phaser/docs/InputHandler.js.html
2014-09-09 15:36:56 +01:00

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<h1 class="page-title">Source: input/InputHandler.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
* @class Phaser.InputHandler
* @constructor
* @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
*/
Phaser.InputHandler = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = sprite.game;
/**
* @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity.
* @default
*/
this.enabled = false;
/**
* @property {boolean} checked - A disposable flag used by the Pointer class when performing priority checks.
* @protected
*/
this.checked = false;
/**
* The priorityID is used to determine which game objects should get priority when input events occur. For example if you have
* several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can
* stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.
* @property {number} priorityID
* @default
*/
this.priorityID = 0;
/**
* @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.
* @default
*/
this.useHandCursor = false;
/**
* @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor?
* @private
*/
this._setHandCursor = false;
/**
* @property {boolean} isDragged - true if the Sprite is being currently dragged.
* @default
*/
this.isDragged = false;
/**
* @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally.
* @default
*/
this.allowHorizontalDrag = true;
/**
* @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically.
* @default
*/
this.allowVerticalDrag = true;
/**
* @property {boolean} bringToTop - If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.
* @default
*/
this.bringToTop = false;
/**
* @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset.
* @default
*/
this.snapOffset = null;
/**
* @property {boolean} snapOnDrag - When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.
* @default
*/
this.snapOnDrag = false;
/**
* @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release.
* @default
*/
this.snapOnRelease = false;
/**
* @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid.
* @default
*/
this.snapX = 0;
/**
* @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid.
* @default
*/
this.snapY = 0;
/**
* @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid.
* @default
*/
this.snapOffsetX = 0;
/**
* @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid..
* @default
*/
this.snapOffsetY = 0;
/**
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
* Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick.
* @property {number} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
* @default
*/
this.pixelPerfectOver = false;
/**
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
* Warning: This is expensive so only enable if you really need it.
* @property {number} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.
* @default
*/
this.pixelPerfectClick = false;
/**
* @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
* @default
*/
this.pixelPerfectAlpha = 255;
/**
* @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
* @default
*/
this.draggable = false;
/**
* @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag.
* @default
*/
this.boundsRect = null;
/**
* @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
* @default
*/
this.boundsSprite = null;
/**
* 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.
* @property {boolean} consumePointerEvent
* @default
*/
this.consumePointerEvent = false;
/**
* @property {boolean} _dragPhase - Internal cache var.
* @private
*/
this._dragPhase = false;
/**
* @property {boolean} _wasEnabled - Internal cache var.
* @private
*/
this._wasEnabled = false;
/**
* @property {Phaser.Point} _tempPoint - Internal cache var.
* @private
*/
this._tempPoint = new Phaser.Point();
/**
* @property {array} _pointerData - Internal cache var.
* @private
*/
this._pointerData = [];
this._pointerData.push({
id: 0,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
});
};
Phaser.InputHandler.prototype = {
/**
* Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.
* @method Phaser.InputHandler#start
* @param {number} priority - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.
* @param {boolean} useHandCursor - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)
* @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound.
*/
start: function (priority, useHandCursor) {
priority = priority || 0;
if (typeof useHandCursor === 'undefined') { useHandCursor = false; }
// Turning on
if (this.enabled === false)
{
// Register, etc
this.game.input.interactiveItems.add(this);
this.useHandCursor = useHandCursor;
this.priorityID = priority;
for (var i = 0; i &lt; 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
};
}
this.snapOffset = new Phaser.Point();
this.enabled = true;
this._wasEnabled = true;
// Create the signals the Input component will emit
if (this.sprite.events && this.sprite.events.onInputOver === null)
{
this.sprite.events.onInputOver = new Phaser.Signal();
this.sprite.events.onInputOut = new Phaser.Signal();
this.sprite.events.onInputDown = new Phaser.Signal();
this.sprite.events.onInputUp = new Phaser.Signal();
this.sprite.events.onDragStart = new Phaser.Signal();
this.sprite.events.onDragStop = new Phaser.Signal();
}
}
this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);
this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);
this.flagged = false;
return this.sprite;
},
/**
* Handles when the parent Sprite is added to a new Group.
