phaser/3.0.0/merge/input/InputHandler.js
2016-11-22 03:11:33 +00:00

1774 lines
55 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}
*/
/**
* The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
*
* @class Phaser.InputHandler
* @constructor
* @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
*/
Phaser.InputHandler = function (sprite)
{
/**
* @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - A reference to the State the Game Object belongs to.
*/
this.state = sprite.state;
/**
* @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity.
* @default
*/
this.enabled = false;
/**
* @property {boolean} checked - A disposable flag used by the Pointer class when performing priority checks.
* @protected
*/
this.checked = false;
/**
* The priorityID is used to determine which game objects should get priority when input events occur. For example if you have
* several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can
* stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.
* @property {number} priorityID
* @default
*/
this.priorityID = 0;
/**
* @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.
* @default
*/
this.useHandCursor = false;
/**
* @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor?
* @private
*/
this._setHandCursor = false;
/**
* @property {boolean} isDragged - true if the Sprite is being currently dragged.
* @default
*/
this.isDragged = false;
/**
* @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally.
* @default
*/
this.allowHorizontalDrag = true;
/**
* @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically.
* @default
*/
this.allowVerticalDrag = true;
/**
* @property {boolean} bringToTop - If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.
* @default
*/
this.bringToTop = false;
/**
* @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset.
* @default
*/
this.snapOffset = null;
/**
* @property {boolean} snapOnDrag - When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.
* @default
*/
this.snapOnDrag = false;
/**
* @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release.
* @default
*/
this.snapOnRelease = false;
/**
* @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid.
* @default
*/
this.snapX = 0;
/**
* @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid.
* @default
*/
this.snapY = 0;
/**
* @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid.
* @default
*/
this.snapOffsetX = 0;
/**
* @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid..
* @default
*/
this.snapOffsetY = 0;
/**
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
* This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
* Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick.
* @property {boolean} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
* @default
*/
this.pixelPerfectOver = false;
/**
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
* This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
* Warning: This is expensive so only enable if you really need it.
* @property {boolean} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.
* @default
*/
this.pixelPerfectClick = false;
/**
* @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
* @default
*/
this.pixelPerfectAlpha = 255;
/**
* @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
* @default
*/
this.draggable = false;
/**
* @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag.
* @default
*/
this.boundsRect = null;
/**
* @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
* @default
*/
this.boundsSprite = null;
/**
* @property {boolean} scaleLayer - EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.
*/
this.scaleLayer = false;
/**
* @property {Phaser.Point} dragOffset - The offset from the Sprites position that dragging takes place from.
*/
this.dragOffset = new Phaser.Point();
/**
* @property {boolean} dragFromCenter - Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?
*/
this.dragFromCenter = false;
/**
* @property {boolean} dragStopBlocksInputUp - If enabled, when the Sprite stops being dragged, it will only dispatch the `onDragStop` event, and not the `onInputUp` event. If set to `false` it will dispatch both events.
*/
this.dragStopBlocksInputUp = false;
/**
* @property {Phaser.Point} dragStartPoint - The Point from which the most recent drag started from. Useful if you need to return an object to its starting position.
*/
this.dragStartPoint = new Phaser.Point();
/**
* @property {integer} dragDistanceThreshold - The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks it is being dragged.
*/
this.dragDistanceThreshold = 0;
/**
* @property {integer} dragTimeThreshold - The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being dragged.
*/
this.dragTimeThreshold = 0;
/**
* @property {Phaser.Point} downPoint - A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite.
*/
this.downPoint = new Phaser.Point();
/**
* @property {Phaser.Point} snapPoint - If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event.
*/
this.snapPoint = new Phaser.Point();
/**
* @property {Phaser.Point} _dragPoint - Internal cache var.
* @private
*/
this._dragPoint = new Phaser.Point();
/**
* @property {boolean} _dragPhase - Internal cache var.
* @private
*/
this._dragPhase = false;
/**
* @property {boolean} _pendingDrag - Internal cache var.
* @private
*/
this._pendingDrag = false;
/**
* @property {boolean} _dragTimePass - Internal cache var.
* @private
*/
this._dragTimePass = false;
/**
* @property {boolean} _dragDistancePass - Internal cache var.
* @private
*/
this._dragDistancePass = false;
/**
* @property {boolean} _wasEnabled - Internal cache var.
* @private
*/
this._wasEnabled = false;
/**
* @property {Phaser.Point} _tempPoint - Internal cache var.
