phaser/wip/input/Mouse.js
2018-01-09 22:12:16 +00:00

719 lines
19 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
*
* It captures and processes mouse events that happen on the game canvas object.
* It also adds a single `mouseup` listener to `window` which is used to capture the mouse being released
* when not over the game.
*
* 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.Mouse
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Phaser.Input} input - A reference to the Phaser Input Manager.
* @protected
*/
this.input = game.input;
/**
* @property {object} callbackContext - The context under which callbacks are called.
*/
this.callbackContext = this.game;
/**
* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
*/
this.mouseDownCallback = null;
/**
* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
*/
this.mouseUpCallback = null;
/**
* @property {function} mouseOutCallback - A callback that can be fired when the mouse is no longer over the game canvas.
*/
this.mouseOutCallback = null;
/**
* @property {function} mouseOverCallback - A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).
*/
this.mouseOverCallback = null;
/**
* @property {function} mouseWheelCallback - A callback that can be fired when the mousewheel is used.
*/
this.mouseWheelCallback = null;
/**
* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
*/
this.capture = false;
/**
* 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.
* Or Pointer.button holds the DOM event button value if you require that.
* @property {number} button
* @default
*/
this.button = -1;
/**
* The direction of the _last_ mousewheel usage 1 for up -1 for down.
* @property {number} wheelDelta
*/
this.wheelDelta = 0;
/**
* Mouse input will only be processed if enabled.
* @property {boolean} enabled
* @default
*/
this.enabled = true;
/**
* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
* @default
*/
this.locked = false;
/**
* @property {boolean} stopOnGameOut - If true Pointer.stop will be called if the mouse leaves the game canvas.
* @default
*/
this.stopOnGameOut = false;
/**
* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
* @default
*/
this.pointerLock = new Phaser.Signal();
/**
* The browser mouse DOM event. Will be null if no mouse event has ever been received.
* Access this property only inside a Mouse event handler and do not keep references to it.
* @property {MouseEvent|null} event
* @default
*/
this.event = null;
/**
* @property {function} _onMouseDown - Internal event handler reference.
* @private
*/
this._onMouseDown = null;
/**
* @property {function} _onMouseMove - Internal event handler reference.
* @private
*/
this._onMouseMove = null;
/**
* @property {function} _onMouseUp - Internal event handler reference.
* @private
*/
this._onMouseUp = null;
/**
* @property {function} _onMouseOut - Internal event handler reference.
* @private
*/
this._onMouseOut = null;
/**
* @property {function} _onMouseOver - Internal event handler reference.
* @private
*/
this._onMouseOver = null;
/**
* @property {function} _onMouseWheel - Internal event handler reference.
* @private
*/
this._onMouseWheel = null;
/**
* Wheel proxy event object, if required. Shared for all wheel events for this mouse.
* @property {Phaser.Mouse~WheelEventProxy} _wheelEvent
* @private
*/
this._wheelEvent = null;
};
/**
* @constant
* @type {number}
*/
Phaser.Mouse.NO_BUTTON = -1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.LEFT_BUTTON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.MIDDLE_BUTTON = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.RIGHT_BUTTON = 2;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.BACK_BUTTON = 3;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.FORWARD_BUTTON = 4;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_UP = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.WHEEL_DOWN = -1;
Phaser.Mouse.prototype = {
/**
* Starts the event listeners running.
* @method Phaser.Mouse#start
*/
start: function () {
if (this.game.device.android && this.game.device.chrome === false)
{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
}
if (this._onMouseDown !== null)
{
// Avoid setting multiple listeners
return;
}
var _this = this;
this._onMouseDown = function (event) {
return _this.onMouseDown(event);
};
this._onMouseMove = function (event) {
return _this.onMouseMove(event);
};
this._onMouseUp = function (event) {
return _this.onMouseUp(event);
};
this._onMouseUpGlobal = function (event) {
return _this.onMouseUpGlobal(event);
};
this._onMouseOutGlobal = function (event) {
return _this.onMouseOutGlobal(event);
};
this._onMouseOut = function (event) {
return _this.onMouseOut(event);
};
this._onMouseOver = function (event) {
return _this.onMouseOver(event);
};
this._onMouseWheel = function (event) {
return _this.onMouseWheel(event);
};
var canvas = this.game.canvas;
canvas.addEventListener('mousedown', this._onMouseDown, true);
canvas.addEventListener('mousemove', this._onMouseMove, true);
canvas.addEventListener('mouseup', this._onMouseUp, true);
if (!this.game.device.cocoonJS)
{
window.addEventListener('mouseup', this._onMouseUpGlobal, true);
window.addEventListener('mouseout', this._onMouseOutGlobal, true);
canvas.addEventListener('mouseover', this._onMouseOver, true);
canvas.addEventListener('mouseout', this._onMouseOut, true);
}
var wheelEvent = this.game.device.wheelEvent;
if (wheelEvent)
{
canvas.addEventListener(wheelEvent, this._onMouseWheel, true);
if (wheelEvent === 'mousewheel')
{
this._wheelEvent = new WheelEventProxy(-1/40, 1);
}
else if (wheelEvent === 'DOMMouseScroll')
{
this._wheelEvent = new WheelEventProxy(1, 1);
}
}
},
/**
* The internal method that handles the mouse down event from the browser.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseDown: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseDownCallback)
{
this.mouseDownCallback.call(this.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
event['identifier'] = 0;
this.input.mousePointer.start(event);
},
/**
* The internal method that handles the mouse move event from the browser.