*
* @method Phaser.InputHandler#addedToGroup
* @private
*/
addedToGroup: function () {
if (this._dragPhase)
{
return;
}
if (this._wasEnabled && !this.enabled)
{
this.start();
}
},
/**
* Handles when the parent Sprite is removed from a Group.
*
* @method Phaser.InputHandler#removedFromGroup
* @private
*/
removedFromGroup: function () {
if (this._dragPhase)
{
return;
}
if (this.enabled)
{
this._wasEnabled = true;
this.stop();
}
else
{
this._wasEnabled = false;
}
},
/**
* Resets the Input Handler and disables it.
* @method Phaser.InputHandler#reset
*/
reset: function () {
this.enabled = false;
this.flagged = false;
for (var i = 0; i &lt; 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
};
}
},
/**
* Stops the Input Handler from running.
* @method Phaser.InputHandler#stop
*/
stop: function () {
// Turning off
if (this.enabled === false)
{
return;
}
else
{
// De-register, etc
this.enabled = false;
this.game.input.interactiveItems.remove(this);
}
},
/**
* Clean up memory.
* @method Phaser.InputHandler#destroy
*/
destroy: function () {
if (this.sprite)
{
if (this._setHandCursor)
{
this.game.canvas.style.cursor = "default";
this._setHandCursor = false;
}
this.enabled = false;
this.game.input.interactiveItems.remove(this);
this._pointerData.length = 0;
this.boundsRect = null;
this.boundsSprite = null;
this.sprite = null;
}
},
/**
* Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.
* This is called by Phaser.Pointer and shouldn't typically be called directly.
*
* @method Phaser.InputHandler#validForInput
* @protected
* @param {number} highestID - The highest ID currently processed by the Pointer.
* @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer.
* @param {boolean} [includePixelPerfect=true] - If this object has `pixelPerfectClick` or `pixelPerfectOver` set should it be considered as valid?
* @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection.
*/
validForInput: function (highestID, highestRenderID, includePixelPerfect) {
if (typeof includePixelPerfect === 'undefined') { includePixelPerfect = true; }
if (this.sprite.scale.x === 0 || this.sprite.scale.y === 0 || this.priorityID &lt; this.game.input.minPriorityID)
{
return false;
}
// If we're trying to specifically IGNORE pixel perfect objects, then set includePixelPerfect to false and skip it
if (!includePixelPerfect && (this.pixelPerfectClick || this.pixelPerfectOver))
{
return false;
}
if (this.priorityID > highestID || (this.priorityID === highestID && this.sprite._cache[3] &lt; highestRenderID))
{
return true;
}
return false;
},
/**
* Is this object using pixel perfect checking?
*
* @method Phaser.InputHandler#isPixelPerfect
* @return {boolean} True if the this InputHandler has either `pixelPerfectClick` or `pixelPerfectOver` set to `true`.
*/
isPixelPerfect: function () {
return (this.pixelPerfectClick || this.pixelPerfectOver);
},
/**
* 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.
*
* @method Phaser.InputHandler#pointerX
* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
* @return {number} The x coordinate of the Input pointer.
*/
pointerX: function (pointer) {
pointer = pointer || 0;
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.
*
* @method Phaser.InputHandler#pointerY
* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
* @return {number} The y coordinate of the Input pointer.
*/
pointerY: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].y;
},
/**
* If the Pointer is down this returns true. Please note that it only checks if the Pointer is down, not if it's down over any specific Sprite.
*
* @method Phaser.InputHandler#pointerDown
* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
* @return {boolean} - True if the given pointer is down, otherwise false.
*/
pointerDown: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].isDown;
},
/**
* If the Pointer is up this returns true. Please note that it only checks if the Pointer is up, not if it's up over any specific Sprite.
*
* @method Phaser.InputHandler#pointerUp
* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
* @return {boolean} - True if the given pointer is up, otherwise false.
*/
pointerUp: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].isUp;
},
/**
* A timestamp representing when the Pointer first touched the touchscreen.
*
* @method Phaser.InputHandler#pointerTimeDown
* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
* @return {number}
*/
pointerTimeDown: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].timeDown;
},
/**
* A timestamp representing when the Pointer left the touchscreen.