* @private
*/
this._tempPoint = new Phaser.Point();
/**
* @property {array} _pointerData - Internal cache var.
* @private
*/
this._pointerData = [];
this._pointerData.push({
id: 0,
x: 0,
y: 0,
camX: 0,
camY: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
});
this.onOver = new Phaser.Signal();
this.onOut = new Phaser.Signal();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onDragStart = new Phaser.Signal();
this.onDragUpdate = new Phaser.Signal();
this.onDragStop = new Phaser.Signal();
};
Phaser.InputHandler.prototype = {
/**
* Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.
*
* @method Phaser.InputHandler#start
* @param {number} [priority=0] - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.
* @param {boolean} [useHandCursor=false] - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)
* @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound.
*/
start: function (priority, useHandCursor)
{
priority = priority || 0;
if (useHandCursor === undefined) { useHandCursor = false; }
// Turning on
if (this.enabled === false)
{
// Register, etc
this.state.game.input.interactiveItems.add(this);
// this.state.sys.input.interactiveItems.add(this);
this.useHandCursor = useHandCursor;
this.priorityID = priority;
for (var i = 0; i < 10; i++)
{
this._pointerData[i] = {
id: i,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
};
}
this.snapOffset = new Phaser.Point();
this.enabled = true;
this._wasEnabled = true;
}
// this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);
// this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);
return this.sprite;
},
/**
* Handles when the parent Sprite is added to a new Group.
*
* @method Phaser.InputHandler#addedToGroup
* @private
*/
addedToGroup: function () {
if (this._dragPhase)
{
return;
}
if (this._wasEnabled && !this.enabled)
{
this.start();
}
},
/**
* Handles when the parent Sprite is removed from a Group.
*
* @method Phaser.InputHandler#removedFromGroup
* @private
*/
removedFromGroup: function () {
if (this._dragPhase)
{
return;
}
if (this.enabled)
{
this._wasEnabled = true;
this.stop();
}
else
{
this._wasEnabled = false;
}
},
/**
* Resets the Input Handler and disables it.
* @method Phaser.InputHandler#reset
*/
reset: function () {
this.enabled = false;
for (var i = 0; i < 10; i++)
{
this._pointerData[i] = {
id: i,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
};
}
},
/**
* Stops the Input Handler from running.
* @method Phaser.InputHandler#stop
*/
stop: function () {
// Turning off
if (this.enabled === false)
{
return;
}
else
{
// De-register, etc
this.enabled = false;
this.state.game.input.interactiveItems.remove(this);
}
},
/**
* Clean up memory.
* @method Phaser.InputHandler#destroy
*/
destroy: function () {
if (this.sprite)
{
if (this._setHandCursor)
{
this.game.canvas.style.cursor = 'default';
this._setHandCursor = false;
}
this.enabled = false;
this.state.game.input.interactiveItems.remove(this);
this._pointerData.length = 0;
this.boundsRect = null;
this.boundsSprite = null;
this.sprite = null;
}
},
/**
* Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.
* This is called by Phaser.Pointer and shouldn't typically be called directly.
*
* @method Phaser.InputHandler#validForInput
* @protected
* @param {number} highestID - The highest ID currently processed by the Pointer.
* @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer.
* @param {boolean} [includePixelPerfect=true] - If this object has `pixelPerfectClick` or `pixelPerfectOver` set should it be considered as valid?
* @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection.
*/
validForInput: function (highestID, highestRenderID, includePixelPerfect) {
if (includePixelPerfect === undefined) { includePixelPerfect = true; }
if (!this.enabled ||
this.sprite.scale.x === 0 ||
this.sprite.scale.y === 0 ||
this.priorityID < this.state.game.input.minPriorityID ||
(this.sprite.parent && this.sprite.parent.ignoreChildInput))
{
return false;
}
// If we're trying to specifically IGNORE pixel perfect objects, then set includePixelPerfect to false and skip it
if (!includePixelPerfect && (this.pixelPerfectClick || this.pixelPerfectOver))
{
return false;
}
if (this.priorityID > highestID || (this.priorityID === highestID && this.sprite.renderOrderID > highestRenderID))
{
return true;
}
return false;
},
/**
* Is this object using pixel perfect checking?
*
* @method Phaser.InputHandler#isPixelPerfect
* @return {boolean} True if the this InputHandler has either `pixelPerfectClick` or `pixelPerfectOver` set to `true`.
*/
isPixelPerfect: function () {
return (this.pixelPerfectClick || this.pixelPerfectOver);
},
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set when the pointer is over this Sprite.
