phaser/wip/input/Pointer.js
2018-01-09 22:12:16 +00:00

1277 lines
39 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
*
* @class Phaser.Pointer
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
* @param {Phaser.PointerMode} pointerMode=(CURSOR|CONTACT) - The operational mode of this pointer, eg. CURSOR or TOUCH.
*/
Phaser.Pointer = function (game, id, pointerMode) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
*/
this.id = id;
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.POINTER;
/**
* @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps.
* @default
*/
this.exists = true;
/**
* @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started.
* @default
*/
this.identifier = 0;
/**
* @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.
* @default
*/
this.pointerId = null;
/**
* @property {Phaser.PointerMode} pointerMode - The operational mode of this pointer.
*/
this.pointerMode = pointerMode || (Phaser.PointerMode.CURSOR | Phaser.PointerMode.CONTACT);
/**
* @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started.
* @default
*/
this.target = null;
/**
* The button property of the most recent DOM event when this Pointer is started.
* You should not rely on this value for accurate button detection, instead use the Pointer properties
* `leftButton`, `rightButton`, `middleButton` and so on.
* @property {any} button
* @default
*/
this.button = null;
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* @property {Phaser.DeviceButton} leftButton
* @default
*/
this.leftButton = new Phaser.DeviceButton(this, Phaser.Pointer.LEFT_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} middleButton
* @default
*/
this.middleButton = new Phaser.DeviceButton(this, Phaser.Pointer.MIDDLE_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} rightButton
* @default
*/
this.rightButton = new Phaser.DeviceButton(this, Phaser.Pointer.RIGHT_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} backButton
* @default
*/
this.backButton = new Phaser.DeviceButton(this, Phaser.Pointer.BACK_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} forwardButton
* @default
*/
this.forwardButton = new Phaser.DeviceButton(this, Phaser.Pointer.FORWARD_BUTTON);
/**
* If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} eraserButton
* @default
*/
this.eraserButton = new Phaser.DeviceButton(this, Phaser.Pointer.ERASER_BUTTON);
/**
* @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
* @private
* @default
*/
this._holdSent = false;
/**
* @property {array} _history - Local private variable storing the short-term history of pointer movements.
* @private
*/
this._history = [];
/**
* @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur.
* @private
*/
this._nextDrop = 0;
/**
* @property {boolean} _stateReset - Monitor events outside of a state reset loop.
* @private
*/
this._stateReset = false;
/**
* @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false.
*/
this.withinGame = false;
/**
* @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
*/
this.clientX = -1;
/**
* @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
*/
this.clientY = -1;
/**
* @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document.
*/
this.pageX = -1;
/**
* @property {number} pageY - The vertical coordinate of the Pointer relative to whole document.
*/
this.pageY = -1;
/**
* @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen.
*/
this.screenX = -1;
/**
* @property {number} screenY - The vertical coordinate of the Pointer relative to the screen.
*/
this.screenY = -1;
/**
* @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event.
* @default
*/
this.rawMovementX = 0;
/**
* @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event.
* @default
*/
this.rawMovementY = 0;
/**
* @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event.
* @default
*/
this.movementX = 0;
/**
* @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event.
* @default
*/
this.movementY = 0;
/**
* @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.
* @default
*/
this.x = -1;
/**
* @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.
* @default
*/
this.y = -1;
/**
* @property {boolean} isMouse - If the Pointer is a mouse or pen / stylus this is true, otherwise false.
*/
this.isMouse = (id === 0);
/**
* If the Pointer is touching the touchscreen, or *any* mouse or pen button is held down, isDown is set to true.
* If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.
* @property {boolean} isDown
* @default
*/
this.isDown = false;
/**
* If the Pointer is not touching the touchscreen, or *all* mouse or pen buttons are up, isUp is set to true.
* If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.
