phaser/src/input
Zeke Chan ef6a9331b6 Update Pointer.js
These methods will now return `true` when multiple mouse buttons are being pressed:
- leftButtonReleased
- rightButtonReleased
- middleButtonReleased
- backButtonReleased
- forwardButtonReleased
2024-06-11 17:25:02 +08:00
..
events Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
gamepad Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
keyboard Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
mouse Modified onMouseUpWindow and onMouseDownWindow in the MouseManager so they now check for sourceCapabilities.firesTouchEvents and if found, abort registering the event. This new browser event property is designed to prevent you accidentally registering a Mouse Event when a Touch Event has just occurred (see https://developer.mozilla.org/en-US/docs/Web/API/InputDeviceCapabilities/firesTouchEvents) #6747 2024-02-27 15:36:23 +00:00
touch Reverted a change made in TouchManager that would prevent clicks from outside the game window from being registered. Fix #6747 2024-02-27 15:36:34 +00:00
typedefs Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
const.js Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
CreateInteractiveObject.js Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
CreatePixelPerfectHandler.js Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
index.js Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
InputManager.js The default for inputActivePointers works for this condition now 2024-04-22 09:30:00 -04:00
InputPlugin.js Consistently check length for each pointer event Fix #6783 2024-04-21 23:57:18 -04:00
InputPluginCache.js Updated copyright year, company and author 2024-02-19 17:12:24 +00:00
Pointer.js Update Pointer.js 2024-06-11 17:25:02 +08:00