mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
450 lines
13 KiB
JavaScript
450 lines
13 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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* The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.
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*
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* It will work only in Internet Explorer 10+ and Windows Store or Windows Phone 8 apps using JavaScript.
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* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
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*
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* You should not normally access this class directly, but instead use a Phaser.Pointer object which
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* normalises all game input for you including accurate button handling.
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*
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* Please note that at the current time of writing Phaser does not yet support chorded button interactions:
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* http://www.w3.org/TR/pointerevents/#chorded-button-interactions
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*
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* @class Phaser.MSPointer
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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.MSPointer = 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 {Phaser.Input} input - A reference to the Phaser Input Manager.
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* @protected
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*/
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this.input = game.input;
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/**
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* @property {object} callbackContext - The context under which callbacks are called (defaults to game).
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*/
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this.callbackContext = this.game;
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/**
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* @property {function} pointerDownCallback - A callback that can be fired on a MSPointerDown event.
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*/
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this.pointerDownCallback = null;
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/**
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* @property {function} pointerMoveCallback - A callback that can be fired on a MSPointerMove event.
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*/
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this.pointerMoveCallback = null;
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/**
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* @property {function} pointerUpCallback - A callback that can be fired on a MSPointerUp event.
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*/
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this.pointerUpCallback = null;
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/**
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* @property {boolean} capture - If true the Pointer events will have event.preventDefault applied to them, if false they will propagate fully.
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*/
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this.capture = true;
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/**
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* This property was removed in Phaser 2.4 and should no longer be used.
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* Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
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* Or Pointer.button holds the DOM event button value if you require that.
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* @property {number} button
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*/
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this.button = -1;
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/**
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* The browser MSPointer DOM event. Will be null if no event has ever been received.
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* Access this property only inside a Pointer event handler and do not keep references to it.
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* @property {MSPointerEvent|null} event
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* @default
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*/
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this.event = null;
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/**
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* MSPointer input will only be processed if enabled.
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* @property {boolean} enabled
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* @default
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*/
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this.enabled = true;
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/**
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* @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerDown = null;
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/**
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* @property {function} _onMSPointerMove - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerMove = null;
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/**
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* @property {function} _onMSPointerUp - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerUp = null;
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/**
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* @property {function} _onMSPointerUpGlobal - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerUpGlobal = null;
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/**
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* @property {function} _onMSPointerOut - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerOut = null;
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/**
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* @property {function} _onMSPointerOver - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerOver = null;
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};
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Phaser.MSPointer.prototype = {
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/**
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* Starts the event listeners running.
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* @method Phaser.MSPointer#start
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*/
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start: function () {
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if (this._onMSPointerDown !== null)
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{
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// Avoid setting multiple listeners
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return;
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}
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var _this = this;
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if (this.game.device.mspointer)
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{
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this._onMSPointerDown = function (event) {
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return _this.onPointerDown(event);
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};
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this._onMSPointerMove = function (event) {
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return _this.onPointerMove(event);
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};
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this._onMSPointerUp = function (event) {
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return _this.onPointerUp(event);
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};
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this._onMSPointerUpGlobal = function (event) {
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return _this.onPointerUpGlobal(event);
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};
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this._onMSPointerOut = function (event) {
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return _this.onPointerOut(event);
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};
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this._onMSPointerOver = function (event) {
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return _this.onPointerOver(event);
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};
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var canvas = this.game.canvas;
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canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false);
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canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false);
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canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false);
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// IE11+ uses non-prefix events
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canvas.addEventListener('pointerdown', this._onMSPointerDown, false);
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canvas.addEventListener('pointermove', this._onMSPointerMove, false);
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canvas.addEventListener('pointerup', this._onMSPointerUp, false);
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canvas.style['-ms-content-zooming'] = 'none';
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canvas.style['-ms-touch-action'] = 'none';
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if (!this.game.device.cocoonJS)
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{
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window.addEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);
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canvas.addEventListener('MSPointerOver', this._onMSPointerOver, true);
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canvas.addEventListener('MSPointerOut', this._onMSPointerOut, true);
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// IE11+ uses non-prefix events
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window.addEventListener('pointerup', this._onMSPointerUpGlobal, true);
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canvas.addEventListener('pointerover', this._onMSPointerOver, true);
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canvas.addEventListener('pointerout', this._onMSPointerOut, true);
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}
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}
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},
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/**
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* The function that handles the PointerDown event.
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*
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* @method Phaser.MSPointer#onPointerDown
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* @param {PointerEvent} event - The native DOM event.
