phaser/docs/Mouse.js.html
2014-07-18 12:45:51 +01:00

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<h1 class="page-title">Source: input/Mouse.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
*
* @class Phaser.Mouse
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Object} callbackContext - The context under which callbacks are called.
*/
this.callbackContext = this.game;
/**
* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
*/
this.mouseMoveCallback = null;
/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
/**
* @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas.
*/
this.mouseOutCallback = null;
/**
* @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).
*/
this.mouseOverCallback = null;
/**
* @property {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used.
*/
this.mouseWheelCallback = null;
/**
* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
*/
this.capture = false;
/**
* @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.
* @default
*/
this.button = -1;
/**
* @property {number} wheelDelta - The direction of the mousewheel usage 1 for up -1 for down
*/
this.wheelDelta = 0;
/**
* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @default
*/
this.disabled = false;
/**
* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
* @default
*/
this.locked = false;
/**
* @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas.
* @default
*/
this.stopOnGameOut = false;
/**
* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
* @default
*/
this.pointerLock = new Phaser.Signal();
/**
* @property {MouseEvent} event - The browser mouse DOM event. Will be set to null if no mouse event has ever been received.
* @default
*/
this.event = null;
/**
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown = null;
/**
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove = null;
/**
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp = null;
/**
* @property {function} _onMouseOut - Internal event handler reference.
* @private
*/
this._onMouseOut = null;
/**
* @property {function} _onMouseOver - Internal event handler reference.
* @private
*/
this._onMouseOver = null;
/**
* @property {function} _onMouseWheel - Internal event handler reference.
* @private
*/
this._onMouseWheel = 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;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_UP = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_DOWN = -1;
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._onMouseOut = function (event) {
return _this.onMouseOut(event);
};
this._onMouseOver = function (event) {
return _this.onMouseOver(event);
};
this._onMouseWheel = function (event) {
return _this.onMouseWheel(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);
this.game.canvas.addEventListener('mousewheel', this._onMouseWheel, true);
this.game.canvas.addEventListener('DOMMouseScroll', this._onMouseWheel, true);
if (!this.game.device.cocoonJS)
{
this.game.canvas.addEventListener('mouseover', this._onMouseOver, true);
this.game.canvas.addEventListener('mouseout', this._onMouseOut, 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);
},
/**
* The internal method that handles the mouse out event from the browser.
*
* @method Phaser.Mouse#onMouseOut
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOut: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseOutCallback)
{
this.mouseOutCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
this.game.input.mousePointer.withinGame = false;
if (this.stopOnGameOut)
{
event['identifier'] = 0;
this.game.input.mousePointer.stop(event);
}
},
/**
* The internal method that handles the mouse wheel event from the browser.
*
* @method Phaser.Mouse#onMouseWheel
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseWheel: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
// reverse detail for firefox
this.wheelDelta = Math.max(-1, Math.min(1, (event.wheelDelta || -event.detail)));
if (this.mouseWheelCallback)
{
this.mouseWheelCallback.call(this.callbackContext, event);
}
},
/**
* The internal method that handles the mouse over event from the browser.
*
* @method Phaser.Mouse#onMouseOver
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOver: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseOverCallback)
{
this.mouseOverCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
this.game.input.mousePointer.withinGame = true;
},
/**
* 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);
this.game.canvas.removeEventListener('mouseover', this._onMouseOver, true);
this.game.canvas.removeEventListener('mouseout', this._onMouseOut, true);
this.game.canvas.removeEventListener('mousewheel', this._onMouseWheel, true);
this.game.canvas.removeEventListener('DOMMouseScroll', this._onMouseWheel, true);
}
};
Phaser.Mouse.prototype.constructor = Phaser.Mouse;
</pre>
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