*
* @method Phaser.InputHandler#pointerX
* @param {integer} [pointerId=0]
* @return {number} The x coordinate of the Input pointer.
*/
pointerX: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].x;
},
/**
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
* This value is only set when the pointer is over this Sprite.
*
* @method Phaser.InputHandler#pointerY
* @param {integer} [pointerId=0]
* @return {number} The y coordinate of the Input pointer.
*/
pointerY: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].y;
},
/**
* If the Pointer is down this returns true.
* This *only* checks if the Pointer is down, not if it's down over any specific Sprite.
*
* @method Phaser.InputHandler#pointerDown
* @param {integer} [pointerId=0]
* @return {boolean} - True if the given pointer is down, otherwise false.
*/
pointerDown: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].isDown;
},
/**
* If the Pointer is up this returns true.
* This *only* checks if the Pointer is up, not if it's up over any specific Sprite.
*
* @method Phaser.InputHandler#pointerUp
* @param {integer} [pointerId=0]
* @return {boolean} - True if the given pointer is up, otherwise false.
*/
pointerUp: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].isUp;
},
/**
* A timestamp representing when the Pointer first touched the touchscreen.
*
* @method Phaser.InputHandler#pointerTimeDown
* @param {integer} [pointerId=(check all)]
* @return {number}
*/
pointerTimeDown: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].timeDown;
},
/**
* A timestamp representing when the Pointer left the touchscreen.
*
* @method Phaser.InputHandler#pointerTimeUp
* @param {integer} [pointerId=0]
* @return {number}
*/
pointerTimeUp: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].timeUp;
},
/**
* Is the Pointer over this Sprite?
*
* @method Phaser.InputHandler#pointerOver
* @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
* @return {boolean} - True if the given pointer (if a index was given, or any pointer if not) is over this object.
*/
pointerOver: function (pointerId) {
if (!this.enabled)
{
return false;
}
if (pointerId === undefined)
{
for (var i = 0; i < 10; i++)
{
if (this._pointerData[i].isOver)
{
return true;
}
}
return false;
}
else
{
return this._pointerData[pointerId].isOver;
}
},
/**
* Is the Pointer outside of this Sprite?
*
* @method Phaser.InputHandler#pointerOut
* @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
* @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is out of this object.
*/
pointerOut: function (pointerId) {
if (!this.enabled)
{
return false;
}
if (pointerId === undefined)
{
for (var i = 0; i < 10; i++)
{
if (this._pointerData[i].isOut)
{
return true;
}
}
}
else
{
return this._pointerData[pointerId].isOut;
}
},
/**
* A timestamp representing when the Pointer first touched the touchscreen.
*
* @method Phaser.InputHandler#pointerTimeOver
* @param {integer} [pointerId=0]
* @return {number}
*/
pointerTimeOver: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].timeOver;
},
/**
* A timestamp representing when the Pointer left the touchscreen.
*
* @method Phaser.InputHandler#pointerTimeOut
* @param {integer} [pointerId=0]
* @return {number}
*/
pointerTimeOut: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].timeOut;
},
/**
* Is this sprite being dragged by the mouse or not?
*
* @method Phaser.InputHandler#pointerDragged
* @param {integer} [pointerId=0]
* @return {boolean} True if the pointer is dragging an object, otherwise false.
*/
pointerDragged: function (pointerId) {
pointerId = pointerId || 0;
return this._pointerData[pointerId].isDragged;
},
/**
* Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
*
* @method Phaser.InputHandler#checkPointerDown
* @param {Phaser.Pointer} pointer
* @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
* @return {boolean} True if the pointer is down, otherwise false.
*/
checkPointerDown: function (pointer, fastTest) {
if (!pointer.isDown ||
!this.enabled ||
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
this.sprite.transform.worldScaleX === 0 ||
this.sprite.transform.worldScaleY === 0)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.state.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
if (fastTest === undefined)
{
fastTest = false;
}
if (!fastTest && this.pixelPerfectClick)
{
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
else
{
return true;
}
}
return false;
},
/**
* Checks if the given pointer is over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
*
* @method Phaser.InputHandler#checkPointerOver
* @param {Phaser.Pointer} pointer
* @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
* @return {boolean}
*/
checkPointerOver: function (pointer, fastTest)
{
// Need a worldVisible property
if (!this.enabled ||
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
this.sprite.transform.worldScaleX === 0 ||
this.sprite.transform.worldScaleY === 0)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.state.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
if (fastTest === undefined)
{
fastTest = false;
}
if (!fastTest && this.pixelPerfectOver)
{
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
else
{
return true;
}
}
return false;
},
/**
* Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.
