mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
719 lines
19 KiB
JavaScript
719 lines
19 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 Mouse class is responsible for handling all aspects of mouse interaction with the browser.
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*
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* It captures and processes mouse events that happen on the game canvas object.
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* It also adds a single `mouseup` listener to `window` which is used to capture the mouse being released
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* when not over the game.
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*
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* You should not normally access this class directly, but instead use a Phaser.Pointer object
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* which normalises all game input for you, including accurate button handling.
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*
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* @class Phaser.Mouse
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Mouse = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Input} input - A reference to the Phaser Input Manager.
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* @protected
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*/
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this.input = game.input;
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/**
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* @property {object} callbackContext - The context under which callbacks are called.
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*/
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this.callbackContext = this.game;
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/**
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* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
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*/
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this.mouseDownCallback = null;
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/**
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* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
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*/
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this.mouseUpCallback = null;
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/**
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* @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas.
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*/
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this.mouseOutCallback = null;
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/**
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* @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).
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*/
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this.mouseOverCallback = null;
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/**
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* @property {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used.
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*/
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this.mouseWheelCallback = null;
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/**
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* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
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*/
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this.capture = false;
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/**
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* This property was removed in Phaser 2.4 and should no longer be used.
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* Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
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* Or Pointer.button holds the DOM event button value if you require that.
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* @property {number} button
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* @default
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*/
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this.button = -1;
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/**
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* The direction of the _last_ mousewheel usage 1 for up -1 for down.
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* @property {number} wheelDelta
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*/
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this.wheelDelta = 0;
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/**
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* Mouse input will only be processed if enabled.
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* @property {boolean} enabled
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* @default
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*/
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this.enabled = true;
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/**
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* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
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* @default
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*/
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this.locked = false;
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/**
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* @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas.
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* @default
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*/
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this.stopOnGameOut = false;
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/**
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* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
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* @default
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*/
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this.pointerLock = new Phaser.Signal();
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/**
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* The browser mouse DOM event. Will be null if no mouse event has ever been received.
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* Access this property only inside a Mouse event handler and do not keep references to it.
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* @property {MouseEvent|null} event
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* @default
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*/
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this.event = null;
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/**
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* @property {function} _onMouseDown - Internal event handler reference.
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* @private
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*/
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this._onMouseDown = null;
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/**
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* @property {function} _onMouseMove - Internal event handler reference.
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* @private
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*/
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this._onMouseMove = null;
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/**
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* @property {function} _onMouseUp - Internal event handler reference.
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* @private
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*/
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this._onMouseUp = null;
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/**
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* @property {function} _onMouseOut - Internal event handler reference.
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* @private
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*/
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this._onMouseOut = null;
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/**
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* @property {function} _onMouseOver - Internal event handler reference.
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* @private
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*/
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this._onMouseOver = null;
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/**
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* @property {function} _onMouseWheel - Internal event handler reference.
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* @private
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*/
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this._onMouseWheel = null;
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/**
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* Wheel proxy event object, if required. Shared for all wheel events for this mouse.
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* @property {Phaser.Mouse~WheelEventProxy} _wheelEvent
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* @private
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*/
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this._wheelEvent = null;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.NO_BUTTON = -1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.LEFT_BUTTON = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.MIDDLE_BUTTON = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.RIGHT_BUTTON = 2;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.BACK_BUTTON = 3;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.FORWARD_BUTTON = 4;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.WHEEL_UP = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Mouse.WHEEL_DOWN = -1;
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Phaser.Mouse.prototype = {
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/**
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* Starts the event listeners running.
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* @method Phaser.Mouse#start
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*/
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start: function () {
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if (this.game.device.android && this.game.device.chrome === false)
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{
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// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
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return;
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}
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if (this._onMouseDown !== null)
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{
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// Avoid setting multiple listeners
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return;
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}
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var _this = this;
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this._onMouseDown = function (event) {
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return _this.onMouseDown(event);
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};
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this._onMouseMove = function (event) {
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return _this.onMouseMove(event);
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};
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this._onMouseUp = function (event) {
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return _this.onMouseUp(event);
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};
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this._onMouseUpGlobal = function (event) {
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return _this.onMouseUpGlobal(event);
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};
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this._onMouseOutGlobal = function (event) {
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return _this.onMouseOutGlobal(event);
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};
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this._onMouseOut = function (event) {
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return _this.onMouseOut(event);
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};
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this._onMouseOver = function (event) {
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return _this.onMouseOver(event);
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};
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this._onMouseWheel = function (event) {
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return _this.onMouseWheel(event);
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};
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var canvas = this.game.canvas;
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canvas.addEventListener('mousedown', this._onMouseDown, true);
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canvas.addEventListener('mousemove', this._onMouseMove, true);
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canvas.addEventListener('mouseup', this._onMouseUp, true);
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if (!this.game.device.cocoonJS)
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{
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window.addEventListener('mouseup', this._onMouseUpGlobal, true);
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window.addEventListener('mouseout', this._onMouseOutGlobal, true);
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canvas.addEventListener('mouseover', this._onMouseOver, true);
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canvas.addEventListener('mouseout', this._onMouseOut, true);
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}
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var wheelEvent = this.game.device.wheelEvent;
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if (wheelEvent)
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{
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canvas.addEventListener(wheelEvent, this._onMouseWheel, true);
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if (wheelEvent === 'mousewheel')
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{
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this._wheelEvent = new WheelEventProxy(-1/40, 1);
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}
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else if (wheelEvent === 'DOMMouseScroll')
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{
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this._wheelEvent = new WheelEventProxy(1, 1);
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}
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}
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},
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/**
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* The internal method that handles the mouse down event from the browser.
