phaser/wip/TS Source/input/InputManager.js
2013-09-13 16:24:01 +01:00

604 lines
24 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - InputManager
*
* A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
*/
var Phaser;
(function (Phaser) {
var InputManager = (function () {
function InputManager(game) {
/**
* How often should the input pointers be checked for updates?
* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
* @type {number}
*/
this.pollRate = 0;
this._pollCounter = 0;
/**
* A vector object representing the previous position of the Pointer.
* @property vector
* @type {Vec2}
**/
this._oldPosition = null;
/**
* X coordinate of the most recent Pointer event
* @type {Number}
* @private
*/
this._x = 0;
/**
* X coordinate of the most recent Pointer event
* @type {Number}
* @private
*/
this._y = 0;
/**
* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
* @type {bool}
*/
this.disabled = false;
/**
* Controls the expected behaviour when using a mouse and touch together on a multi-input device
*/
this.multiInputOverride = InputManager.MOUSE_TOUCH_COMBINE;
/**
* Phaser.Gestures handler
* @type {Gestures}
*/
//public gestures: Gestures;
/**
* A vector object representing the current position of the Pointer.
* @property vector
* @type {Vec2}
**/
this.position = null;
/**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
* otherwise see the Pointer objects directly.
* @property vector
* @type {Vec2}
**/
this.speed = null;
/**
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
* @property circle
* @type {Circle}
**/
this.circle = null;
/**
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1.
* @type {Vec2}
*/
this.scale = null;
/**
* The maximum number of Pointers allowed to be active at any one time.
* For lots of games it's useful to set this to 1
* @type {Number}
*/
this.maxPointers = 10;
/**
* The current number of active Pointers.
* @type {Number}
*/
this.currentPointers = 0;
/**
* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click
* @property tapRate
* @type {Number}
**/
this.tapRate = 200;
/**
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
* @property doubleTapRate
* @type {Number}
**/
this.doubleTapRate = 300;
/**
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
* @property holdRate
* @type {Number}
**/
this.holdRate = 2000;
/**
* The number of milliseconds below which the Pointer is considered justPressed
* @property justPressedRate
* @type {Number}
**/
this.justPressedRate = 200;
/**
* The number of milliseconds below which the Pointer is considered justReleased
* @property justReleasedRate
* @type {Number}
**/
this.justReleasedRate = 200;
/**
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
* @property recordPointerHistory
* @type {bool}
**/
this.recordPointerHistory = false;
/**
* The rate in milliseconds at which the Pointer objects should update their tracking history
* @property recordRate
* @type {Number}
*/
this.recordRate = 100;
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
* @property recordLimit
* @type {Number}
*/
this.recordLimit = 100;
/**
* A Pointer object
* @property pointer3
* @type {Pointer}
**/
this.pointer3 = null;
/**
* A Pointer object
* @property pointer4
* @type {Pointer}
**/
this.pointer4 = null;
/**
* A Pointer object
* @property pointer5
* @type {Pointer}
**/
this.pointer5 = null;
/**
* A Pointer object
* @property pointer6
* @type {Pointer}
**/
this.pointer6 = null;
/**
* A Pointer object
* @property pointer7
* @type {Pointer}
**/
this.pointer7 = null;
/**
* A Pointer object
* @property pointer8
* @type {Pointer}
**/
this.pointer8 = null;
/**
* A Pointer object
* @property pointer9
* @type {Pointer}
**/
this.pointer9 = null;
/**
* A Pointer object
* @property pointer10
* @type {Pointer}
**/
this.pointer10 = null;
/**
* The most recently active Pointer object.
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
* @property activePointer
* @type {Pointer}
**/
this.activePointer = null;
this.inputObjects = [];
this.totalTrackedObjects = 0;
this.game = game;
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
//this.gestures = new Gestures(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.scale = new Phaser.Vec2(1, 1);
this.speed = new Phaser.Vec2();
this.position = new Phaser.Vec2();
this._oldPosition = new Phaser.Vec2();
this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer;
this.currentPointers = 0;
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
this.hitContext = this.hitCanvas.getContext('2d');
}
InputManager.MOUSE_OVERRIDES_TOUCH = 0;
InputManager.TOUCH_OVERRIDES_MOUSE = 1;
InputManager.MOUSE_TOUCH_COMBINE = 2;
Object.defineProperty(InputManager.prototype, "camera", {
get: /**
* The camera being used for mouse and touch based pointers to calculate their world coordinates.
* This is only ever the camera set by the most recently active Pointer.
* If you need to know exactly which camera a specific Pointer is over then see Pointer.camera instead.