* It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true.
*
* @method Phaser.InputHandler#checkPixel
* @param {number} x - The x coordinate to check.
* @param {number} y - The y coordinate to check.
* @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.
* @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha
*/
checkPixel: function (x, y, pointer) {
// Grab a pixel from our image into the hitCanvas and then test it
if (this.sprite.texture.baseTexture.source)
{
if (x === null && y === null)
{
// Use the pointer parameter
this.state.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint);
var x = this._tempPoint.x;
var y = this._tempPoint.y;
}
if (this.sprite.anchor.x !== 0)
{
x -= -this.sprite.texture.frame.width * this.sprite.anchor.x;
}
if (this.sprite.anchor.y !== 0)
{
y -= -this.sprite.texture.frame.height * this.sprite.anchor.y;
}
x += this.sprite.texture.frame.x;
y += this.sprite.texture.frame.y;
if (this.sprite.texture.trim)
{
x -= this.sprite.texture.trim.x;
y -= this.sprite.texture.trim.y;
// If the coordinates are outside the trim area we return false immediately, to save doing a draw call
if (x < this.sprite.texture.crop.x || x > this.sprite.texture.crop.right || y < this.sprite.texture.crop.y || y > this.sprite.texture.crop.bottom)
{
this._dx = x;
this._dy = y;
return false;
}
}
this._dx = x;
this._dy = y;
this.state.game.input.hitContext.clearRect(0, 0, 1, 1);
this.state.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);
var rgb = this.state.game.input.hitContext.getImageData(0, 0, 1, 1);
if (rgb.data[3] >= this.pixelPerfectAlpha)
{
return true;
}
}
return false;
},
/**
* Internal Update method. This is called automatically and handles the Pointer
* and drag update loops.
*
* @method Phaser.InputHandler#update
* @protected
* @param {Phaser.Pointer} pointer
* @return {boolean} True if the pointer is still active, otherwise false.
*/
update: function (pointer) {
if (this.sprite === null || this.sprite.parent === undefined)
{
// Abort. We've been destroyed.
return;
}
if (!this.enabled || !this.sprite.visible)
{
this._pointerOutHandler(pointer);
return false;
}
if (this._pendingDrag)
{
if (!this._dragDistancePass)
{
this._dragDistancePass = (Phaser.Math.distance(pointer.x, pointer.y, this.downPoint.x, this.downPoint.y) >= this.dragDistanceThreshold);
}
if (this._dragDistancePass && this._dragTimePass)
{
this.startDrag(pointer);
}
return true;
}
else if (this.draggable && this._draggedPointerID === pointer.id)
{
return this.updateDrag(pointer, false);
}
else if (this._pointerData[pointer.id].isOver)
{
if (this.checkPointerOver(pointer))
{
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
return true;
}
else
{
this._pointerOutHandler(pointer);
return false;
}
}
},
/**
* Internal method handling the pointer over event.
*
* @method Phaser.InputHandler#_pointerOverHandler
* @private
* @param {Phaser.Pointer} pointer - The pointer that triggered the event
* @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite.
*/
_pointerOverHandler: function (pointer, silent) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
var data = this._pointerData[pointer.id];
if (data.isOver === false || pointer.dirty)
{
var sendEvent = (data.isOver === false);
data.isOver = true;
data.isOut = false;
data.timeOver = Date.now();
data.x = pointer.x - this.sprite.x;
data.y = pointer.y - this.sprite.y;
if (this.useHandCursor && data.isDragged === false)
{
this.state.game.canvas.style.cursor = "pointer";
this._setHandCursor = true;
}
if (!silent && sendEvent && this.sprite)
{
this.onOver.dispatch(this.sprite, pointer);
}
if (this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
{
this.sprite.parent.onChildInputOver.dispatch(this.sprite, pointer);
}
}
},
/**
* Internal method handling the pointer out event.
*
* @method Phaser.InputHandler#_pointerOutHandler
* @private
* @param {Phaser.Pointer} pointer - The pointer that triggered the event.
* @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite.
*/
_pointerOutHandler: function (pointer, silent) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
var data = this._pointerData[pointer.id];
data.isOver = false;
data.isOut = true;
data.timeOut = Date.now();
if (this.useHandCursor && data.isDragged === false)
{
this.state.game.canvas.style.cursor = "default";
this._setHandCursor = false;
}
if (!silent)
{
this.onOut.dispatch(this.sprite, pointer);
if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
{
this.sprite.parent.onChildInputOut.dispatch(this.sprite, pointer);
}
}
},
/**
* Internal method handling the touched / clicked event.