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseMove: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseMoveCallback)
{
this.mouseMoveCallback.call(this.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
event['identifier'] = 0;
this.input.mousePointer.move(event);
},
/**
* The internal method that handles the mouse up event from the browser.
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUp: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
if (this.mouseUpCallback)
{
this.mouseUpCallback.call(this.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
event['identifier'] = 0;
this.input.mousePointer.stop(event);
},
/**
* The internal method that handles the mouse up event from the window.
*
* @method Phaser.Mouse#onMouseUpGlobal
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseUpGlobal: function (event) {
if (!this.input.mousePointer.withinGame)
{
if (this.mouseUpCallback)
{
this.mouseUpCallback.call(this.callbackContext, event);
}
event['identifier'] = 0;
this.input.mousePointer.stop(event);
}
},
/**
* The internal method that handles the mouse out event from the window.
*
* @method Phaser.Mouse#onMouseOutGlobal
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOutGlobal: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.input.mousePointer.withinGame = false;
if (!this.input.enabled || !this.enabled)
{
return;
}
// If we get a mouseout event from the window then basically
// something serious has gone down, usually along the lines of
// the browser opening a context-menu or similar.
// On OS X Chrome especially this is bad news, as it blocks
// us then getting a mouseup event, so we need to force that through.
//
// No matter what, we must cancel the left and right buttons
this.input.mousePointer.stop(event);
this.input.mousePointer.leftButton.stop(event);
this.input.mousePointer.rightButton.stop(event);
},
/**
* The internal method that handles the mouse out event from the browser.
*
* @method Phaser.Mouse#onMouseOut
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOut: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.input.mousePointer.withinGame = false;
if (this.mouseOutCallback)
{
this.mouseOutCallback.call(this.callbackContext, event);
}
if (!this.input.enabled || !this.enabled)
{
return;
}
if (this.stopOnGameOut)
{
event['identifier'] = 0;
this.input.mousePointer.stop(event);
}
},
/**
* The internal method that handles the mouse over event from the browser.
*
* @method Phaser.Mouse#onMouseOver
* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
*/
onMouseOver: function (event) {
this.event = event;
if (this.capture)
{
event.preventDefault();
}
this.input.mousePointer.withinGame = true;
if (this.mouseOverCallback)
{
this.mouseOverCallback.call(this.callbackContext, event);
}
},
/**
* The internal method that handles the mouse wheel event from the browser.
*
* @method Phaser.Mouse#onMouseWheel
* @param {MouseEvent} event - The native event from the browser.
*/
onMouseWheel: function (event) {
if (this._wheelEvent) {
event = this._wheelEvent.bindEvent(event);
}
this.event = event;
if (this.capture)
{
event.preventDefault();
}
// reverse detail for firefox
this.wheelDelta = Phaser.Math.clamp(-event.deltaY, -1, 1);
if (this.mouseWheelCallback)
{
this.mouseWheelCallback.call(this.callbackContext, event);
}
},
/**
* If the browser supports it you can request that the pointer be locked to the browser window.
* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
* @method Phaser.Mouse#requestPointerLock
*/
requestPointerLock: function () {
if (this.game.device.pointerLock)
{
var element = this.game.canvas;
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
element.requestPointerLock();
var _this = this;
this._pointerLockChange = function (event) {
return _this.pointerLockChange(event);
};
document.addEventListener('pointerlockchange', this._pointerLockChange, true);
document.addEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.addEventListener('webkitpointerlockchange', this._pointerLockChange, true);
}
},
/**
* Internal pointerLockChange handler.
*
* @method Phaser.Mouse#pointerLockChange
* @param {Event} event - The native event from the browser. This gets stored in Mouse.event.
*/
pointerLockChange: function (event) {
var element = this.game.canvas;
if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
{
// Pointer was successfully locked
this.locked = true;
this.pointerLock.dispatch(true, event);
}
else
{
// Pointer was unlocked
this.locked = false;
this.pointerLock.dispatch(false, event);
}
},
/**
* Internal release pointer lock handler.
* @method Phaser.Mouse#releasePointerLock
*/
releasePointerLock: function () {
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
document.exitPointerLock();
document.removeEventListener('pointerlockchange', this._pointerLockChange, true);
document.removeEventListener('mozpointerlockchange', this._pointerLockChange, true);
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange, true);
},
/**
* Stop the event listeners.
* @method Phaser.Mouse#stop
*/
stop: function () {
var canvas = this.game.canvas;
canvas.removeEventListener('mousedown', this._onMouseDown, true);
canvas.removeEventListener('mousemove', this._onMouseMove, true);
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 }
});