* @property {boolean} isUp
* @default
*/
this.isUp = true;
/**
* @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
* @default
*/
this.timeDown = 0;
/**
* @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
* @default
*/
this.timeUp = 0;
/**
* @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
* @default
*/
this.previousTapTime = 0;
/**
* @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
* @default
*/
this.totalTouches = 0;
/**
* @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event.
* @default
*/
this.msSinceLastClick = Number.MAX_VALUE;
/**
* @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
* @default
*/
this.targetObject = null;
/**
* This array is erased and re-populated every time this Pointer is updated. It contains references to all
* of the Game Objects that were considered as being valid for processing by this Pointer, this frame. To be
* valid they must have suitable a `priorityID`, be Input enabled, visible and actually have the Pointer over
* them. You can check the contents of this array in events such as `onInputDown`, but beware it is reset
* every frame.
* @property {array} interactiveCandidates
* @default
*/
this.interactiveCandidates = [];
/**
* @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
* @default
*/
this.active = false;
/**
* @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.
* @default
*/
this.dirty = false;
/**
* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
*/
this.position = new Phaser.Point();
/**
* @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
*/
this.positionDown = new Phaser.Point();
/**
* @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released.
*/
this.positionUp = new Phaser.Point();
/**
* A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
* The Circle size is 44px (Apples recommended "finger tip" size).
* @property {Phaser.Circle} circle
*/
this.circle = new Phaser.Circle(0, 0, 44);
/**
* Click trampolines associated with this pointer. See `addClickTrampoline`.
* @property {object[]|null} _clickTrampolines
* @private
*/
this._clickTrampolines = null;
/**
* When the Pointer has click trampolines the last target object is stored here
* so it can be used to check for validity of the trampoline in a post-Up/'stop'.
* @property {object} _trampolineTargetObject
* @private
*/
this._trampolineTargetObject = null;
};
/**
* No buttons at all.
* @constant
* @type {number}
*/
Phaser.Pointer.NO_BUTTON = 0;
/**
* The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.
* @constant
* @type {number}
*/
Phaser.Pointer.LEFT_BUTTON = 1;
/**
* The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.
* @constant
* @type {number}
*/
Phaser.Pointer.RIGHT_BUTTON = 2;
/**
* The Middle Mouse button.
* @constant
* @type {number}
*/
Phaser.Pointer.MIDDLE_BUTTON = 4;
/**
* The X1 button. This is typically the mouse Back button, but is often reconfigured.
* On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
* @constant
* @type {number}
*/
Phaser.Pointer.BACK_BUTTON = 8;
/**
* The X2 button. This is typically the mouse Forward button, but is often reconfigured.
* On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
* @constant
* @type {number}
*/
Phaser.Pointer.FORWARD_BUTTON = 16;
/**
* The Eraser pen button on PointerEvent supported devices only.
* @constant
* @type {number}
*/
Phaser.Pointer.ERASER_BUTTON = 32;
Phaser.Pointer.prototype = {
/**
* Resets the states of all the button booleans.
*
* @method Phaser.Pointer#resetButtons
* @protected
*/
resetButtons: function () {
this.isDown = false;
this.isUp = true;
if (this.isMouse)
{
this.leftButton.reset();
this.middleButton.reset();
this.rightButton.reset();
this.backButton.reset();
this.forwardButton.reset();
this.eraserButton.reset();
}
},
/**
* Called by updateButtons.
*
* @method Phaser.Pointer#processButtonsDown
* @private
* @param {integer} buttons - The DOM event.buttons property.
* @param {MouseEvent} event - The DOM event.
*/
processButtonsDown: function (buttons, event) {
// Note: These are bitwise checks, not booleans
if (Phaser.Pointer.LEFT_BUTTON & buttons)
{
this.leftButton.start(event);
}
if (Phaser.Pointer.RIGHT_BUTTON & buttons)
{
this.rightButton.start(event);
}
if (Phaser.Pointer.MIDDLE_BUTTON & buttons)
{
this.middleButton.start(event);
}
if (Phaser.Pointer.BACK_BUTTON & buttons)
{
this.backButton.start(event);
}
if (Phaser.Pointer.FORWARD_BUTTON & buttons)
{
this.forwardButton.start(event);
}
if (Phaser.Pointer.ERASER_BUTTON & buttons)
{
this.eraserButton.start(event);
}
},
/**
* Called by updateButtons.