* @method Phaser.InputHandler#pointerTimeUp
* @param {Phaser.Pointer} pointer
* @return {number}
*/
pointerTimeUp: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].timeUp;
},
/**
* Is the Pointer over this Sprite?
*
* @method Phaser.InputHandler#pointerOver
* @param {number} [index] - The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
* @return {boolean} - True if the given pointer (if a index was given, or any pointer if not) is over this object.
*/
pointerOver: function (index) {
if (this.enabled)
{
if (typeof index === 'undefined')
{
for (var i = 0; i &lt; 10; i++)
{
if (this._pointerData[i].isOver)
{
return true;
}
}
}
else
{
return this._pointerData[index].isOver;
}
}
return false;
},
/**
* Is the Pointer outside of this Sprite?
* @method Phaser.InputHandler#pointerOut
* @param {number} [index] - The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
* @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is out of this object.
*/
pointerOut: function (index) {
if (this.enabled)
{
if (typeof index === 'undefined')
{
for (var i = 0; i &lt; 10; i++)
{
if (this._pointerData[i].isOut)
{
return true;
}
}
}
else
{
return this._pointerData[index].isOut;
}
}
return false;
},
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @method Phaser.InputHandler#pointerTimeOver
* @param {Phaser.Pointer} pointer
* @return {number}
*/
pointerTimeOver: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].timeOver;
},
/**
* A timestamp representing when the Pointer left the touchscreen.
* @method Phaser.InputHandler#pointerTimeOut
* @param {Phaser.Pointer} pointer
* @return {number}
*/
pointerTimeOut: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].timeOut;
},
/**
* Is this sprite being dragged by the mouse or not?
* @method Phaser.InputHandler#pointerDragged
* @param {Phaser.Pointer} pointer
* @return {boolean} True if the pointer is dragging an object, otherwise false.
*/
pointerDragged: function (pointer) {
pointer = pointer || 0;
return this._pointerData[pointer].isDragged;
},
/**
* Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
*
* @method Phaser.InputHandler#checkPointerDown
* @param {Phaser.Pointer} pointer
* @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
* @return {boolean} True if the pointer is down, otherwise false.
*/
checkPointerDown: function (pointer, fastTest) {
if (!pointer.isDown || !this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
if (typeof fastTest === 'undefined') { fastTest = false; }
if (!fastTest && this.pixelPerfectClick)
{
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
else
{
return true;
}
}
return false;
},
/**
* Checks if the given pointer is over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
*
* @method Phaser.InputHandler#checkPointerOver
* @param {Phaser.Pointer} pointer
* @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
* @return {boolean}
*/
checkPointerOver: function (pointer, fastTest) {
if (!this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
if (typeof fastTest === 'undefined') { fastTest = false; }
if (!fastTest && this.pixelPerfectOver)
{
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
else
{
return true;
}
}
return false;
},
/**
* Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.
* It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true.
* @method Phaser.InputHandler#checkPixel
* @param {number} x - The x coordinate to check.
* @param {number} y - The y coordinate to check.
* @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.
* @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha
*/
checkPixel: function (x, y, pointer) {
// Grab a pixel from our image into the hitCanvas and then test it
if (this.sprite.texture.baseTexture.source)
{
if (x === null && y === null)
{
// Use the pointer parameter
this.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint);
var x = this._tempPoint.x;
var y = this._tempPoint.y;
}
if (this.sprite.anchor.x !== 0)
{
x -= -this.sprite.texture.frame.width * this.sprite.anchor.x;
}
if (this.sprite.anchor.y !== 0)
{
y -= -this.sprite.texture.frame.height * this.sprite.anchor.y;
}
x += this.sprite.texture.frame.x;
y += this.sprite.texture.frame.y;
if (this.sprite.texture.trim)
{
x -= this.sprite.texture.trim.x;
y -= this.sprite.texture.trim.y;
// If the coordinates are outside the trim area we return false immediately, to save doing a draw call
if (x &lt; this.sprite.texture.crop.x || x > this.sprite.texture.crop.right || y &lt; this.sprite.texture.crop.y || y > this.sprite.texture.crop.bottom)
{
this._dx = x;
this._dy = y;
return false;
}
}
this._dx = x;
this._dy = y;
this.game.input.hitContext.clearRect(0, 0, 1, 1);
this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);
var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);
if (rgb.data[3] >= this.pixelPerfectAlpha)
{
return true;
}
}
return false;
},
/**
* Update.