*
* @method Phaser.InputHandler#_touchedHandler
* @private
* @param {Phaser.Pointer} pointer - The pointer that triggered the event.
*/
_touchedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
var data = this._pointerData[pointer.id];
if (!data.isDown && data.isOver)
{
if (this.pixelPerfectClick && !this.checkPixel(null, null, pointer))
{
return;
}
data.isDown = true;
data.isUp = false;
data.timeDown = Date.now();
this.downPoint.set(pointer.x, pointer.y);
// It's possible the onInputDown event creates a new Sprite that is on-top of this one, so we ought to force a Pointer update
pointer.dirty = true;
if (this.sprite)
{
this.onDown.dispatch(this.sprite, pointer);
// The event above might have destroyed this sprite.
if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
{
this.sprite.parent.onChildInputDown.dispatch(this.sprite, pointer);
}
// The events might have destroyed this sprite.
if (this.sprite === null)
{
return;
}
}
// Start drag
if (this.draggable && this.isDragged === false)
{
if (this.dragTimeThreshold === 0 && this.dragDistanceThreshold === 0)
{
this.startDrag(pointer);
}
else
{
this._pendingDrag = true;
this._dragDistancePass = (this.dragDistanceThreshold === 0);
if (this.dragTimeThreshold > 0)
{
this._dragTimePass = false;
this.state.sys.time.events.add(this.dragTimeThreshold, this.dragTimeElapsed, this, pointer);
}
else
{
this._dragTimePass = true;
}
}
}
if (this.bringToTop)
{
this.sprite.bringToTop();
}
}
},
/**
* Internal method handling the drag threshold timer.
*
* @method Phaser.InputHandler#dragTimeElapsed
* @private
* @param {Phaser.Pointer} pointer
*/
dragTimeElapsed: function (pointer) {
this._dragTimePass = true;
if (this._pendingDrag && this.sprite)
{
if (this._dragDistancePass)
{
this.startDrag(pointer);
}
}
},
/**
* Internal method handling the pointer released event.
* @method Phaser.InputHandler#_releasedHandler
* @private
* @param {Phaser.Pointer} pointer
*/
_releasedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
var data = this._pointerData[pointer.id];
// If was previously touched by this Pointer, check if still is AND still over this item
if (data.isDown && pointer.isUp)
{
data.isDown = false;
data.isUp = true;
data.timeUp = Date.now();
data.downDuration = data.timeUp - data.timeDown;
// Only release the InputUp signal if the pointer is still over this sprite
var isOver = this.checkPointerOver(pointer);
if (this.sprite)
{
if (!this.dragStopBlocksInputUp ||
this.dragStopBlocksInputUp && !(this.draggable && this.isDragged && this._draggedPointerID === pointer.id))
{
this.onUp.dispatch(this.sprite, pointer, isOver);
}
if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
{
this.sprite.parent.onChildInputUp.dispatch(this.sprite, pointer, isOver);
}
// The onInputUp event may have changed the sprite so that checkPointerOver is no longer true, so update it.
if (isOver)
{
isOver = this.checkPointerOver(pointer);
}
}
data.isOver = isOver;
if (!isOver && this.useHandCursor)
{
this.state.game.canvas.style.cursor = "default";
this._setHandCursor = false;
}
// It's possible the onInputUp event created a new Sprite that is on-top of this one, so force a Pointer update
pointer.dirty = true;
this._pendingDrag = false;
// Stop drag
if (this.draggable && this.isDragged && this._draggedPointerID === pointer.id)
{
this.stopDrag(pointer);
}
}
},
/**
* Called as a Pointer actively drags this Game Object.
*
* @method Phaser.InputHandler#updateDrag
* @private
* @param {Phaser.Pointer} pointer - The Pointer causing the drag update.
* @param {boolean} fromStart - True if this is the first update, immediately after the drag has started.