*
* @method Phaser.Pointer#processButtonsUp
* @private
* @param {integer} buttons - The DOM event.buttons property.
* @param {MouseEvent} event - The DOM event.
*/
processButtonsUp: function (button, event) {
// Note: These are bitwise checks, not booleans
if (button === Phaser.Mouse.LEFT_BUTTON)
{
this.leftButton.stop(event);
}
if (button === Phaser.Mouse.RIGHT_BUTTON)
{
this.rightButton.stop(event);
}
if (button === Phaser.Mouse.MIDDLE_BUTTON)
{
this.middleButton.stop(event);
}
if (button === Phaser.Mouse.BACK_BUTTON)
{
this.backButton.stop(event);
}
if (button === Phaser.Mouse.FORWARD_BUTTON)
{
this.forwardButton.stop(event);
}
if (button === 5)
{
this.eraserButton.stop(event);
}
},
/**
* Called when the event.buttons property changes from zero.
* Contains a button bitmask.
*
* @method Phaser.Pointer#updateButtons
* @protected
* @param {MouseEvent} event - The DOM event.
*/
updateButtons: function (event) {
this.button = event.button;
var down = (event.type.toLowerCase().substr(-4) === 'down');
if (event.buttons !== undefined)
{
if (down)
{
this.processButtonsDown(event.buttons, event);
}
else
{
this.processButtonsUp(event.button, event);
}
}
else
{
// No buttons property (like Safari on OSX when using a trackpad)
if (down)
{
this.leftButton.start(event);
}
else
{
this.leftButton.stop(event);
this.rightButton.stop(event);
}
}
// On OS X (and other devices with trackpads) you have to press CTRL + the pad
// to initiate a right-click event, so we'll check for that here ONLY if
// event.buttons = 1 (i.e. they only have a 1 button mouse or trackpad)
if (event.buttons === 1 && event.ctrlKey && this.leftButton.isDown)
{
this.leftButton.stop(event);
this.rightButton.start(event);
}
this.isUp = true;
this.isDown = false;
if (this.leftButton.isDown || this.rightButton.isDown || this.middleButton.isDown || this.backButton.isDown || this.forwardButton.isDown || this.eraserButton.isDown)
{
this.isUp = false;
this.isDown = true;
}
},
/**
* Called when the Pointer is pressed onto the touchscreen.
* @method Phaser.Pointer#start
* @param {any} event - The DOM event from the browser.
*/
start: function (event) {
var input = this.game.input;
if (event['pointerId'])
{
this.pointerId = event.pointerId;
}
this.identifier = event.identifier;
this.target = event.target;
if (this.isMouse)
{
this.updateButtons(event);
}
else
{
this.isDown = true;
this.isUp = false;
}
this.active = true;
this.withinGame = true;
this.dirty = false;
this._history = [];
this._clickTrampolines = null;
this._trampolineTargetObject = null;
// Work out how long it has been since the last click
this.msSinceLastClick = this.game.time.time - this.timeDown;
this.timeDown = this.game.time.time;
this._holdSent = false;
// This sets the x/y and other local values
this.move(event, true);
// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
{
input.x = this.x;
input.y = this.y;
input.position.setTo(this.x, this.y);
input.onDown.dispatch(this, event);
input.resetSpeed(this.x, this.y);
}
this._stateReset = false;
this.totalTouches++;
if (this.targetObject !== null)
{
this.targetObject._touchedHandler(this);
}
return this;
},
/**
* Called by the Input Manager.