* @method Phaser.InputHandler#update
* @protected
* @param {Phaser.Pointer} pointer
*/
update: function (pointer) {
if (this.sprite === null || this.sprite.parent === undefined)
{
// Abort. We've been destroyed.
return;
}
if (!this.enabled || !this.sprite.visible || !this.sprite.parent.visible)
{
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 (this.checkPointerOver(pointer))
{
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
return true;
}
else
{
this._pointerOutHandler(pointer);
return false;
}
}
},
/**
* Internal method handling the pointer over event.
* @method Phaser.InputHandler#_pointerOverHandler
* @private
* @param {Phaser.Pointer} pointer
*/
_pointerOverHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
if (this._pointerData[pointer.id].isOver === false || pointer.dirty)
{
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.sprite.x;
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged === false)
{
this.game.canvas.style.cursor = "pointer";
this._setHandCursor = true;
}
if (this.sprite && this.sprite.events)
{
this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
}
}
},
/**
* Internal method handling the pointer out event.
* @method Phaser.InputHandler#_pointerOutHandler
* @private
* @param {Phaser.Pointer} pointer
*/
_pointerOutHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
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.canvas.style.cursor = "default";
this._setHandCursor = false;
}
if (this.sprite && this.sprite.events)
{
this.sprite.events.onInputOut.dispatch(this.sprite, pointer);
}
},
/**
* Internal method handling the touched event.
* @method Phaser.InputHandler#_touchedHandler
* @private
* @param {Phaser.Pointer} pointer
*/
_touchedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
if (this._pointerData[pointer.id].isDown === false && this._pointerData[pointer.id].isOver === true)
{
if (this.pixelPerfectClick && !this.checkPixel(null, null, pointer))
{
return;
}
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
if (this.sprite && this.sprite.events)
{
this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
}
// It's possible the onInputDown event created a new Sprite that is on-top of this one, so we ought to force a Pointer update
pointer.dirty = true;
// Start drag
if (this.draggable && this.isDragged === false)
{
this.startDrag(pointer);
}
if (this.bringToTop)
{
this.sprite.bringToTop();
}
}
// Consume the event?
return this.consumePointerEvent;
},
/**
* Internal method handling the pointer released event.
* @method Phaser.InputHandler#_releasedHandler
* @private
* @param {Phaser.Pointer} pointer
*/
_releasedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
// 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 (this.checkPointerOver(pointer))
{
// Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
if (this.sprite && this.sprite.events)
{
this.sprite.events.onInputUp.dispatch(this.sprite, pointer, true);
}
}
else
{
// Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
if (this.sprite && this.sprite.events)
{
this.sprite.events.onInputUp.dispatch(this.sprite, pointer, false);
}
// Pointer outside the sprite? Reset the cursor
if (this.useHandCursor)
{
this.game.canvas.style.cursor = "default";
this._setHandCursor = false;
}
}
// It's possible the onInputUp event created a new Sprite that is on-top of this one, so we ought to force a Pointer update
pointer.dirty = true;
// Stop drag
if (this.draggable && this.isDragged && this._draggedPointerID === pointer.id)
{
this.stopDrag(pointer);
}
}
},
/**
* Updates the Pointer drag on this Sprite.
