mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 03:23:42 +00:00
654 lines
16 KiB
JavaScript
654 lines
16 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
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* This manager also supports multitouch.
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*
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* @class InteractionManager
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* @constructor
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* @param stage {Stage} The stage to handle interactions
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*/
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PIXI.InteractionManager = function(stage)
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{
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/**
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* a refference to the stage
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*
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* @property stage
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* @type Stage
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*/
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this.stage = stage;
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/**
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* the mouse data
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*
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* @property mouse
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* @type InteractionData
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*/
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this.mouse = new PIXI.InteractionData();
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/**
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* an object that stores current touches (InteractionData) by id reference
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*
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* @property touchs
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* @type Object
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*/
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this.touchs = {};
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// helpers
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this.tempPoint = new PIXI.Point();
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//this.tempMatrix = mat3.create();
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this.mouseoverEnabled = true;
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//tiny little interactiveData pool!
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this.pool = [];
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this.interactiveItems = [];
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this.last = 0;
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}
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// constructor
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PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
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/**
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* Collects an interactive sprite recursively to have their interactions managed
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*
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* @method collectInteractiveSprite
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* @param displayObject {DisplayObject} the displayObject to collect
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* @param iParent {DisplayObject}
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* @private
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*/
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PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
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{
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var children = displayObject.children;
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var length = children.length;
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/// make an interaction tree... {item.__interactiveParent}
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for (var i = length-1; i >= 0; i--)
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{
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var child = children[i];
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// if(child.visible) {
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// push all interactive bits
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if(child.interactive)
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{
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iParent.interactiveChildren = true;
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//child.__iParent = iParent;
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this.interactiveItems.push(child);
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if(child.children.length > 0)
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{
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this.collectInteractiveSprite(child, child);
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}
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}
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else
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{
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child.__iParent = null;
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if(child.children.length > 0)
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{
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this.collectInteractiveSprite(child, iParent);
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}
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}
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// }
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}
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}
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/**
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* Sets the target for event delegation
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*
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* @method setTarget
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* @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
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* @private
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*/
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PIXI.InteractionManager.prototype.setTarget = function(target)
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{
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if (window.navigator.msPointerEnabled)
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{
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// time to remove some of that zoom in ja..
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target.view.style["-ms-content-zooming"] = "none";
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target.view.style["-ms-touch-action"] = "none"
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// DO some window specific touch!
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}
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this.target = target;
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target.view.addEventListener('mousemove', this.onMouseMove.bind(this), true);
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target.view.addEventListener('mousedown', this.onMouseDown.bind(this), true);
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document.body.addEventListener('mouseup', this.onMouseUp.bind(this), true);
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target.view.addEventListener('mouseout', this.onMouseOut.bind(this), true);
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// aint no multi touch just yet!
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target.view.addEventListener("touchstart", this.onTouchStart.bind(this), true);
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target.view.addEventListener("touchend", this.onTouchEnd.bind(this), true);
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target.view.addEventListener("touchmove", this.onTouchMove.bind(this), true);
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}
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/**
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* updates the state of interactive objects
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*
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* @method update
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* @private
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*/
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PIXI.InteractionManager.prototype.update = function()
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{
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if(!this.target)return;
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// frequency of 30fps??
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var now = Date.now();
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var diff = now - this.last;
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diff = (diff * 30) / 1000;
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if(diff < 1)return;
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this.last = now;
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//
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// ok.. so mouse events??
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// yes for now :)
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// OPTIMSE - how often to check??
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if(this.dirty)
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{
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this.dirty = false;
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var len = this.interactiveItems.length;
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for (var i=0; i < len; i++) {
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this.interactiveItems[i].interactiveChildren = false;
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}
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this.interactiveItems = [];
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if(this.stage.interactive)this.interactiveItems.push(this.stage);
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// go through and collect all the objects that are interactive..
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this.collectInteractiveSprite(this.stage, this.stage);
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}
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// loop through interactive objects!
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var length = this.interactiveItems.length;
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this.target.view.style.cursor = "default";
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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//if(!item.visible)continue;
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// OPTIMISATION - only calculate every time if the mousemove function exists..
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// OK so.. does the object have any other interactive functions?
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// hit-test the clip!
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if(item.mouseover || item.mouseout || item.buttonMode)
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{
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// ok so there are some functions so lets hit test it..
