phaser/Phaser/input/Touch.ts

260 lines
No EOL
8 KiB
TypeScript

/// <reference path="../Game.ts" />
/// <reference path="Pointer.ts" />
/**
* Phaser - Touch
*
* The Touch class handles touch interactions with the game and the resulting Pointer objects.
* http://www.w3.org/TR/touch-events/
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
* http://www.html5rocks.com/en/mobile/touchandmouse/
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
*/
module Phaser {
export class Touch {
/**
* Constructor
* @param {Game} game.
* @return {Touch} This object.
*/
constructor(game: Game) {
this._game = game;
this.callbackContext = this._game;
}
/**
* Local private reference to game.
* @property _game
* @type {Phaser.Game}
* @private
**/
private _game: Game;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @type {Boolean}
*/
public disabled: bool = false;
/**
* Custom callback useful for hooking into a 3rd party library. Will be passed the touch event as the only parameter.
* Callbacks are fired even if this component is disabled and before the event propogation is disabled.
*/
public callbackContext;
public touchStartCallback = null;
public touchMoveCallback = null;
public touchEndCallback = null;
public touchEnterCallback = null;
public touchLeaveCallback = null;
public touchCancelCallback = null;
/**
* Starts the event listeners running
* @method start
*/
public start() {
if (this._game.device.touch)
{
this._game.stage.canvas.addEventListener('touchstart', (event) => this.onTouchStart(event), false);
this._game.stage.canvas.addEventListener('touchmove', (event) => this.onTouchMove(event), false);
this._game.stage.canvas.addEventListener('touchend', (event) => this.onTouchEnd(event), false);
this._game.stage.canvas.addEventListener('touchenter', (event) => this.onTouchEnter(event), false);
this._game.stage.canvas.addEventListener('touchleave', (event) => this.onTouchLeave(event), false);
this._game.stage.canvas.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false);
document.addEventListener('touchmove', (event) => this.consumeTouchMove(event), false);
}
}
/**
* Prevent iOS bounce-back (doesn't work?)
* @method consumeTouchMove
* @param {Any} event
**/
private consumeTouchMove(event) {
event.preventDefault();
}
/**
*
* @method onTouchStart
* @param {Any} event
**/
private onTouchStart(event) {
if (this.touchStartCallback)
{
this.touchStartCallback.call(this.callbackContext, event);
}
if (this._game.input.disabled || this.disabled)
{
return;
}
event.preventDefault();
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
this._game.input.startPointer(event.changedTouches[i]);
}
}
/**
* Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
* Occurs for example on iOS when you put down 4 fingers and the app selector UI appears
* @method onTouchCancel
* @param {Any} event
**/
private onTouchCancel(event) {
if (this.touchCancelCallback)
{
this.touchCancelCallback.call(this.callbackContext, event);
}
if (this._game.input.disabled || this.disabled)
{
return;
}
event.preventDefault();
// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
// http://www.w3.org/TR/touch-events/#dfn-touchcancel
for (var i = 0; i < event.changedTouches.length; i++)
{
this._game.input.stopPointer(event.changedTouches[i]);
}
}
/**
* For touch enter and leave its a list of the touch points that have entered or left the target
* Doesn't appear to be supported by most browsers yet
* @method onTouchEnter
* @param {Any} event
**/
private onTouchEnter(event) {
if (this.touchEnterCallback)
{
this.touchEnterCallback.call(this.callbackContext, event);
}
if (this._game.input.disabled || this.disabled)
{
return;
}
event.preventDefault();
for (var i = 0; i < event.changedTouches.length; i++)
{
//console.log('touch enter');
}
}
/**
* For touch enter and leave its a list of the touch points that have entered or left the target
* Doesn't appear to be supported by most browsers yet
* @method onTouchLeave
* @param {Any} event
**/
private onTouchLeave(event) {
if (this.touchLeaveCallback)
{
this.touchLeaveCallback.call(this.callbackContext, event);
}
event.preventDefault();
for (var i = 0; i < event.changedTouches.length; i++)
{
//console.log('touch leave');
}
}
/**
*
* @method onTouchMove
* @param {Any} event
**/
private onTouchMove(event) {
if (this.touchMoveCallback)
{
this.touchMoveCallback.call(this.callbackContext, event);
}
event.preventDefault();
for (var i = 0; i < event.changedTouches.length; i++)
{
this._game.input.updatePointer(event.changedTouches[i]);
}
}
/**
*
* @method onTouchEnd
* @param {Any} event
**/
private onTouchEnd(event) {
if (this.touchEndCallback)
{
this.touchEndCallback.call(this.callbackContext, event);
}
event.preventDefault();
// For touch end its a list of the touch points that have been removed from the surface
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
this._game.input.stopPointer(event.changedTouches[i]);
}
}
/**
* Stop the event listeners
* @method stop
*/
public stop() {
if (this._game.device.touch)
{
//this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false);
//this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false);
//this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false);
//this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false);
//this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false);
//this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false);
}
}
}
}