* @property camera
* @type {Camera}
**/
function () {
return this.activePointer.camera;
},
enumerable: true,
configurable: true
});
Object.defineProperty(InputManager.prototype, "x", {
get: /**
* The X coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
* @property x
* @type {Number}
**/
function () {
return this._x;
},
set: function (value) {
this._x = Math.floor(value);
},
enumerable: true,
configurable: true
});
Object.defineProperty(InputManager.prototype, "y", {
get: /**
* The Y coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
* @property y
* @type {Number}
**/
function () {
return this._y;
},
set: function (value) {
this._y = Math.floor(value);
},
enumerable: true,
configurable: true
});
InputManager.prototype.addPointer = /**
* Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more
* use this to create a new one, up to a maximum of 10.
* @method addPointer
* @return {Pointer} A reference to the new Pointer object
**/
function () {
var next = 0;
for(var i = 10; i > 0; i--) {
if(this['pointer' + i] === null) {
next = i;
}
}
if(next == 0) {
throw new Error("You can only have 10 Pointer objects");
return null;
} else {
this['pointer' + next] = new Phaser.Pointer(this.game, next);
return this['pointer' + next];
}
};
InputManager.prototype.boot = /**
* Starts the Input Manager running
* @method start
**/
function () {
this.mouse.start();
this.keyboard.start();
this.touch.start();
this.mspointer.start();
//this.gestures.start();
this.mousePointer.active = true;
};
InputManager.prototype.addGameObject = /**
* Adds a new game object to be tracked by the Input Manager. Called by the Sprite.Input component, should not usually be called directly.
* @method addGameObject
**/
function (object) {
// Find a spare slot
for(var i = 0; i < this.inputObjects.length; i++) {
if(this.inputObjects[i] == null) {
this.inputObjects[i] = object;
object.input.indexID = i;
this.totalTrackedObjects++;
return;
}
}
// If we got this far we need to push a new entry into the array
object.input.indexID = this.inputObjects.length;
this.inputObjects.push(object);
this.totalTrackedObjects++;
};
InputManager.prototype.removeGameObject = /**
* Removes a game object from the Input Manager. Called by the Sprite.Input component, should not usually be called directly.
* @method removeGameObject
**/
function (index) {
if(this.inputObjects[index]) {
this.inputObjects[index] = null;
}
};
Object.defineProperty(InputManager.prototype, "pollLocked", {
get: function () {
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
},
enumerable: true,
configurable: true
});
InputManager.prototype.update = /**
* Updates the Input Manager. Called by the core Game loop.
* @method update
**/
function () {
if(this.pollRate > 0 && this._pollCounter < this.pollRate) {
this._pollCounter++;
return;
}
this.speed.x = this.position.x - this._oldPosition.x;
this.speed.y = this.position.y - this._oldPosition.y;
this._oldPosition.copyFrom(this.position);
this.mousePointer.update();
this.pointer1.update();
this.pointer2.update();
if(this.pointer3) {
this.pointer3.update();
}
if(this.pointer4) {
this.pointer4.update();
}
if(this.pointer5) {
this.pointer5.update();
}
if(this.pointer6) {
this.pointer6.update();
}
if(this.pointer7) {
this.pointer7.update();
}
if(this.pointer8) {
this.pointer8.update();
}
if(this.pointer9) {
this.pointer9.update();
}
if(this.pointer10) {
this.pointer10.update();
}
this._pollCounter = 0;
};
InputManager.prototype.reset = /**
* Reset all of the Pointers and Input states
* @method reset
* @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
**/
function (hard) {
if (typeof hard === "undefined") { hard = false; }
this.keyboard.reset();
this.mousePointer.reset();
for(var i = 1; i <= 10; i++) {
if(this['pointer' + i]) {
this['pointer' + i].reset();
}
}
this.currentPointers = 0;
this.game.stage.canvas.style.cursor = "default";
if(hard == true) {
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
for(var i = 0; i < this.totalTrackedObjects; i++) {
if(this.inputObjects[i] && this.inputObjects[i].input) {
this.inputObjects[i].input.reset();
}
}
this.inputObjects.length = 0;
this.totalTrackedObjects = 0;
}
this._pollCounter = 0;
};
InputManager.prototype.resetSpeed = function (x, y) {
this._oldPosition.setTo(x, y);
this.speed.setTo(0, 0);
};
Object.defineProperty(InputManager.prototype, "totalInactivePointers", {
get: /**
* Get the total number of inactive Pointers
* @method totalInactivePointers
* @return {Number} The number of Pointers currently inactive
**/
function () {
return 10 - this.currentPointers;
},
enumerable: true,
configurable: true
});
Object.defineProperty(InputManager.prototype, "totalActivePointers", {
get: /**
* Recalculates the total number of active Pointers
* @method totalActivePointers
* @return {Number} The number of Pointers currently active
**/
function () {
this.currentPointers = 0;
for(var i = 1; i <= 10; i++) {
if(this['pointer' + i] && this['pointer' + i].active) {
this.currentPointers++;
}
}
return this.currentPointers;
},
enumerable: true,
configurable: true
});
InputManager.prototype.startPointer = /**
* Find the first free Pointer object and start it, passing in the event data.