* @return {boolean}
*/
updateDrag: function (pointer, fromStart) {
if (fromStart === undefined) { fromStart = false; }
if (pointer.isUp)
{
this.stopDrag(pointer);
return false;
}
var px = this.globalToLocalX(pointer.x) + this._dragPoint.x + this.dragOffset.x;
var py = this.globalToLocalY(pointer.y) + this._dragPoint.y + this.dragOffset.y;
if (this.sprite.fixedToCamera)
{
if (this.allowHorizontalDrag)
{
this.sprite.cameraOffset.x = px;
}
if (this.allowVerticalDrag)
{
this.sprite.cameraOffset.y = py;
}
if (this.boundsRect)
{
this.checkBoundsRect();
}
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
if (this.snapOnDrag)
{
this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
this.snapPoint.set(this.sprite.cameraOffset.x, this.sprite.cameraOffset.y);
}
}
else
{
// var cx = this.game.camera.x - this._pointerData[pointer.id].camX;
// var cy = this.game.camera.y - this._pointerData[pointer.id].camY;
var cx = 0;
var cy = 0;
if (this.allowHorizontalDrag)
{
this.sprite.x = px + cx;
}
if (this.allowVerticalDrag)
{
this.sprite.y = py + cy;
}
if (this.boundsRect)
{
this.checkBoundsRect();
}
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
if (this.snapOnDrag)
{
this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
this.snapPoint.set(this.sprite.x, this.sprite.y);
}
}
this.onDragUpdate.dispatch(this.sprite, pointer, px, py, this.snapPoint, fromStart);
return true;
},
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
*
* @method Phaser.InputHandler#justOver
* @param {integer} [pointerId=0]
* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
*/
justOver: function (pointerId, delay) {
pointerId = pointerId || 0;
delay = delay || 500;
return (this._pointerData[pointerId].isOver && this.overDuration(pointerId) < delay);
},
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
*
* @method Phaser.InputHandler#justOut
* @param {integer} [pointerId=0]
* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
*/
justOut: function (pointerId, delay) {
pointerId = pointerId || 0;
delay = delay || 500;
return (this._pointerData[pointerId].isOut && (Date.now() - this._pointerData[pointerId].timeOut < delay));
},
/**
* Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)
*
* @method Phaser.InputHandler#justPressed
* @param {integer} [pointerId=0]
* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
*/
justPressed: function (pointerId, delay) {
pointerId = pointerId || 0;
delay = delay || 500;
return (this._pointerData[pointerId].isDown && this.downDuration(pointerId) < delay);
},
/**
* Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)
*
* @method Phaser.InputHandler#justReleased
* @param {integer} [pointerId=0]
* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
*/
justReleased: function (pointerId, delay) {
pointerId = pointerId || 0;
delay = delay || 500;
return (this._pointerData[pointerId].isUp && (Date.now() - this._pointerData[pointerId].timeUp < delay));
},
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
*
* @method Phaser.InputHandler#overDuration
* @param {integer} [pointerId=0]
* @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
overDuration: function (pointerId) {
pointerId = pointerId || 0;
if (this._pointerData[pointerId].isOver)
{
return Date.now() - this._pointerData[pointerId].timeOver;
}
return -1;
},
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
*
* @method Phaser.InputHandler#downDuration
* @param {integer} [pointerId=0]
* @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
*/
downDuration: function (pointerId) {
pointerId = pointerId || 0;
if (this._pointerData[pointerId].isDown)
{
return Date.now() - this._pointerData[pointerId].timeDown;
}
return -1;
},
/**
* Allow this Sprite to be dragged by any valid pointer.
*
* When the drag begins the Sprite.events.onDragStart event will be dispatched.
*
* When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched.
*
* You can control the thresholds over when a drag starts via the properties:
*
* `Pointer.dragDistanceThreshold` the distance, in pixels, that the pointer has to move
* before the drag will start.
*
* `Pointer.dragTimeThreshold` the time, in ms, that the pointer must be held down on
* the Sprite before the drag will start.
*
* You can set either (or both) of these properties after enabling a Sprite for drag.
*
* For the duration of the drag the Sprite.events.onDragUpdate event is dispatched. This event is only dispatched when the pointer actually
* changes position and moves. The event sends 5 parameters: `sprite`, `pointer`, `dragX`, `dragY` and `snapPoint`.
*
* @method Phaser.InputHandler#enableDrag
* @param {boolean} [lockCenter=false] - If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
* @param {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group.
* @param {boolean} [pixelPerfect=false] - If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
* @param {boolean} [alphaThreshold=255] - If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.
* @param {Phaser.Rectangle} [boundsRect=null] - If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere.
* @param {Phaser.Sprite} [boundsSprite=null] - If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.