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*/
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onPointerDown: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (this.pointerDownCallback)
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{
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this.pointerDownCallback.call(this.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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event.identifier = event.pointerId;
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if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
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{
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this.input.mousePointer.start(event);
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}
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else
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{
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this.input.startPointer(event);
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}
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},
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/**
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* The function that handles the PointerMove event.
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* @method Phaser.MSPointer#onPointerMove
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* @param {PointerEvent} event - The native DOM event.
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*/
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onPointerMove: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (this.pointerMoveCallback)
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{
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this.pointerMoveCallback.call(this.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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event.identifier = event.pointerId;
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if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
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{
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this.input.mousePointer.move(event);
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}
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else
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{
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this.input.updatePointer(event);
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}
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},
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/**
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* The function that handles the PointerUp event.
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* @method Phaser.MSPointer#onPointerUp
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* @param {PointerEvent} event - The native DOM event.
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*/
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onPointerUp: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (this.pointerUpCallback)
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{
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this.pointerUpCallback.call(this.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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event.identifier = event.pointerId;
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if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
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{
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this.input.mousePointer.stop(event);
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}
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else
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{
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this.input.stopPointer(event);
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}
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},
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/**
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* The internal method that handles the mouse up event from the window.
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*
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* @method Phaser.MSPointer#onPointerUpGlobal
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* @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
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*/
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onPointerUpGlobal: function (event) {
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if ((event.pointerType === 'mouse' || event.pointerType === 0x00000004) && !this.input.mousePointer.withinGame)
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{
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this.onPointerUp(event);
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}
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else
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{
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var pointer = this.input.getPointerFromIdentifier(event.identifier);
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if (pointer && pointer.withinGame)
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{
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this.onPointerUp(event);
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}
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}
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},
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/**
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* The internal method that handles the pointer out event from the browser.
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*
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* @method Phaser.MSPointer#onPointerOut
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* @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
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*/
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onPointerOut: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
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{
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this.input.mousePointer.withinGame = false;
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}
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else
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{
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var pointer = this.input.getPointerFromIdentifier(event.identifier);
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if (pointer)
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{
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pointer.withinGame = false;
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}
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}
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if (this.input.mouse.mouseOutCallback)
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{
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this.input.mouse.mouseOutCallback.call(this.input.mouse.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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if (this.input.mouse.stopOnGameOut)
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{
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event['identifier'] = 0;
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if (pointer)
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{
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pointer.stop(event);
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}
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else
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{
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this.input.mousePointer.stop(event);
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}
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}
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},
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/**
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* The internal method that handles the pointer out event from the browser.
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*
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* @method Phaser.MSPointer#onPointerOut
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* @param {PointerEvent} event - The native event from the browser. This gets stored in MSPointer.event.
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*/
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onPointerOver: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (event.pointerType === 'mouse' || event.pointerType === 0x00000004)
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{
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this.input.mousePointer.withinGame = true;
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}
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else
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{
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var pointer = this.input.getPointerFromIdentifier(event.identifier);
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if (pointer)
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{
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pointer.withinGame = true;
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}
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}
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if (this.input.mouse.mouseOverCallback)
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{
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this.input.mouse.mouseOverCallback.call(this.input.mouse.callbackContext, event);
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}
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},
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/**
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* Stop the event listeners.
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* @method Phaser.MSPointer#stop
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*/
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stop: function () {
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var canvas = this.game.canvas;
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canvas.removeEventListener('MSPointerDown', this._onMSPointerDown, false);
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canvas.removeEventListener('MSPointerMove', this._onMSPointerMove, false);
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canvas.removeEventListener('MSPointerUp', this._onMSPointerUp, false);
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// IE11+ uses non-prefix events
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canvas.removeEventListener('pointerdown', this._onMSPointerDown, false);
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canvas.removeEventListener('pointermove', this._onMSPointerMove, false);
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canvas.removeEventListener('pointerup', this._onMSPointerUp, false);
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window.removeEventListener('MSPointerUp', this._onMSPointerUpGlobal, true);
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canvas.removeEventListener('MSPointerOver', this._onMSPointerOver, true);
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canvas.removeEventListener('MSPointerOut', this._onMSPointerOut, true);
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// IE11+ uses non-prefix events
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window.removeEventListener('pointerup', this._onMSPointerUpGlobal, true);
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canvas.removeEventListener('pointerover', this._onMSPointerOver, true);
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canvas.removeEventListener('pointerout', this._onMSPointerOut, true);
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}
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};
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Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;
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