* @method startPointer
* @param {Any} event The event data from the Touch event
* @return {Pointer} The Pointer object that was started or null if no Pointer object is available
**/
function (event) {
if(this.maxPointers < 10 && this.totalActivePointers == this.maxPointers) {
return null;
}
// Unrolled for speed
if(this.pointer1.active == false) {
return this.pointer1.start(event);
} else if(this.pointer2.active == false) {
return this.pointer2.start(event);
} else {
for(var i = 3; i <= 10; i++) {
if(this['pointer' + i] && this['pointer' + i].active == false) {
return this['pointer' + i].start(event);
}
}
}
return null;
};
InputManager.prototype.updatePointer = /**
* Updates the matching Pointer object, passing in the event data.
* @method updatePointer
* @param {Any} event The event data from the Touch event
* @return {Pointer} The Pointer object that was updated or null if no Pointer object is available
**/
function (event) {
// Unrolled for speed
if(this.pointer1.active && this.pointer1.identifier == event.identifier) {
return this.pointer1.move(event);
} else if(this.pointer2.active && this.pointer2.identifier == event.identifier) {
return this.pointer2.move(event);
} else {
for(var i = 3; i <= 10; i++) {
if(this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) {
return this['pointer' + i].move(event);
}
}
}
return null;
};
InputManager.prototype.stopPointer = /**
* Stops the matching Pointer object, passing in the event data.
* @method stopPointer
* @param {Any} event The event data from the Touch event
* @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available
**/
function (event) {
// Unrolled for speed
if(this.pointer1.active && this.pointer1.identifier == event.identifier) {
return this.pointer1.stop(event);
} else if(this.pointer2.active && this.pointer2.identifier == event.identifier) {
return this.pointer2.stop(event);
} else {
for(var i = 3; i <= 10; i++) {
if(this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) {
return this['pointer' + i].stop(event);
}
}
}
return null;
};
InputManager.prototype.getPointer = /**
* Get the next Pointer object whos active property matches the given state
* @method getPointer
* @param {bool} state The state the Pointer should be in (false for inactive, true for active)
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
**/
function (state) {
if (typeof state === "undefined") { state = false; }
// Unrolled for speed
if(this.pointer1.active == state) {
return this.pointer1;
} else if(this.pointer2.active == state) {
return this.pointer2;
} else {
for(var i = 3; i <= 10; i++) {
if(this['pointer' + i] && this['pointer' + i].active == state) {
return this['pointer' + i];
}
}
}
return null;
};
InputManager.prototype.getPointerFromIdentifier = /**
* Get the Pointer object whos identified property matches the given identifier value
* @method getPointerFromIdentifier
* @param {Number} identifier The Pointer.identifier value to search for
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
**/
function (identifier) {
// Unrolled for speed
if(this.pointer1.identifier == identifier) {
return this.pointer1;
} else if(this.pointer2.identifier == identifier) {
return this.pointer2;
} else {
for(var i = 3; i <= 10; i++) {
if(this['pointer' + i] && this['pointer' + i].identifier == identifier) {
return this['pointer' + i];
}
}
}
return null;
};
Object.defineProperty(InputManager.prototype, "worldX", {
get: function () {
if(this.camera) {
return (this.camera.worldView.x - this.camera.screenView.x) + this.x;
}
return null;
},
enumerable: true,
configurable: true
});
Object.defineProperty(InputManager.prototype, "worldY", {
get: function () {
if(this.camera) {
return (this.camera.worldView.y - this.camera.screenView.y) + this.y;
}
return null;
},
enumerable: true,
configurable: true
});
InputManager.prototype.getDistance = /**
* Get the distance between two Pointer objects
* @method getDistance
* @param {Pointer} pointer1
* @param {Pointer} pointer2
**/
function (pointer1, pointer2) {
return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position);
};
InputManager.prototype.getAngle = /**
* Get the angle between two Pointer objects
* @method getAngle
* @param {Pointer} pointer1
* @param {Pointer} pointer2
**/
function (pointer1, pointer2) {
return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
};
InputManager.prototype.pixelPerfectCheck = function (sprite, pointer, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
this.hitContext.clearRect(0, 0, 1, 1);
return true;
};
return InputManager;
})();
Phaser.InputManager = InputManager;
})(Phaser || (Phaser = {}));