phaser/Phaser/system/input/Touch.ts

449 lines
12 KiB
TypeScript

/// <reference path="../../Game.ts" />
/// <reference path="../../Signal.ts" />
/// <reference path="Finger.ts" />
/**
* Input - Touch
*
* @desc http://www.w3.org/TR/touch-events/
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
* http://www.html5rocks.com/en/mobile/touchandmouse/
* Android 2.x only supports 1 touch event at once, no multi-touch
*
* @version 1.1 - 27th February 2013
* @author Richard Davey
*
* @todo Try and resolve update lag in Chrome/Android
* Gestures (pinch, zoom, swipe)
* GameObject Touch
* Touch point within GameObject
* Input Zones (mouse and touch) - lock entities within them + axis aligned drags
*/
class Touch {
/**
* Constructor
* @param {Game} game.
* @return {Touch} This object.
*/
constructor(game: Game) {
this._game = game;
this.finger1 = new Finger(this._game);
this.finger2 = new Finger(this._game);
this.finger3 = new Finger(this._game);
this.finger4 = new Finger(this._game);
this.finger5 = new Finger(this._game);
this.finger6 = new Finger(this._game);
this.finger7 = new Finger(this._game);
this.finger8 = new Finger(this._game);
this.finger9 = new Finger(this._game);
this.finger10 = new Finger(this._game);
this._fingers = [this.finger1, this.finger2, this.finger3, this.finger4, this.finger5, this.finger6, this.finger7, this.finger8, this.finger9, this.finger10];
this.touchDown = new Signal();
this.touchUp = new Signal();
this.start();
}
/**
*
* @property _game
* @type Game
* @private
**/
private _game: Game;
/**
*
* @property x
* @type Number
**/
public x: number = 0;
/**
*
* @property y
* @type Number
**/
public y: number = 0;
/**
*
* @property _fingers
* @type Array
* @private
**/
private _fingers: Finger[];
/**
*
* @property finger1
* @type Finger
**/
public finger1: Finger;
/**
*
* @property finger2
* @type Finger
**/
public finger2: Finger;
/**
*
* @property finger3
* @type Finger
**/
public finger3: Finger;
/**
*
* @property finger4
* @type Finger
**/
public finger4: Finger;
/**
*
* @property finger5
* @type Finger
**/
public finger5: Finger;
/**
*
* @property finger6
* @type Finger
**/
public finger6: Finger;
/**
*
* @property finger7
* @type Finger
**/
public finger7: Finger;
/**
*
* @property finger8
* @type Finger
**/
public finger8: Finger;
/**
*
* @property finger9
* @type Finger
**/
public finger9: Finger;
/**
*
* @property finger10
* @type Finger
**/
public finger10: Finger;
/**
*
* @property latestFinger
* @type Finger
**/
public latestFinger: Finger;
/**
*
* @property isDown
* @type Boolean
**/
public isDown: bool = false;
/**
*
* @property isUp
* @type Boolean
**/
public isUp: bool = true;
public touchDown: Signal;
public touchUp: Signal;
/**
*
* @method start
*/
public start() {
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) {
event.preventDefault();
// A list of all the touch points that BECAME active with the current event
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
// 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++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].active === false)
{
this._fingers[f].start(event.changedTouches[i]);
this.x = this._fingers[f].x;
this.y = this._fingers[f].y;
this._game.input.x = this.x * this._game.input.scaleX;
this._game.input.y = this.y * this._game.input.scaleY;
this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration);
this.isDown = true;
this.isUp = false;
break;
}
}
}
}
/**
* Doesn't appear to be supported by most browsers yet
* @method onTouchCancel
* @param {Any} event
**/
private onTouchCancel(event) {
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
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].stop(event.changedTouches[i]);
break;
}
}
}
}
/**
* Doesn't appear to be supported by most browsers yet
* @method onTouchEnter
* @param {Any} event
**/
private onTouchEnter(event) {
event.preventDefault();
// For touch enter and leave its a list of the touch points that have entered or left the target
// 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++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].active === false)
{
this._fingers[f].start(event.changedTouches[i]);
break;
}
}
}
}
/**
* Doesn't appear to be supported by most browsers yet
* @method onTouchLeave
* @param {Any} event
**/
private onTouchLeave(event) {
event.preventDefault();
// For touch enter and leave its a list of the touch points that have entered or left the target
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].leave(event.changedTouches[i]);
break;
}
}
}
}
/**
*
* @method onTouchMove
* @param {Any} event
**/
private onTouchMove(event) {
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++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].move(event.changedTouches[i]);
this.x = this._fingers[f].x;
this.y = this._fingers[f].y;
this._game.input.x = this.x * this._game.input.scaleX;
this._game.input.y = this.y * this._game.input.scaleY;
break;
}
}
}
}
/**
*
* @method onTouchEnd
* @param {Any} event
**/
private onTouchEnd(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++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].stop(event.changedTouches[i]);
this.x = this._fingers[f].x;
this.y = this._fingers[f].y;
this._game.input.x = this.x * this._game.input.scaleX;
this._game.input.y = this.y * this._game.input.scaleY;
this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration);
this.isDown = false;
this.isUp = true;
break;
}
}
}
}
/**
*
* @method calculateDistance
* @param {Finger} finger1
* @param {Finger} finger2
**/
public calculateDistance(finger1: Finger, finger2: Finger) {
}
/**
*
* @method calculateAngle
* @param {Finger} finger1
* @param {Finger} finger2
**/
public calculateAngle(finger1: Finger, finger2: Finger) {
}
/**
*
* @method checkOverlap
* @param {Finger} finger1
* @param {Finger} finger2
**/
public checkOverlap(finger1: Finger, finger2: Finger) {
}
/**
*
* @method update
*/
public update() {
}
/**
*
* @method stop
*/
public stop() {
//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);
}
/**
*
* @method reset
**/
public reset() {
this.isDown = false;
this.isUp = false;
}
}