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

732 lines
No EOL
25 KiB
TypeScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Components - InputHandler
*
* Input detection component
*/
module Phaser.Components {
export class InputHandler {
/**
* Sprite Input component constructor
* @param parent The Sprite using this Input component
*/
constructor(parent: Phaser.Sprite) {
this.game = parent.game;
this._parent = parent;
this.enabled = false;
}
/**
* Reference to Phaser.Game
*/
public game: Phaser.Game;
/**
* Local private reference to its parent game object.
*/
private _parent: Phaser.Sprite;
private _pointerData;
/**
* If enabled the Input component will be updated by the parent Sprite
* @type {bool}
*/
public enabled: bool;
/**
* The PriorityID controls which Sprite receives an Input event first if they should overlap.
*/
public priorityID: number = 0;
/**
* The index of this Input component entry in the Game.Input manager.
*/
public indexID: number = 0;
private _dragPoint: Point;
private _draggedPointerID: number;
public dragOffset: Point;
public isDragged: bool = false;
public dragFromCenter: bool;
public dragPixelPerfect: bool = false;
public dragPixelPerfectAlpha: number;
public allowHorizontalDrag: bool = true;
public allowVerticalDrag: bool = true;
public bringToTop: bool = false;
public snapOnDrag: bool = false;
public snapOnRelease: bool = false;
public snapOffset: Point;
public snapX: number = 0;
public snapY: number = 0;
/**
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
* @default false
*/
public draggable: bool = false;
/**
* A region of the game world within which the sprite is restricted during drag
* @default null
*/
public boundsRect: Rectangle = null;
/**
* An Sprite the bounds of which this sprite is restricted during drag
* @default null
*/
public boundsSprite: Phaser.Sprite = null;
/**
* The Input component can monitor either the physics body of the Sprite or the frameBounds
* If checkBody is set to true it will monitor the bounds of the physics body.
* @type {bool}
*/
public checkBody: bool;
/**
* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
* @type {bool}
*/
public useHandCursor: bool;
/**
* If this object is set to consume the pointer event then it will stop all propogation from this object on.
* For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
* @type {bool}
*/
public consumePointerEvent: bool = false;
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set when the pointer is over this Sprite.
* @type {number}
*/
public pointerX(pointer: number = 0): number {
return this._pointerData[pointer].x;
}
/**
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
* This value is only set when the pointer is over this Sprite.
* @type {number}
*/
public pointerY(pointer: number = 0): number {
return this._pointerData[pointer].y;
}
/**
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
* @property isDown
* @type {bool}
**/
public pointerDown(pointer: number = 0): bool {
return this._pointerData[pointer].isDown;
}
/**
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
* @property isUp
* @type {bool}
**/
public pointerUp(pointer: number = 0): bool {
return this._pointerData[pointer].isUp;
}
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @property timeDown
* @type {Number}
**/
public pointerTimeDown(pointer: number = 0): bool {
return this._pointerData[pointer].timeDown;
}
/**
* A timestamp representing when the Pointer left the touchscreen.
* @property timeUp
* @type {Number}
**/
public pointerTimeUp(pointer: number = 0): bool {
return this._pointerData[pointer].timeUp;
}
/**
* Is the Pointer over this Sprite
* @property isOver
* @type {bool}
**/
public pointerOver(pointer: number = 0): bool {
return this._pointerData[pointer].isOver;
}
/**
* Is the Pointer outside of this Sprite
* @property isOut
* @type {bool}
**/
public pointerOut(pointer: number = 0): bool {
return this._pointerData[pointer].isOut;
}
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @property timeDown
* @type {Number}
**/
public pointerTimeOver(pointer: number = 0): bool {
return this._pointerData[pointer].timeOver;
}
/**
* A timestamp representing when the Pointer left the touchscreen.
* @property timeUp
* @type {Number}
**/
public pointerTimeOut(pointer: number = 0): bool {
return this._pointerData[pointer].timeOut;
}
/**
* Is this sprite being dragged by the mouse or not?
* @default false
*/
public pointerDragged(pointer: number = 0): bool {
return this._pointerData[pointer].isDragged;
}
public start(priority: number = 0, checkBody: bool = false, useHandCursor: bool = false): Phaser.Sprite {
// Turning on
if (this.enabled == false)
{
// Register, etc
this.checkBody = checkBody;
this.useHandCursor = useHandCursor;
this.priorityID = priority;
this._pointerData = [];
for (var i = 0; i < 10; i++)
{
this._pointerData.push({ id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false });
}
this.snapOffset = new Point;
this.enabled = true;
this.game.input.addGameObject(this._parent);
// Create the signals the Input component will emit
if (this._parent.events.onInputOver == null)
{
this._parent.events.onInputOver = new Phaser.Signal;
this._parent.events.onInputOut = new Phaser.Signal;
this._parent.events.onInputDown = new Phaser.Signal;
this._parent.events.onInputUp = new Phaser.Signal;
this._parent.events.onDragStart = new Phaser.Signal;
this._parent.events.onDragStop = new Phaser.Signal;
}
}
return this._parent;
}
public reset() {
this.enabled = false;
for (var i = 0; i < 10; i++)
{
this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false };
}
}
public stop() {
// Turning off
if (this.enabled == false)
{
return;
}
else
{
// De-register, etc
this.enabled = false;
this.game.input.removeGameObject(this.indexID);
}
}
/**
* Clean up memory.