*/
enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite)
{
if (lockCenter === undefined) { lockCenter = false; }
if (bringToTop === undefined) { bringToTop = false; }
if (pixelPerfect === undefined) { pixelPerfect = false; }
if (alphaThreshold === undefined) { alphaThreshold = 255; }
if (boundsRect === undefined) { boundsRect = null; }
if (boundsSprite === undefined) { boundsSprite = null; }
this._dragPoint = new Phaser.Point();
this.draggable = true;
this.bringToTop = bringToTop;
this.dragOffset = new Phaser.Point();
this.dragFromCenter = lockCenter;
this.pixelPerfectClick = pixelPerfect;
this.pixelPerfectAlpha = alphaThreshold;
if (boundsRect)
{
this.boundsRect = boundsRect;
}
if (boundsSprite)
{
this.boundsSprite = boundsSprite;
}
},
/**
* Stops this sprite from being able to be dragged.
* If it is currently the target of an active drag it will be stopped immediately; also disables any set callbacks.
*
* @method Phaser.InputHandler#disableDrag
*/
disableDrag: function () {
if (this._pointerData)
{
for (var i = 0; i < 10; i++)
{
this._pointerData[i].isDragged = false;
}
}
this.draggable = false;
this.isDragged = false;
this._draggedPointerID = -1;
this._pendingDrag = false;
},
/**
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
*
* @method Phaser.InputHandler#startDrag
* @param {Phaser.Pointer} pointer
*/
startDrag: function (pointer)
{
var x = this.sprite.x;
var y = this.sprite.y;
this.isDragged = true;
this._draggedPointerID = pointer.id;
// this._pointerData[pointer.id].camX = this.game.camera.x;
// this._pointerData[pointer.id].camY = this.game.camera.y;
this._pointerData[pointer.id].isDragged = true;
/*
if (this.sprite.fixedToCamera)
{
if (this.dragFromCenter)
{
var bounds = this.sprite.getBounds();
this.sprite.cameraOffset.x = this.globalToLocalX(pointer.x) + (this.sprite.cameraOffset.x - bounds.centerX);
this.sprite.cameraOffset.y = this.globalToLocalY(pointer.y) + (this.sprite.cameraOffset.y - bounds.centerY);
}
this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
}
else
{
if (this.dragFromCenter)
{
var bounds = this.sprite.getBounds();
this.sprite.x = this.globalToLocalX(pointer.x) + (this.sprite.x - bounds.centerX);
this.sprite.y = this.globalToLocalY(pointer.y) + (this.sprite.y - bounds.centerY);
}
this._dragPoint.setTo(this.sprite.x - this.globalToLocalX(pointer.x), this.sprite.y - this.globalToLocalY(pointer.y));
}
*/
this._dragPoint.setTo(this.sprite.x - this.globalToLocalX(pointer.x), this.sprite.y - this.globalToLocalY(pointer.y));
this.updateDrag(pointer, true);
/*
if (this.bringToTop)
{
this._dragPhase = true;
this.sprite.bringToTop();
}
*/
this.dragStartPoint.set(x, y);
this.onDragStart.dispatch(this.sprite, pointer, x, y);
this._pendingDrag = false;
},
/**
* Warning: EXPERIMENTAL
*
* @method Phaser.InputHandler#globalToLocalX
* @param {number} x
*/
globalToLocalX: function (x) {
if (this.scaleLayer)
{
x -= this.game.scale.grid.boundsFluid.x;
x *= this.game.scale.grid.scaleFluidInversed.x;
}
return x;
},
/**
* Warning: EXPERIMENTAL
*
* @method Phaser.InputHandler#globalToLocalY
* @param {number} y
*/
globalToLocalY: function (y) {
if (this.scaleLayer)
{
y -= this.game.scale.grid.boundsFluid.y;
y *= this.game.scale.grid.scaleFluidInversed.y;
}
return y;
},
/**
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
*
* @method Phaser.InputHandler#stopDrag
* @param {Phaser.Pointer} pointer
*/
stopDrag: function (pointer) {
this.isDragged = false;
this._draggedPointerID = -1;
this._pointerData[pointer.id].isDragged = false;
this._dragPhase = false;
this._pendingDrag = false;
if (this.snapOnRelease)
{
if (this.sprite.fixedToCamera)
{
this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
else
{
this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
}
this.onDragStop.dispatch(this.sprite, pointer);
if (this.checkPointerOver(pointer) === false)
{
this._pointerOutHandler(pointer);
}
},
/**
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
*
* @method Phaser.InputHandler#setDragLock
* @param {boolean} [allowHorizontal=true] - To enable the sprite to be dragged horizontally set to true, otherwise false.
* @param {boolean} [allowVertical=true] - To enable the sprite to be dragged vertically set to true, otherwise false.