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* @method Phaser.Mouse#onMouseDown
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseDown: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (this.mouseDownCallback)
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{
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this.mouseDownCallback.call(this.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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event['identifier'] = 0;
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this.input.mousePointer.start(event);
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},
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/**
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* The internal method that handles the mouse move event from the browser.
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* @method Phaser.Mouse#onMouseMove
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseMove: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (this.mouseMoveCallback)
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{
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this.mouseMoveCallback.call(this.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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event['identifier'] = 0;
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this.input.mousePointer.move(event);
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},
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/**
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* The internal method that handles the mouse up event from the browser.
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* @method Phaser.Mouse#onMouseUp
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseUp: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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if (this.mouseUpCallback)
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{
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this.mouseUpCallback.call(this.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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event['identifier'] = 0;
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this.input.mousePointer.stop(event);
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},
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/**
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* The internal method that handles the mouse up event from the window.
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*
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* @method Phaser.Mouse#onMouseUpGlobal
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseUpGlobal: function (event) {
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if (!this.input.mousePointer.withinGame)
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{
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if (this.mouseUpCallback)
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{
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this.mouseUpCallback.call(this.callbackContext, event);
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}
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event['identifier'] = 0;
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this.input.mousePointer.stop(event);
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}
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},
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/**
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* The internal method that handles the mouse out event from the window.
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*
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* @method Phaser.Mouse#onMouseOutGlobal
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseOutGlobal: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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this.input.mousePointer.withinGame = false;
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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// If we get a mouseout event from the window then basically
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// something serious has gone down, usually along the lines of
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// the browser opening a context-menu or similar.
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// On OS X Chrome especially this is bad news, as it blocks
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// us then getting a mouseup event, so we need to force that through.
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//
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// No matter what, we must cancel the left and right buttons
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this.input.mousePointer.stop(event);
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this.input.mousePointer.leftButton.stop(event);
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this.input.mousePointer.rightButton.stop(event);
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},
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/**
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* The internal method that handles the mouse out event from the browser.
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*
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* @method Phaser.Mouse#onMouseOut
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseOut: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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this.input.mousePointer.withinGame = false;
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if (this.mouseOutCallback)
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{
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this.mouseOutCallback.call(this.callbackContext, event);
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}
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if (!this.input.enabled || !this.enabled)
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{
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return;
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}
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if (this.stopOnGameOut)
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{
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event['identifier'] = 0;
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this.input.mousePointer.stop(event);
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}
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},
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/**
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* The internal method that handles the mouse over event from the browser.
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*
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* @method Phaser.Mouse#onMouseOver
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseOver: function (event) {
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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this.input.mousePointer.withinGame = true;
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if (this.mouseOverCallback)
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{
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this.mouseOverCallback.call(this.callbackContext, event);
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}
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},
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/**
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* The internal method that handles the mouse wheel event from the browser.
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*
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* @method Phaser.Mouse#onMouseWheel
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* @param {MouseEvent} event - The native event from the browser.
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*/
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onMouseWheel: function (event) {
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if (this._wheelEvent) {
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event = this._wheelEvent.bindEvent(event);
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}
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this.event = event;
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if (this.capture)
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{
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event.preventDefault();
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}
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// reverse detail for firefox
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this.wheelDelta = Phaser.Math.clamp(-event.deltaY, -1, 1);
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if (this.mouseWheelCallback)
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{
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this.mouseWheelCallback.call(this.callbackContext, event);
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}
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},
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/**
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* If the browser supports it you can request that the pointer be locked to the browser window.
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* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
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* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
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* @method Phaser.Mouse#requestPointerLock
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*/
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requestPointerLock: function () {
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if (this.game.device.pointerLock)
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{
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var element = this.game.canvas;
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element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
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element.requestPointerLock();
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var _this = this;
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this._pointerLockChange = function (event) {
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return _this.pointerLockChange(event);
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};
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document.addEventListener('pointerlockchange', this._pointerLockChange, true);
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document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);
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document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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}
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},
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/**
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* Internal pointerLockChange handler.
