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911 lines
21 KiB
HTML
911 lines
21 KiB
HTML
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<title>Phaser Source: input/Mouse.js</title>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: input/Mouse.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
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*
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* @class Phaser.Mouse
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Mouse = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Object} callbackContext - The context under which callbacks are called.
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*/
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this.callbackContext = this.game;
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/**
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* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
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*/
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this.mouseDownCallback = null;
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/**
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* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
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*/
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this.mouseMoveCallback = null;
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/**
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* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
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*/
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this.mouseUpCallback = null;
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/**
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* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
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*/
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this.capture = false;
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/**
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* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
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* @default
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*/
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this.button = -1;
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/**
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* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @default
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*/
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this.disabled = false;
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/**
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* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
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* @default
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*/
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this.locked = false;
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/**
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* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
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* @default
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*/
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this.pointerLock = new Phaser.Signal();
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/**
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* @property {MouseEvent} event - The browser mouse DOM event. Will be set to null if no mouse event has ever been received.
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* @default
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*/
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this.event = null;
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/**
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* @property {function} _onMouseDown - Internal event handler reference.
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* @private
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*/
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this._onMouseDown = null;
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/**
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* @property {function} _onMouseMove - Internal event handler reference.
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* @private
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*/
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this._onMouseMove = null;
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/**
|
|
* @property {function} _onMouseUp - Internal event handler reference.
|
|
* @private
|
|
*/
|
|
this._onMouseUp = null;
|
|
|
|
};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Mouse.NO_BUTTON = -1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Mouse.LEFT_BUTTON = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Mouse.MIDDLE_BUTTON = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Mouse.RIGHT_BUTTON = 2;
|
|
|
|
Phaser.Mouse.prototype = {
|
|
|
|
/**
|
|
* Starts the event listeners running.
|
|
* @method Phaser.Mouse#start
|
|
*/
|
|
start: function () {
|
|
|
|
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;
|
|
}
|
|
|
|
if (this._onMouseDown !== null)
|
|
{
|
|
// Avoid setting multiple listeners
|
|
return;
|
|
}
|
|
|
|
var _this = this;
|
|
|
|
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.canvas.addEventListener('mousedown', this._onMouseDown, true);
|
|
this.game.canvas.addEventListener('mousemove', this._onMouseMove, true);
|
|
this.game.canvas.addEventListener('mouseup', this._onMouseUp, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* The internal method that handles the mouse down event from the browser.
|
|
* @method Phaser.Mouse#onMouseDown
|
|
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
|
|
*/
|
|
onMouseDown: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (this.capture)
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
this.button = event.button;
|
|
|
|
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);
|
|
|
|
},
|
|
|
|
/**
|
|
* The internal method that handles the mouse move event from the browser.
|
|
* @method Phaser.Mouse#onMouseMove
|
|
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
|
|
*/
|
|
onMouseMove: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (this.capture)
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
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);
|
|
|
|
},
|
|
|
|
/**
|
|
* The internal method that handles the mouse up event from the browser.
|
|
* @method Phaser.Mouse#onMouseUp
|
|
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
|
|
*/
|
|
onMouseUp: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (this.capture)
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
this.button = Phaser.Mouse.NO_BUTTON;
|
|
|
|
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);
|
|
|
|
},
|
|
|
|
/**
|
|
* 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 the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
|
|
* @method Phaser.Mouse#requestPointerLock
|
|
*/
|
|
requestPointerLock: function () {
|
|
|
|
if (this.game.device.pointerLock)
|
|
{
|
|
var element = this.game.canvas;
|
|
|
|
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
|
|
|
|
element.requestPointerLock();
|
|
|
|
var _this = this;
|
|
|
|
this._pointerLockChange = function (event) {
|
|
return _this.pointerLockChange(event);
|
|
};
|
|
|
|
document.addEventListener('pointerlockchange', this._pointerLockChange, true);
|
|
document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);
|
|
document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal pointerLockChange handler.
|
|
* @method Phaser.Mouse#pointerLockChange
|
|
* @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
|
|
*/
|
|
pointerLockChange: function (event) {
|
|
|
|
var element = this.game.canvas;
|
|
|
|
if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
|
|
{
|
|
// Pointer was successfully locked
|
|
this.locked = true;
|
|
this.pointerLock.dispatch(true, event);
|
|
}
|
|
else
|
|
{
|
|
// Pointer was unlocked
|
|
this.locked = false;
|
|
this.pointerLock.dispatch(false, event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal release pointer lock handler.
|
|
* @method Phaser.Mouse#releasePointerLock
|
|
*/
|
|
releasePointerLock: function () {
|
|
|
|
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
|
|
|
|
document.exitPointerLock();
|
|
|
|
document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
|
|
document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
|
|
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Stop the event listeners.
|
|
* @method Phaser.Mouse#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
this.game.canvas.removeEventListener('mousedown', this._onMouseDown, true);
|
|
this.game.canvas.removeEventListener('mousemove', this._onMouseMove, true);
|
|
this.game.canvas.removeEventListener('mouseup', this._onMouseUp, true);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Mouse.prototype.constructor = Phaser.Mouse;
|
|
</pre>
|
|
</article>
|
|
</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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|
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<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
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</span>
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<br />
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<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Mon Mar 24 2014 12:38:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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