* @method Phaser.InputHandler#updateDrag
* @param {Phaser.Pointer} pointer
* @return {boolean}
*/
updateDrag: function (pointer) {
if (pointer.isUp)
{
this.stopDrag(pointer);
return false;
}
if (this.sprite.fixedToCamera)
{
if (this.allowHorizontalDrag)
{
this.sprite.cameraOffset.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
}
if (this.allowVerticalDrag)
{
this.sprite.cameraOffset.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
}
if (this.boundsRect)
{
this.checkBoundsRect();
}
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
if (this.snapOnDrag)
{
this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
}
else
{
if (this.allowHorizontalDrag)
{
this.sprite.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
}
if (this.allowVerticalDrag)
{
this.sprite.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
}
if (this.boundsRect)
{
this.checkBoundsRect();
}
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
if (this.snapOnDrag)
{
this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
}
return true;
},
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justOver
* @param {Phaser.Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
*/
justOver: function (pointer, delay) {
pointer = pointer || 0;
delay = delay || 500;
return (this._pointerData[pointer].isOver && this.overDuration(pointer) &lt; delay);
},
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justOut
* @param {Phaser.Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
*/
justOut: function (pointer, delay) {
pointer = pointer || 0;
delay = delay || 500;
return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut &lt; delay));
},
/**
* Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justPressed
* @param {Phaser.Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
*/
justPressed: function (pointer, delay) {
pointer = pointer || 0;
delay = delay || 500;
return (this._pointerData[pointer].isDown && this.downDuration(pointer) &lt; delay);
},
/**
* Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justReleased
* @param {Phaser.Pointer} pointer
* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
*/
justReleased: function (pointer, delay) {
pointer = pointer || 0;
delay = delay || 500;
return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp &lt; delay));
},
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @method Phaser.InputHandler#overDuration
* @param {Phaser.Pointer} pointer
* @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
overDuration: function (pointer) {
pointer = pointer || 0;
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.
* @method Phaser.InputHandler#downDuration
* @param {Phaser.Pointer} pointer
* @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
*/
downDuration: function (pointer) {
pointer = pointer || 0;
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
* @method Phaser.InputHandler#enableDrag
* @param {boolean} [lockCenter=false] - 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 {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group.
* @param {boolean} [pixelPerfect=false] - If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
* @param {boolean} [alphaThreshold=255] - If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.
* @param {Phaser.Rectangle} [boundsRect=null] - If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere.
* @param {Phaser.Sprite} [boundsSprite=null] - If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.
*/
enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {
if (typeof lockCenter == 'undefined') { lockCenter = false; }
if (typeof bringToTop == 'undefined') { bringToTop = false; }
if (typeof pixelPerfect == 'undefined') { pixelPerfect = false; }
if (typeof alphaThreshold == 'undefined') { alphaThreshold = 255; }
if (typeof boundsRect == 'undefined') { boundsRect = null; }
if (typeof boundsSprite == 'undefined') { boundsSprite = null; }
this._dragPoint = new Phaser.Point();
this.draggable = true;
this.bringToTop = bringToTop;
this.dragOffset = new Phaser.Point();
this.dragFromCenter = lockCenter;
this.pixelPerfectClick = pixelPerfect;
this.pixelPerfectAlpha = 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.
* @method Phaser.InputHandler#disableDrag
*/
disableDrag: function () {
if (this._pointerData)
{
for (var i = 0; i &lt; 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.
* @method Phaser.InputHandler#startDrag
* @param {Phaser.Pointer} pointer
*/
startDrag: function (pointer) {
this.isDragged = true;
this._draggedPointerID = pointer.id;
this._pointerData[pointer.id].isDragged = true;
if (this.sprite.fixedToCamera)
{
if (this.dragFromCenter)
{
this.sprite.centerOn(pointer.x, pointer.y);
this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
}
else
{
this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
}
}
else
{
if (this.dragFromCenter)
{
var bounds = this.sprite.getBounds();
this.sprite.x = pointer.x + (this.sprite.x - bounds.centerX);
this.sprite.y = pointer.y + (this.sprite.y - bounds.centerY);
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
}
else
{
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
}
}
this.updateDrag(pointer);
if (this.bringToTop)
{
this._dragPhase = true;
this.sprite.bringToTop();
}
this.sprite.events.onDragStart.dispatch(this.sprite, pointer);
},
/**
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
* @method Phaser.InputHandler#stopDrag
* @param {Phaser.Pointer} pointer
*/
stopDrag: function (pointer) {
this.isDragged = false;
this._draggedPointerID = -1;
this._pointerData[pointer.id].isDragged = false;
this._dragPhase = false;
if (this.snapOnRelease)
{
if (this.sprite.fixedToCamera)
{
this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
else
{
this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
}
this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
if (this.checkPointerOver(pointer) === false)
{
this._pointerOutHandler(pointer);
}
},
/**
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
* @method Phaser.InputHandler#setDragLock
* @param {boolean} [allowHorizontal=true] - To enable the sprite to be dragged horizontally set to true, otherwise false.
