mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
1774 lines
55 KiB
JavaScript
1774 lines
55 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 Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
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*
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* @class Phaser.InputHandler
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* @constructor
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* @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
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*/
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Phaser.InputHandler = function (sprite)
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{
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/**
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* @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
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*/
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this.sprite = sprite;
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/**
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* @property {Phaser.Game} game - A reference to the State the Game Object belongs to.
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*/
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this.state = sprite.state;
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/**
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* @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity.
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* @default
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*/
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this.enabled = false;
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/**
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* @property {boolean} checked - A disposable flag used by the Pointer class when performing priority checks.
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* @protected
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*/
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this.checked = false;
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/**
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* The priorityID is used to determine which game objects should get priority when input events occur. For example if you have
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* several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can
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* stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.
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* @property {number} priorityID
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* @default
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*/
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this.priorityID = 0;
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/**
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* @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.
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* @default
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*/
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this.useHandCursor = false;
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/**
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* @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor?
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* @private
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*/
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this._setHandCursor = false;
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/**
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* @property {boolean} isDragged - true if the Sprite is being currently dragged.
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* @default
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*/
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this.isDragged = false;
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/**
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* @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally.
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* @default
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*/
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this.allowHorizontalDrag = true;
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/**
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* @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically.
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* @default
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*/
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this.allowVerticalDrag = true;
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/**
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* @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.
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* @default
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*/
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this.bringToTop = false;
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/**
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* @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset.
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* @default
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*/
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this.snapOffset = null;
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/**
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* @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.
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* @default
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*/
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this.snapOnDrag = false;
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/**
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* @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release.
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* @default
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*/
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this.snapOnRelease = false;
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/**
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* @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid.
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* @default
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*/
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this.snapX = 0;
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/**
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* @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid.
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* @default
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*/
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this.snapY = 0;
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/**
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* @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid.
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* @default
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*/
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this.snapOffsetX = 0;
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/**
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* @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid..
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* @default
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*/
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this.snapOffsetY = 0;
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/**
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* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
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* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
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* This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
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* 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.
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* @property {boolean} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
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* @default
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*/
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this.pixelPerfectOver = false;
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/**
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* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
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* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
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* This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
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* Warning: This is expensive so only enable if you really need it.
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* @property {boolean} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.
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* @default
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*/
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this.pixelPerfectClick = false;
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/**
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* @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.
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* @default
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*/
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this.pixelPerfectAlpha = 255;
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/**
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* @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @default
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*/
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this.draggable = false;
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/**
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* @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag.
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* @default
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*/
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this.boundsRect = null;
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/**
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* @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
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* @default
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*/
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this.boundsSprite = null;
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/**
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* @property {boolean} scaleLayer - EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.
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*/
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this.scaleLayer = false;
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/**
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* @property {Phaser.Point} dragOffset - The offset from the Sprites position that dragging takes place from.
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*/
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this.dragOffset = new Phaser.Point();
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/**
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* @property {boolean} dragFromCenter - Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?
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*/
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this.dragFromCenter = false;
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/**
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* @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.
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*/
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this.dragStopBlocksInputUp = false;
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/**
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* @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.
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*/
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this.dragStartPoint = new Phaser.Point();
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/**
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* @property {integer} dragDistanceThreshold - The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks it is being dragged.
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*/
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this.dragDistanceThreshold = 0;
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/**
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* @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.
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*/
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this.dragTimeThreshold = 0;
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/**
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* @property {Phaser.Point} downPoint - A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite.
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*/
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this.downPoint = new Phaser.Point();
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/**
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* @property {Phaser.Point} snapPoint - If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event.
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*/
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this.snapPoint = new Phaser.Point();
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/**
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* @property {Phaser.Point} _dragPoint - Internal cache var.
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* @private
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*/
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this._dragPoint = new Phaser.Point();
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/**
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* @property {boolean} _dragPhase - Internal cache var.
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* @private
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*/
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this._dragPhase = false;
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/**
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* @property {boolean} _pendingDrag - Internal cache var.
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* @private
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*/
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this._pendingDrag = false;
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/**
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* @property {boolean} _dragTimePass - Internal cache var.
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* @private
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*/
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this._dragTimePass = false;
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/**
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* @property {boolean} _dragDistancePass - Internal cache var.
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* @private
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*/
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this._dragDistancePass = false;
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/**
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* @property {boolean} _wasEnabled - Internal cache var.
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* @private
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*/
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this._wasEnabled = false;
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/**
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* @property {Phaser.Point} _tempPoint - Internal cache var.
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* @private
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*/
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this._tempPoint = new Phaser.Point();
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/**
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* @property {array} _pointerData - Internal cache var.
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* @private
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*/
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this._pointerData = [];
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this._pointerData.push({
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id: 0,
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x: 0,
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y: 0,
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camX: 0,
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camY: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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});
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this.onOver = new Phaser.Signal();
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this.onOut = new Phaser.Signal();
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onDragStart = new Phaser.Signal();
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this.onDragUpdate = new Phaser.Signal();
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this.onDragStop = new Phaser.Signal();
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};
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Phaser.InputHandler.prototype = {
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/**
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* 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.
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*
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* @method Phaser.InputHandler#start
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* @param {number} [priority=0] - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.
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* @param {boolean} [useHandCursor=false] - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)
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* @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound.