* @method Phaser.Pointer#update
*/
update: function () {
var input = this.game.input;
if (this.active)
{
// Force a check?
if (this.dirty)
{
if (input.interactiveItems.total > 0)
{
this.processInteractiveObjects(false);
}
this.dirty = false;
}
if (this._holdSent === false && this.duration >= input.holdRate)
{
if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
{
input.onHold.dispatch(this);
}
this._holdSent = true;
}
// Update the droppings history
if (input.recordPointerHistory && this.game.time.time >= this._nextDrop)
{
this._nextDrop = this.game.time.time + input.recordRate;
this._history.push({
x: this.position.x,
y: this.position.y
});
if (this._history.length > input.recordLimit)
{
this._history.shift();
}
}
}
},
/**
* Called when the Pointer is moved.
*
* @method Phaser.Pointer#move
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
* @param {boolean} [fromClick=false] - Was this called from the click event?
*/
move: function (event, fromClick) {
var input = this.game.input;
if (input.pollLocked)
{
return;
}
if (fromClick === undefined) { fromClick = false; }
if (event.button !== undefined)
{
this.button = event.button;
}
if (fromClick && this.isMouse)
{
this.updateButtons(event);
}
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
if (this.isMouse && input.mouse.locked && !fromClick)
{
this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
this.movementX += this.rawMovementX;
this.movementY += this.rawMovementY;
}
this.x = (this.pageX - this.game.scale.offset.x) * input.scale.x;
this.y = (this.pageY - this.game.scale.offset.y) * input.scale.y;
this.position.setTo(this.x, this.y);
this.circle.x = this.x;
this.circle.y = this.y;
if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
{
input.activePointer = this;
input.x = this.x;
input.y = this.y;
input.position.setTo(input.x, input.y);
input.circle.x = input.x;
input.circle.y = input.y;
}
// this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY);
this.withinGame = true;
// If the game is paused we don't process any target objects or callbacks
if (this.game.paused)
{
return this;
}
var i = input.moveCallbacks.length;
while (i--)
{
input.moveCallbacks[i].callback.call(input.moveCallbacks[i].context, this, this.x, this.y, fromClick);
}
// Easy out if we're dragging something and it still exists
if (this.targetObject !== null && this.targetObject.isDragged === true)
{
if (this.targetObject.update(this) === false)
{
this.targetObject = null;
}
}
else if (input.interactiveItems.total > 0)
{
this.processInteractiveObjects(fromClick);
}
return this;
},
/**
* Process all interactive objects to find out which ones were updated in the recent Pointer move.
*
* @method Phaser.Pointer#processInteractiveObjects
* @protected
* @param {boolean} [fromClick=false] - Was this called from the click event?
* @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.
*/
processInteractiveObjects: function (fromClick) {
// Work out which object is on the top
var highestRenderOrderID = 0;
var highestInputPriorityID = -1;
var candidateTarget = null;
// First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID
// We know they'll be valid for input detection but not which is the top just yet
var currentNode = this.game.input.interactiveItems.first;
this.interactiveCandidates = [];
while (currentNode)
{
// Reset checked status
currentNode.checked = false;
if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false))
{
// Flag it as checked so we don't re-scan it on the next phase
currentNode.checked = true;
if ((fromClick && currentNode.checkPointerDown(this, true)) ||
(!fromClick && currentNode.checkPointerOver(this, true)))
{
highestRenderOrderID = currentNode.sprite.renderOrderID;
highestInputPriorityID = currentNode.priorityID;
candidateTarget = currentNode;
this.interactiveCandidates.push(currentNode);
}
}
currentNode = this.game.input.interactiveItems.next;
}
// Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID
// because if their ID is lower anyway then we can just automatically discount them
// (A node that was previously checked did not request a pixel-perfect check.)
currentNode = this.game.input.interactiveItems.first;
while (currentNode)
{
if (!currentNode.checked &&
currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true))
{
if ((fromClick && currentNode.checkPointerDown(this, false)) ||
(!fromClick && currentNode.checkPointerOver(this, false)))
{
highestRenderOrderID = currentNode.sprite.renderOrderID;
highestInputPriorityID = currentNode.priorityID;
candidateTarget = currentNode;
this.interactiveCandidates.push(currentNode);
}
}
currentNode = this.game.input.interactiveItems.next;
}
if (this.game.input.customCandidateHandler)
{
candidateTarget = this.game.input.customCandidateHandler.call(this.game.input.customCandidateHandlerContext, this, this.interactiveCandidates, candidateTarget);
}
this.swapTarget(candidateTarget, false);
return (this.targetObject !== null);
},
/**
* This will change the `Pointer.targetObject` object to be the one provided.