*/
public destroy() {
if (this.enabled)
{
this.enabled = false;
this.game.input.removeGameObject(this.indexID);
}
}
/**
* Checks if the given pointer is over this Sprite. All checks are done in world coordinates.
*/
public checkPointerOver(pointer: Phaser.Pointer): bool {
if (this.enabled == false || this._parent.visible == false)
{
return false;
}
else
{
//return SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY);
//return SpriteUtils.overlapsXY(this._parent, pointer.screenX, pointer.screenY);
return SpriteUtils.overlapsPointer(this._parent, pointer);
}
}
/**
* Update
*/
public update(pointer: Phaser.Pointer): bool {
if (this.enabled == false || this._parent.visible == false)
{
this._pointerOutHandler(pointer);
return false;
}
if (this.draggable && this._draggedPointerID == pointer.id)
{
return this.updateDrag(pointer);
}
else if (this._pointerData[pointer.id].isOver == true)
{
//if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
if (SpriteUtils.overlapsPointer(this._parent, pointer))
{
this._pointerData[pointer.id].x = pointer.x - this._parent.x;
this._pointerData[pointer.id].y = pointer.y - this._parent.y;
return true;
}
else
{
this._pointerOutHandler(pointer);
return false;
}
}
}
public _pointerOverHandler(pointer: Pointer) {
if (this._pointerData[pointer.id].isOver == false)
{
this._pointerData[pointer.id].isOver = true;
this._pointerData[pointer.id].isOut = false;
this._pointerData[pointer.id].timeOver = this.game.time.now;
this._pointerData[pointer.id].x = pointer.x - this._parent.x;
this._pointerData[pointer.id].y = pointer.y - this._parent.y;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
{
this.game.stage.canvas.style.cursor = "pointer";
}
this._parent.events.onInputOver.dispatch(this._parent, pointer);
}
}
public _pointerOutHandler(pointer: Pointer) {
this._pointerData[pointer.id].isOver = false;
this._pointerData[pointer.id].isOut = true;
this._pointerData[pointer.id].timeOut = this.game.time.now;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
{
this.game.stage.canvas.style.cursor = "default";
}
this._parent.events.onInputOut.dispatch(this._parent, pointer);
}
public _touchedHandler(pointer: Pointer): bool {
if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
{
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
//console.log('touchedHandler: ' + Date.now());
this._parent.events.onInputDown.dispatch(this._parent, pointer);
// Start drag
//if (this.draggable && this.isDragged == false && pointer.targetObject == null)
if (this.draggable && this.isDragged == false)
{
this.startDrag(pointer);
}
if (this.bringToTop)
{
this._parent.bringToTop();
//this._parent.game.world.group.bringToTop(this._parent);
}
}
// Consume the event?
return this.consumePointerEvent;
}
public _releasedHandler(pointer: Pointer) {
// If was previously touched by this Pointer, check if still is AND still over this item
if (this._pointerData[pointer.id].isDown && pointer.isUp)
{
this._pointerData[pointer.id].isDown = false;
this._pointerData[pointer.id].isUp = true;
this._pointerData[pointer.id].timeUp = this.game.time.now;
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
// Only release the InputUp signal if the pointer is still over this sprite
//if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
if (SpriteUtils.overlapsPointer(this._parent, pointer))
{
//console.log('releasedHandler: ' + Date.now());
this._parent.events.onInputUp.dispatch(this._parent, pointer);
}
else
{
// Pointer outside the sprite? Reset the cursor
if (this.useHandCursor)
{
this.game.stage.canvas.style.cursor = "default";
}
}
// Stop drag
if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id)
{
this.stopDrag(pointer);
}
}
}
/**
* Updates the Pointer drag on this Sprite.
*/
private updateDrag(pointer: Pointer): bool {
if (pointer.isUp)
{
this.stopDrag(pointer);
return false;
}
if (this.allowHorizontalDrag)
{
this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
}
if (this.allowVerticalDrag)
{
this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
}
if (this.boundsRect)
{
this.checkBoundsRect();
}
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
if (this.snapOnDrag)
{
this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
}
return true;
}
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just over.