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*/
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start: function (priority, useHandCursor)
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{
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priority = priority || 0;
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if (useHandCursor === undefined) { useHandCursor = false; }
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// Turning on
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if (this.enabled === false)
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{
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// Register, etc
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this.state.game.input.interactiveItems.add(this);
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// this.state.sys.input.interactiveItems.add(this);
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this.useHandCursor = useHandCursor;
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this.priorityID = priority;
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i] = {
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id: i,
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x: 0,
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y: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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};
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}
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this.snapOffset = new Phaser.Point();
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this.enabled = true;
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this._wasEnabled = true;
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}
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// this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);
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// this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);
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return this.sprite;
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},
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/**
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* Handles when the parent Sprite is added to a new Group.
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*
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* @method Phaser.InputHandler#addedToGroup
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* @private
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*/
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addedToGroup: function () {
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if (this._dragPhase)
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{
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return;
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}
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if (this._wasEnabled && !this.enabled)
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{
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this.start();
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}
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},
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/**
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* Handles when the parent Sprite is removed from a Group.
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*
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* @method Phaser.InputHandler#removedFromGroup
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* @private
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*/
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removedFromGroup: function () {
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if (this._dragPhase)
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{
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return;
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}
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if (this.enabled)
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{
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this._wasEnabled = true;
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this.stop();
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}
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else
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{
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this._wasEnabled = false;
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}
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},
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/**
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* Resets the Input Handler and disables it.
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* @method Phaser.InputHandler#reset
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*/
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reset: function () {
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this.enabled = false;
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i] = {
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id: i,
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x: 0,
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y: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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};
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}
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},
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/**
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* Stops the Input Handler from running.
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* @method Phaser.InputHandler#stop
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*/
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stop: function () {
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// Turning off
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if (this.enabled === false)
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{
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return;
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}
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else
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{
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// De-register, etc
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this.enabled = false;
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this.state.game.input.interactiveItems.remove(this);
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}
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},
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/**
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* Clean up memory.
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* @method Phaser.InputHandler#destroy
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*/
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destroy: function () {
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if (this.sprite)
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{
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if (this._setHandCursor)
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{
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this.game.canvas.style.cursor = 'default';
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this._setHandCursor = false;
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}
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this.enabled = false;
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this.state.game.input.interactiveItems.remove(this);
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this._pointerData.length = 0;
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this.boundsRect = null;
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this.boundsSprite = null;
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this.sprite = null;
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}
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},
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/**
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* Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.
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* This is called by Phaser.Pointer and shouldn't typically be called directly.
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*
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* @method Phaser.InputHandler#validForInput
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* @protected
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* @param {number} highestID - The highest ID currently processed by the Pointer.
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* @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer.
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* @param {boolean} [includePixelPerfect=true] - If this object has `pixelPerfectClick` or `pixelPerfectOver` set should it be considered as valid?
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* @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection.
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*/
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validForInput: function (highestID, highestRenderID, includePixelPerfect) {
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if (includePixelPerfect === undefined) { includePixelPerfect = true; }
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if (!this.enabled ||
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this.sprite.scale.x === 0 ||
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this.sprite.scale.y === 0 ||
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this.priorityID < this.state.game.input.minPriorityID ||
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(this.sprite.parent && this.sprite.parent.ignoreChildInput))
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{
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return false;
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}
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// If we're trying to specifically IGNORE pixel perfect objects, then set includePixelPerfect to false and skip it
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if (!includePixelPerfect && (this.pixelPerfectClick || this.pixelPerfectOver))
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{
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return false;
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}
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if (this.priorityID > highestID || (this.priorityID === highestID && this.sprite.renderOrderID > highestRenderID))
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{
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return true;
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}
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return false;
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},
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/**
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* Is this object using pixel perfect checking?
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*
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* @method Phaser.InputHandler#isPixelPerfect
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* @return {boolean} True if the this InputHandler has either `pixelPerfectClick` or `pixelPerfectOver` set to `true`.
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*/
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isPixelPerfect: function () {
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return (this.pixelPerfectClick || this.pixelPerfectOver);
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},
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/**
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* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
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* This value is only set when the pointer is over this Sprite.
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*
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* @method Phaser.InputHandler#pointerX
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* @param {integer} [pointerId=0]
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* @return {number} The x coordinate of the Input pointer.
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*/
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pointerX: function (pointerId) {
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pointerId = pointerId || 0;
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return this._pointerData[pointerId].x;
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},
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/**
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* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
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* This value is only set when the pointer is over this Sprite.
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*
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* @method Phaser.InputHandler#pointerY
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* @param {integer} [pointerId=0]
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* @return {number} The y coordinate of the Input pointer.
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*/
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pointerY: function (pointerId) {
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pointerId = pointerId || 0;
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return this._pointerData[pointerId].y;
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},
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/**
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* If the Pointer is down this returns true.
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* This *only* checks if the Pointer is down, not if it's down over any specific Sprite.
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*
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* @method Phaser.InputHandler#pointerDown
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* @param {integer} [pointerId=0]
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* @return {boolean} - True if the given pointer is down, otherwise false.
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*/
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pointerDown: function (pointerId) {
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pointerId = pointerId || 0;
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return this._pointerData[pointerId].isDown;
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},
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/**
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* If the Pointer is up this returns true.
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* 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;
|