*/
setDragLock: function (allowHorizontal, allowVertical) {
if (allowHorizontal === undefined) { allowHorizontal = true; }
if (allowVertical === undefined) { allowVertical = true; }
this.allowHorizontalDrag = allowHorizontal;
this.allowVerticalDrag = allowVertical;
},
/**
* Make this Sprite snap to the given grid either during drag or when it's released.
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
*
* @method Phaser.InputHandler#enableSnap
* @param {number} snapX - The width of the grid cell to snap to.
* @param {number} snapY - The height of the grid cell to snap to.
* @param {boolean} [onDrag=true] - If true the sprite will snap to the grid while being dragged.
* @param {boolean} [onRelease=false] - If true the sprite will snap to the grid when released.
* @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
* @param {number} [snapOffsetY=0] - Used to offset the top-left starting point of the snap grid.
*/
enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) {
if (onDrag === undefined) { onDrag = true; }
if (onRelease === undefined) { onRelease = false; }
if (snapOffsetX === undefined) { snapOffsetX = 0; }
if (snapOffsetY === undefined) { snapOffsetY = 0; }
this.snapX = snapX;
this.snapY = snapY;
this.snapOffsetX = snapOffsetX;
this.snapOffsetY = snapOffsetY;
this.snapOnDrag = onDrag;
this.snapOnRelease = onRelease;
},
/**
* Stops the sprite from snapping to a grid during drag or release.
*
* @method Phaser.InputHandler#disableSnap
*/
disableSnap: function () {
this.snapOnDrag = false;
this.snapOnRelease = false;
},
/**
* Bounds Rect check for the sprite drag
*
* @method Phaser.InputHandler#checkBoundsRect
*/
checkBoundsRect: function () {
if (this.sprite.fixedToCamera)
{
if (this.sprite.cameraOffset.x < this.boundsRect.left)
{
this.sprite.cameraOffset.x = this.boundsRect.left;
}
else if ((this.sprite.cameraOffset.x + this.sprite.width) > this.boundsRect.right)
{
this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width;
}
if (this.sprite.cameraOffset.y < this.boundsRect.top)
{
this.sprite.cameraOffset.y = this.boundsRect.top;
}
else if ((this.sprite.cameraOffset.y + this.sprite.height) > this.boundsRect.bottom)
{
this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height;
}
}
else
{
if (this.sprite.left < this.boundsRect.left)
{
this.sprite.x = this.boundsRect.x + this.sprite.offsetX;
}
else if (this.sprite.right > this.boundsRect.right)
{
this.sprite.x = this.boundsRect.right - (this.sprite.width - this.sprite.offsetX);
}
if (this.sprite.top < this.boundsRect.top)
{
this.sprite.y = this.boundsRect.top + this.sprite.offsetY;
}
else if (this.sprite.bottom > this.boundsRect.bottom)
{
this.sprite.y = this.boundsRect.bottom - (this.sprite.height - this.sprite.offsetY);
}
}
},
/**
* Parent Sprite Bounds check for the sprite drag.
*
* @method Phaser.InputHandler#checkBoundsSprite
*/
checkBoundsSprite: function () {
if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera)
{
if (this.sprite.cameraOffset.x < this.boundsSprite.cameraOffset.x)
{
this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x;
}
else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.cameraOffset.x + this.boundsSprite.width))
{
this.sprite.cameraOffset.x = (this.boundsSprite.cameraOffset.x + this.boundsSprite.width) - this.sprite.width;
}
if (this.sprite.cameraOffset.y < this.boundsSprite.cameraOffset.y)
{
this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y;
}
else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.cameraOffset.y + this.boundsSprite.height))
{
this.sprite.cameraOffset.y = (this.boundsSprite.cameraOffset.y + this.boundsSprite.height) - this.sprite.height;
}
}
else
{
if (this.sprite.left < this.boundsSprite.left)
{
this.sprite.x = this.boundsSprite.left + this.sprite.offsetX;
}
else if (this.sprite.right > this.boundsSprite.right)
{
this.sprite.x = this.boundsSprite.right - (this.sprite.width - this.sprite.offsetX);
}
if (this.sprite.top < this.boundsSprite.top)
{
this.sprite.y = this.boundsSprite.top + this.sprite.offsetY;
}
else if (this.sprite.bottom > this.boundsSprite.bottom)
{
this.sprite.y = this.boundsSprite.bottom - (this.sprite.height - this.sprite.offsetY);
}
}
}
};
Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;