*
* This allows you to have fine-grained control over which object the Pointer is targeting.
*
* Note that even if you set a new Target here, it is still able to be replaced by any other valid
* target during the next Pointer update.
*
* @method Phaser.Pointer#swapTarget
* @param {Phaser.InputHandler} newTarget - The new target for this Pointer. Note this is an `InputHandler`, so don't pass a Sprite, instead pass `sprite.input` to it.
* @param {boolean} [silent=false] - If true the new target AND the old one will NOT dispatch their `onInputOver` or `onInputOut` events.
*/
swapTarget: function (newTarget, silent) {
if (silent === undefined) { silent = false; }
// Now we know the top-most item (if any) we can process it
if (newTarget === null)
{
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
this.targetObject._pointerOutHandler(this, silent);
this.targetObject = null;
}
}
else
{
if (this.targetObject === null)
{
// And now set the new one
this.targetObject = newTarget;
newTarget._pointerOverHandler(this, silent);
}
else
{
// We've got a target from the last update
if (this.targetObject === newTarget)
{
// Same target as before, so update it
if (newTarget.update(this) === false)
{
this.targetObject = null;
}
}
else
{
// The target has changed, so tell the old one we've left it
this.targetObject._pointerOutHandler(this, silent);
// And now set the new one
this.targetObject = newTarget;
this.targetObject._pointerOverHandler(this, silent);
}
}
}
},
/**
* Called when the Pointer leaves the target area.
*
* @method Phaser.Pointer#leave
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
*/
leave: function (event) {
this.withinGame = false;
this.move(event, false);
},
/**
* Called when the Pointer leaves the touchscreen.
*
* @method Phaser.Pointer#stop
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
*/
stop: function (event) {
var input = this.game.input;
if (this._stateReset && this.withinGame)
{
event.preventDefault();
return;
}
this.timeUp = this.game.time.time;
if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
{
input.onUp.dispatch(this, event);
// Was it a tap?
if (this.duration >= 0 && this.duration <= input.tapRate)
{
// Was it a double-tap?
if (this.timeUp - this.previousTapTime < input.doubleTapRate)
{
// Yes, let's dispatch the signal then with the 2nd parameter set to true
input.onTap.dispatch(this, true);
}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
input.onTap.dispatch(this, false);
}
this.previousTapTime = this.timeUp;
}
}
if (this.isMouse)
{
this.updateButtons(event);
}
else
{
this.isDown = false;
this.isUp = true;
}
// Mouse is always active
if (this.id > 0)
{
this.active = false;
}
// this.withinGame = this.game.scale.bounds.contains(event.pageX, event.pageY);
this.withinGame = true;
this.pointerId = null;
this.identifier = null;
this.positionUp.setTo(this.x, this.y);
if (this.isMouse === false)
{
input.currentPointers--;
}
input.interactiveItems.callAll('_releasedHandler', this);
if (this._clickTrampolines)
{
this._trampolineTargetObject = this.targetObject;
}
this.targetObject = null;
return this;
},
/**
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
* Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
* @method Phaser.Pointer#justPressed
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
* @return {boolean} true if the Pointer was pressed down within the duration given.
*/
justPressed: function (duration) {
duration = duration || this.game.input.justPressedRate;
return (this.isDown === true && (this.timeDown + duration) > this.game.time.time);
},
/**
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
* Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
* @method Phaser.Pointer#justReleased
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
* @return {boolean} true if the Pointer was released within the duration given.
