this._highestInputPriorityID = -1;
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for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
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if(this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.checkPointerOver(this)) {
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// If the object has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
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if(this.game.input.inputObjects[i].input.priorityID > this._highestInputPriorityID || (this.game.input.inputObjects[i].input.priorityID == this._highestInputPriorityID && this.game.input.inputObjects[i].renderOrderID > this._highestRenderOrderID)) {
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this._highestRenderOrderID = this.game.input.inputObjects[i].renderOrderID;
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this._highestRenderObject = i;
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this._highestInputPriorityID = this.game.input.inputObjects[i].input.priorityID;
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}
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}
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}
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if(this._highestRenderObject == -1) {
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// The pointer isn't over anything, check if we've got a lingering previous target
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if(this.targetObject !== null) {
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this.targetObject.input._pointerOutHandler(this);
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this.targetObject = null;
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}
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} else {
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if(this.targetObject == null) {
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// And now set the new one
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this.targetObject = this.game.input.inputObjects[this._highestRenderObject];
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this.targetObject.input._pointerOverHandler(this);
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} else {
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// We've got a target from the last update
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if(this.targetObject == this.game.input.inputObjects[this._highestRenderObject]) {
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// Same target as before, so update it
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if(this.targetObject.input.update(this) == false) {
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this.targetObject = null;
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}
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} else {
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// The target has changed, so tell the old one we've left it
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this.targetObject.input._pointerOutHandler(this);
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// And now set the new one
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this.targetObject = this.game.input.inputObjects[this._highestRenderObject];
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this.targetObject.input._pointerOverHandler(this);
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}
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}
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}
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return this;
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};
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Pointer.prototype.leave = /**
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* Called when the Pointer leaves the target area
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* @method leave
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* @param {Any} event
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*/
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function (event) {
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this.withinGame = false;
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this.move(event);
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};
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Pointer.prototype.stop = /**
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* Called when the Pointer leaves the touchscreen
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* @method stop
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* @param {Any} event
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*/
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function (event) {
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if(this._stateReset) {
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event.preventDefault();
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return;
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}
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this.timeUp = this.game.time.now;
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if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) {
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this.game.input.onUp.dispatch(this);
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// Was it a tap?
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if(this.duration >= 0 && this.duration <= this.game.input.tapRate) {
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// Was it a double-tap?
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if(this.timeUp - this.previousTapTime < this.game.input.doubleTapRate) {
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// Yes, let's dispatch the signal then with the 2nd parameter set to true
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this.game.input.onTap.dispatch(this, true);
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} else {
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// Wasn't a double-tap, so dispatch a single tap signal
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this.game.input.onTap.dispatch(this, false);
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}
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this.previousTapTime = this.timeUp;
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}
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}
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// Mouse is always active
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if(this.id > 0) {
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this.active = false;
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}
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this.withinGame = false;
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this.isDown = false;
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this.isUp = true;
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if(this.isMouse == false) {
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this.game.input.currentPointers--;
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}
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for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
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if(this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.enabled) {
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this.game.input.inputObjects[i].input._releasedHandler(this);
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}
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}
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if(this.targetObject) {
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this.targetObject.input._releasedHandler(this);
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}
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this.targetObject = null;
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return this;
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};
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Pointer.prototype.justPressed = /**
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* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate
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* @method justPressed
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* @param {Number} [duration].
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* @return {bool}
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*/
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function (duration) {
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if (typeof duration === "undefined") { duration = this.game.input.justPressedRate; }
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if(this.isDown === true && (this.timeDown + duration) > this.game.time.now) {
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return true;
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} else {
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return false;
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}
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};
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Pointer.prototype.justReleased = /**
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* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate
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* @method justReleased
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* @param {Number} [duration].
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* @return {bool}
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*/
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function (duration) {
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if (typeof duration === "undefined") { duration = this.game.input.justReleasedRate; }
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if(this.isUp === true && (this.timeUp + duration) > this.game.time.now) {
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return true;
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} else {
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return false;
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}
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};
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Pointer.prototype.reset = /**
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* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
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* @method reset
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*/
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function () {
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if(this.isMouse == false) {
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this.active = false;
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}
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this.identifier = null;
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this.isDown = false;
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this.isUp = true;
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this.totalTouches = 0;
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this._holdSent = false;
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this._history.length = 0;
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this._stateReset = true;
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if(this.targetObject && this.targetObject.input) {
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this.targetObject.input._releasedHandler(this);
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}
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this.targetObject = null;
|
|
};
|
|
Pointer.prototype.toString = /**
|
|
* Returns a string representation of this object.
|
|
* @method toString
|
|
* @return {String} a string representation of the instance.
|
|
**/
|
|
function () {
|
|
return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
|
|
};
|
|
return Pointer;
|
|
})();
|
|
Phaser.Pointer = Pointer;
|
|
})(Phaser || (Phaser = {}));
|