phaser/src/input/MSPointer.js

248 lines
6.9 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects.
*
* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript.
* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
*
* You should not normally access this class directly, but instead use a Phaser.Pointer object which
* normalises all game input for you including accurate button handling.
*
* @class Phaser.MSPointer
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.MSPointer = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {object} callbackContext - The context under which callbacks are called (defaults to game).
*/
this.callbackContext = this.game;
/**
* @property {function} pointerDownCallback - A callback that can be fired on a MSPointerDown event.
*/
this.pointerDownCallback = null;
/**
* @property {function} pointerMoveCallback - A callback that can be fired on a MSPointerMove event.
*/
this.pointerMoveCallback = null;
/**
* @property {function} pointerUpCallback - A callback that can be fired on a MSPointerUp event.
*/
this.pointerUpCallback = null;
/**
* @property {boolean} capture - If true the Pointer events will have event.preventDefault applied to them, if false they will propagate fully.
*/
this.capture = true;
/**
* This property was removed in Phaser 2.4 and should no longer be used.
* Instead please see the Pointer button properties such as `Pointer.leftButton`, `Pointer.rightButton` and so on.
* @property {number} button
*/
this.button = -1;
/**
* The browser MSPointer DOM event. Will be null if no event has ever been received.
* Access this property only inside a Pointer event handler and do not keep references to it.
* @property {MSPointerEvent|null} event
* @default
*/
this.event = null;
/**
* MSPointer input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.enabled = true;
/**
* @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerDown = null;
/**
* @property {function} _onMSPointerMove - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerMove = null;
/**
* @property {function} _onMSPointerUp - Internal function to handle MSPointer events.
* @private
*/
this._onMSPointerUp = null;
};
Phaser.MSPointer.prototype = {
/**
* Starts the event listeners running.
* @method Phaser.MSPointer#start
*/
start: function () {
if (this._onMSPointerDown !== null)
{
// Avoid setting multiple listeners
return;
}
var _this = this;
if (this.game.device.mspointer)
{
this._onMSPointerDown = function (event) {
return _this.onPointerDown(event);
};
this._onMSPointerMove = function (event) {
return _this.onPointerMove(event);
};
this._onMSPointerUp = function (event) {
return _this.onPointerUp(event);
};
this.game.canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false);
this.game.canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false);
this.game.canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false);
// IE11+ uses non-prefix events
this.game.canvas.addEventListener('pointerDown', this._onMSPointerDown, false);
this.game.canvas.addEventListener('pointerMove', this._onMSPointerMove, false);
this.game.canvas.addEventListener('pointerUp', this._onMSPointerUp, false);
this.game.canvas.style['-ms-content-zooming'] = 'none';
this.game.canvas.style['-ms-touch-action'] = 'none';
}
},
/**
* The function that handles the PointerDown event.
*
* @method Phaser.MSPointer#onPointerDown
* @param {PointerEvent} event - The native DOM event.
*/
onPointerDown: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.pointerDownCallback)
{
this.pointerDownCallback.call(this.callbackContext, event);
}
if (!this.game.input.enabled || !this.enabled)
{
return;
}
event.identifier = event.pointerId;
this.game.input.startPointer(event);
},
/**
* The function that handles the PointerMove event.
* @method Phaser.MSPointer#onPointerMove
* @param {PointerEvent} event - The native DOM event.
*/
onPointerMove: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.pointerMoveCallback)
{
this.pointerMoveCallback.call(this.callbackContext, event);
}
if (!this.game.input.enabled || !this.enabled)
{
return;
}
event.identifier = event.pointerId;
this.game.input.updatePointer(event);
},
/**
* The function that handles the PointerUp event.
* @method Phaser.MSPointer#onPointerUp
* @param {PointerEvent} event - The native DOM event.
*/
onPointerUp: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.pointerUpCallback)
{
this.pointerUpCallback.call(this.callbackContext, event);
}
if (!this.game.input.enabled || !this.enabled)
{
return;
}
event.identifier = event.pointerId;
this.game.input.stopPointer(event);
},
/**
* Stop the event listeners.
* @method Phaser.MSPointer#stop
*/
stop: function () {
this.game.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown);
this.game.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
this.game.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
this.game.canvas.removeEventListener('pointerDown', this._onMSPointerDown);
this.game.canvas.removeEventListener('pointerMove', this._onMSPointerMove);
this.game.canvas.removeEventListener('pointerUp', this._onMSPointerUp);
}
};
Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;