*/
justReleased: function (duration) {
duration = duration || this.game.input.justReleasedRate;
return (this.isUp && (this.timeUp + duration) > this.game.time.time);
},
/**
* Add a click trampoline to this pointer.
*
* A click trampoline is a callback that is run on the DOM 'click' event; this is primarily
* needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen
* to the DOM 'click' event and rejects it for 'pointer*' and 'mouse*' events.
*
* This is used internally by the ScaleManager; click trampoline usage is uncommon.
* Click trampolines can only be added to pointers that are currently down.
*
* @method Phaser.Pointer#addClickTrampoline
* @protected
* @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer.
* @param {function} callback - Callback to run/trampoline.
* @param {object} callbackContext - Context of the callback.
* @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array.
*/
addClickTrampoline: function (name, callback, callbackContext, callbackArgs) {
if (!this.isDown)
{
return;
}
var trampolines = (this._clickTrampolines = this._clickTrampolines || []);
for (var i = 0; i < trampolines.length; i++)
{
if (trampolines[i].name === name)
{
trampolines.splice(i, 1);
break;
}
}
trampolines.push({
name: name,
targetObject: this.targetObject,
callback: callback,
callbackContext: callbackContext,
callbackArgs: callbackArgs
});
},
/**
* Fire all click trampolines for which the pointers are still referring to the registered object.
* @method Phaser.Pointer#processClickTrampolines
* @private
*/
processClickTrampolines: function () {
var trampolines = this._clickTrampolines;
if (!trampolines)
{
return;
}
for (var i = 0; i < trampolines.length; i++)
{
var trampoline = trampolines[i];
if (trampoline.targetObject === this._trampolineTargetObject)
{
trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs);
}
}
this._clickTrampolines = null;
this._trampolineTargetObject = null;
},
/**
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
* @method Phaser.Pointer#reset
*/
reset: function () {
if (this.isMouse === false)
{
this.active = false;
}
this.pointerId = null;
this.identifier = null;
this.dirty = false;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
this.resetButtons();
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
},
/**
* Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
* @method Phaser.Pointer#resetMovement
*/
resetMovement: function() {
this.movementX = 0;
this.movementY = 0;
}
};
Phaser.Pointer.prototype.constructor = Phaser.Pointer;
/**
* How long the Pointer has been depressed on the touchscreen or *any* of the mouse buttons have been held down.
* If not currently down it returns -1.
* If you need to test a specific mouse or pen button then access the buttons directly, i.e. `Pointer.rightButton.duration`.
*
* @name Phaser.Pointer#duration
* @property {number} duration
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
get: function () {
if (this.isUp)
{
return -1;
}
return this.game.time.time - this.timeDown;
}
});
/**
* Gets the X value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldX
* @property {number} worldX - The X value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
get: function () {
return this.game.world.camera.x + this.x;
}
});
/**
* Gets the Y value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldY
* @property {number} worldY - The Y value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
get: function () {
return this.game.world.camera.y + this.y;
}
});
/**
* Enumeration categorizing operational modes of pointers.
*
* PointerType values represent valid bitmasks.
* For example, a value representing both Mouse and Touch devices
* can be expressed as `PointerMode.CURSOR | PointerMode.CONTACT`.
*
* Values may be added for future mode categorizations.
* @class Phaser.PointerMode
*/
Phaser.PointerMode = {
/**
* A 'CURSOR' is a pointer with a *passive cursor* such as a mouse, touchpad, watcom stylus, or even TV-control arrow-pad.
*
* It has the property that a cursor is passively moved without activating the input.
* This currently corresponds with {@link Phaser.Pointer#isMouse} property.
* @constant
*/
CURSOR: 1 << 0,
/**
* A 'CONTACT' pointer has an *active cursor* that only tracks movement when actived; notably this is a touch-style input.
* @constant
*/
CONTACT: 1 << 1
};