* @param {boolean} [allowVertical=true] - To enable the sprite to be dragged vertically set to true, otherwise false.
*/
setDragLock: function (allowHorizontal, allowVertical) {
if (typeof allowHorizontal == 'undefined') { allowHorizontal = true; }
if (typeof allowVertical == 'undefined') { allowVertical = 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.
* @method Phaser.InputHandler#enableSnap
* @param {number} snapX - The width of the grid cell to snap to.
* @param {number} snapY - The height of the grid cell to snap to.
* @param {boolean} [onDrag=true] - If true the sprite will snap to the grid while being dragged.
* @param {boolean} [onRelease=false] - If true the sprite will snap to the grid when released.
* @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
* @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
*/
enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) {
if (typeof onDrag == 'undefined') { onDrag = true; }
if (typeof onRelease == 'undefined') { onRelease = false; }
if (typeof snapOffsetX == 'undefined') { snapOffsetX = 0; }
if (typeof snapOffsetY == 'undefined') { snapOffsetY = 0; }
this.snapX = snapX;
this.snapY = snapY;
this.snapOffsetX = snapOffsetX;
this.snapOffsetY = snapOffsetY;
this.snapOnDrag = onDrag;
this.snapOnRelease = onRelease;
},
/**
* Stops the sprite from snapping to a grid during drag or release.
* @method Phaser.InputHandler#disableSnap
*/
disableSnap: function () {
this.snapOnDrag = false;
this.snapOnRelease = false;
},
/**
* Bounds Rect check for the sprite drag
* @method Phaser.InputHandler#checkBoundsRect
*/
checkBoundsRect: function () {
if (this.sprite.fixedToCamera)
{
if (this.sprite.cameraOffset.x &lt; this.boundsRect.left)
{
this.sprite.cameraOffset.x = this.boundsRect.left;
}
else if ((this.sprite.cameraOffset.x + this.sprite.width) > this.boundsRect.right)
{
this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width;
}
if (this.sprite.cameraOffset.y &lt; this.boundsRect.top)
{
this.sprite.cameraOffset.y = this.boundsRect.top;
}
else if ((this.sprite.cameraOffset.y + this.sprite.height) > this.boundsRect.bottom)
{
this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height;
}
}
else
{
if (this.sprite.x &lt; this.boundsRect.left)
{
this.sprite.x = this.boundsRect.x;
}
else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
{
this.sprite.x = this.boundsRect.right - this.sprite.width;
}
if (this.sprite.y &lt; this.boundsRect.top)
{
this.sprite.y = this.boundsRect.top;
}
else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
{
this.sprite.y = this.boundsRect.bottom - this.sprite.height;
}
}
},
/**
* Parent Sprite Bounds check for the sprite drag.
* @method Phaser.InputHandler#checkBoundsSprite
*/
checkBoundsSprite: function () {
if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera)
{
if (this.sprite.cameraOffset.x &lt; this.boundsSprite.camerOffset.x)
{
this.sprite.cameraOffset.x = this.boundsSprite.camerOffset.x;
}
else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.camerOffset.x + this.boundsSprite.width))
{
this.sprite.cameraOffset.x = (this.boundsSprite.camerOffset.x + this.boundsSprite.width) - this.sprite.width;
}
if (this.sprite.cameraOffset.y &lt; this.boundsSprite.camerOffset.y)
{
this.sprite.cameraOffset.y = this.boundsSprite.camerOffset.y;
}
else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.camerOffset.y + this.boundsSprite.height))
{
this.sprite.cameraOffset.y = (this.boundsSprite.camerOffset.y + this.boundsSprite.height) - this.sprite.height;
}
}
else
{
if (this.sprite.x &lt; this.boundsSprite.x)
{
this.sprite.x = this.boundsSprite.x;
}
else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
{
this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
}
if (this.sprite.y &lt; this.boundsSprite.y)
{
this.sprite.y = this.boundsSprite.y;
}
else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
{
this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
}
}
}
};
Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;
</pre>
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