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*
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* @method Phaser.Mouse#pointerLockChange
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* @param {Event} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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pointerLockChange: function (event) {
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var element = this.game.canvas;
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if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
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{
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// Pointer was successfully locked
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this.locked = true;
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this.pointerLock.dispatch(true, event);
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}
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else
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{
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// Pointer was unlocked
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this.locked = false;
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this.pointerLock.dispatch(false, event);
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}
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},
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/**
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* Internal release pointer lock handler.
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* @method Phaser.Mouse#releasePointerLock
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*/
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releasePointerLock: function () {
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document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
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document.exitPointerLock();
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document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
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document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
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document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
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},
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/**
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* Stop the event listeners.
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* @method Phaser.Mouse#stop
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*/
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stop: function () {
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var canvas = this.game.canvas;
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canvas.removeEventListener('mousedown', this._onMouseDown, true);
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canvas.removeEventListener('mousemove', this._onMouseMove, true);
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canvas.removeEventListener('mouseup', this._onMouseUp, true);
|
|
canvas.removeEventListener('mouseover', this._onMouseOver, true);
|
|
canvas.removeEventListener('mouseout', this._onMouseOut, true);
|
|
|
|
var wheelEvent = this.game.device.wheelEvent;
|
|
|
|
if (wheelEvent)
|
|
{
|
|
canvas.removeEventListener(wheelEvent, this._onMouseWheel, true);
|
|
}
|
|
|
|
window.removeEventListener('mouseup', this._onMouseUpGlobal, true);
|
|
window.removeEventListener('mouseout', this._onMouseOutGlobal, true);
|
|
|
|
document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
|
|
document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
|
|
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Mouse.prototype.constructor = Phaser.Mouse;
|
|
|
|
/* jshint latedef:nofunc */
|
|
/**
|
|
* A purely internal event support class to proxy 'wheelscroll' and 'DOMMouseWheel'
|
|
* events to 'wheel'-like events.
|
|
*
|
|
* See https://developer.mozilla.org/en-US/docs/Web/Events/mousewheel for choosing a scale and delta mode.
|
|
*
|
|
* @method Phaser.Mouse#WheelEventProxy
|
|
* @private
|
|
* @param {number} scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details.
|
|
* @param {integer} deltaMode - The reported delta mode.
|
|
*/
|
|
function WheelEventProxy (scaleFactor, deltaMode) {
|
|
|
|
/**
|
|
* @property {number} _scaleFactor - Scale factor as applied to wheelDelta/wheelDeltaX or details.
|
|
* @private
|
|
*/
|
|
this._scaleFactor = scaleFactor;
|
|
|
|
/**
|
|
* @property {number} _deltaMode - The reported delta mode.
|
|
* @private
|
|
*/
|
|
this._deltaMode = deltaMode;
|
|
|
|
/**
|
|
* @property {any} originalEvent - The original event _currently_ being proxied; the getters will follow suit.
|
|
* @private
|
|
*/
|
|
this.originalEvent = null;
|
|
|
|
}
|
|
|
|
WheelEventProxy.prototype = {};
|
|
WheelEventProxy.prototype.constructor = WheelEventProxy;
|
|
|
|
WheelEventProxy.prototype.bindEvent = function (event) {
|
|
|
|
// Generate stubs automatically
|
|
if (!WheelEventProxy._stubsGenerated && event)
|
|
{
|
|
var makeBinder = function (name) {
|
|
|
|
return function () {
|
|
var v = this.originalEvent[name];
|
|
return typeof v !== 'function' ? v : v.bind(this.originalEvent);
|
|
};
|
|
|
|
};
|
|
|
|
for (var prop in event)
|
|
{
|
|
if (!(prop in WheelEventProxy.prototype))
|
|
{
|
|
Object.defineProperty(WheelEventProxy.prototype, prop, {
|
|
get: makeBinder(prop)
|
|
});
|
|
}
|
|
}
|
|
WheelEventProxy._stubsGenerated = true;
|
|
}
|
|
|
|
this.originalEvent = event;
|
|
return this;
|
|
|
|
};
|
|
|
|
Object.defineProperties(WheelEventProxy.prototype, {
|
|
"type": { value: "wheel" },
|
|
"deltaMode": { get: function () { return this._deltaMode; } },
|
|
"deltaY": {
|
|
get: function () {
|
|
return (this._scaleFactor * (this.originalEvent.wheelDelta || this.originalEvent.detail)) || 0;
|
|
}
|
|
},
|
|
"deltaX": {
|
|
get: function () {
|
|
return (this._scaleFactor * this.originalEvent.wheelDeltaX) || 0;
|
|
}
|
|
},
|
|
"deltaZ": { value: 0 }
|
|
});
|