* @returns {bool}
*/
public justOver(pointer: number = 0, delay: number = 500): bool {
return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay);
}
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just out.
* @returns {bool}
*/
public justOut(pointer: number = 0, delay: number = 500): bool {
return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay));
}
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just over.
* @returns {bool}
*/
public justPressed(pointer: number = 0, delay: number = 500): bool {
return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay);
}
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just out.
* @returns {bool}
*/
public justReleased(pointer: number = 0, delay: number = 500): bool {
return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay));
}
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
public overDuration(pointer: number = 0): number {
if (this._pointerData[pointer].isOver)
{
return this.game.time.now - this._pointerData[pointer].timeOver;
}
return -1;
}
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @returns {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
*/
public downDuration(pointer: number = 0): number {
if (this._pointerData[pointer].isDown)
{
return this.game.time.now - this._pointerData[pointer].timeDown;
}
return -1;
}
/**
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
*
* @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
* @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group.
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
*/
public enableDrag(lockCenter: bool = false, bringToTop: bool = false, pixelPerfect: bool = false, alphaThreshold: number = 255, boundsRect: Rectangle = null, boundsSprite: Phaser.Sprite = null) {
this._dragPoint = new Point;
this.draggable = true;
this.bringToTop = bringToTop;
this.dragOffset = new Point;
this.dragFromCenter = lockCenter;
this.dragPixelPerfect = pixelPerfect;
this.dragPixelPerfectAlpha = alphaThreshold;
if (boundsRect)
{
this.boundsRect = boundsRect;
}
if (boundsSprite)
{
this.boundsSprite = boundsSprite;
}
}
/**
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
*/
public disableDrag() {
if (this._pointerData)
{
for (var i = 0; i < 10; i++)
{
this._pointerData[i].isDragged = false;
}
}
this.draggable = false;
this.isDragged = false;
this._draggedPointerID = -1;
}
/**
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
*/
public startDrag(pointer: Pointer) {
this.isDragged = true;
this._draggedPointerID = pointer.id;
this._pointerData[pointer.id].isDragged = true;
if (this.dragFromCenter)
{
this._parent.transform.centerOn(pointer.worldX, pointer.worldY);
this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y);
}
else
{
this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y);
}
this.updateDrag(pointer);
if (this.bringToTop)
{
this._parent.bringToTop();
}
this._parent.events.onDragStart.dispatch(this._parent, pointer);
}
/**
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
*/
public stopDrag(pointer: Pointer) {
this.isDragged = false;
this._draggedPointerID = -1;
this._pointerData[pointer.id].isDragged = false;
if (this.snapOnRelease)
{
this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
}
this._parent.events.onDragStop.dispatch(this._parent, pointer);
this._parent.events.onInputUp.dispatch(this._parent, pointer);
}
/**
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
*
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
*/
public setDragLock(allowHorizontal: bool = true, allowVertical: bool = true) {
this.allowHorizontalDrag = allowHorizontal;
this.allowVerticalDrag = allowVertical;
}
/**
* Make this Sprite snap to the given grid either during drag or when it's released.
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
*
* @param snapX The width of the grid cell in pixels
* @param snapY The height of the grid cell in pixels
* @param onDrag If true the sprite will snap to the grid while being dragged
* @param onRelease If true the sprite will snap to the grid when released
*/
public enableSnap(snapX: number, snapY: number, onDrag: bool = true, onRelease: bool = false) {
this.snapOnDrag = onDrag;
this.snapOnRelease = onRelease;
this.snapX = snapX;
this.snapY = snapY;
}
/**
* Stops the sprite from snapping to a grid during drag or release.
*/
public disableSnap() {
this.snapOnDrag = false;
this.snapOnRelease = false;
}
/**
* Bounds Rect check for the sprite drag
*/
private checkBoundsRect() {
if (this._parent.x < this.boundsRect.left)
{
this._parent.x = this.boundsRect.x;
}
else if ((this._parent.x + this._parent.width) > this.boundsRect.right)
{
this._parent.x = this.boundsRect.right - this._parent.width;
}
if (this._parent.y < this.boundsRect.top)
{
this._parent.y = this.boundsRect.top;
}
else if ((this._parent.y + this._parent.height) > this.boundsRect.bottom)
{
this._parent.y = this.boundsRect.bottom - this._parent.height;
}
}
/**
* Parent Sprite Bounds check for the sprite drag
*/
private checkBoundsSprite() {
if (this._parent.x < this.boundsSprite.x)
{
this._parent.x = this.boundsSprite.x;
}
else if ((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width))
{
this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width;
}
if (this._parent.y < this.boundsSprite.y)
{
this._parent.y = this.boundsSprite.y;
}
else if ((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height))
{
this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height;
}
}
}
}