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item.__hit = this.hitTest(item, this.mouse);
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this.mouse.target = item;
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// ok so deal with interactions..
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// loks like there was a hit!
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if(item.__hit)
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{
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if(item.buttonMode)this.target.view.style.cursor = "pointer";
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if(!item.__isOver)
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{
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if(item.mouseover)item.mouseover(this.mouse);
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item.__isOver = true;
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}
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}
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else
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{
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if(item.__isOver)
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{
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// roll out!
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if(item.mouseout)item.mouseout(this.mouse);
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item.__isOver = false;
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}
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}
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}
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// --->
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}
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}
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/**
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* Is called when the mouse moves accross the renderer element
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*
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* @method onMouseMove
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* @param event {Event} The DOM event of the mouse moving
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* @private
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*/
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PIXI.InteractionManager.prototype.onMouseMove = function(event)
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{
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this.mouse.originalEvent = event || window.event; //IE uses window.event
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// TODO optimize by not check EVERY TIME! maybe half as often? //
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var rect = this.target.view.getBoundingClientRect();
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this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
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this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
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var length = this.interactiveItems.length;
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var global = this.mouse.global;
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(item.mousemove)
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{
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//call the function!
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item.mousemove(this.mouse);
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}
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}
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}
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/**
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* Is called when the mouse button is pressed down on the renderer element
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*
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* @method onMouseDown
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* @param event {Event} The DOM event of a mouse button being pressed down
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* @private
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*/
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PIXI.InteractionManager.prototype.onMouseDown = function(event)
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{
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this.mouse.originalEvent = event || window.event; //IE uses window.event
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// loop through inteaction tree...
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// hit test each item! ->
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// get interactive items under point??
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//stage.__i
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var length = this.interactiveItems.length;
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var global = this.mouse.global;
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var index = 0;
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var parent = this.stage;
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// while
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// hit test
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(item.mousedown || item.click)
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{
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item.__mouseIsDown = true;
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item.__hit = this.hitTest(item, this.mouse);
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if(item.__hit)
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{
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//call the function!
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if(item.mousedown)item.mousedown(this.mouse);
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item.__isDown = true;
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// just the one!
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if(!item.interactiveChildren)break;
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}
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}
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}
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}
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PIXI.InteractionManager.prototype.onMouseOut = function(event)
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{
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var length = this.interactiveItems.length;
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this.target.view.style.cursor = "default";
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(item.__isOver)
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{
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this.mouse.target = item;
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if(item.mouseout)item.mouseout(this.mouse);
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item.__isOver = false;
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}
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}
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}
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/**
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* Is called when the mouse button is released on the renderer element
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*
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* @method onMouseUp
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* @param event {Event} The DOM event of a mouse button being released
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* @private
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*/
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PIXI.InteractionManager.prototype.onMouseUp = function(event)
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{
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this.mouse.originalEvent = event || window.event; //IE uses window.event
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var global = this.mouse.global;
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var length = this.interactiveItems.length;
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var up = false;
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(item.mouseup || item.mouseupoutside || item.click)
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{
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item.__hit = this.hitTest(item, this.mouse);
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if(item.__hit && !up)
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{
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//call the function!
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if(item.mouseup)
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{
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item.mouseup(this.mouse);
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}
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if(item.__isDown)
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{
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if(item.click)item.click(this.mouse);
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}
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if(!item.interactiveChildren)up = true;
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}
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else
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{
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if(item.__isDown)
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{
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if(item.mouseupoutside)item.mouseupoutside(this.mouse);
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}
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}
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item.__isDown = false;
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}
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}
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}
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/**
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* Tests if the current mouse coords hit a sprite
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*
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* @method hitTest
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* @param item {DisplayObject} The displayObject to test for a hit
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* @param interactionData {InteractionData} The interactiondata object to update in the case of a hit
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* @private
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*/
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PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
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{
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var global = interactionData.global;
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if(item.vcount !== PIXI.visibleCount)return false;
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var isSprite = (item instanceof PIXI.Sprite),
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worldTransform = item.worldTransform,
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a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
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a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
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id = 1 / (a00 * a11 + a01 * -a10),
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x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
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y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
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interactionData.target = item;
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//a sprite or display object with a hit area defined
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if(item.hitArea && item.hitArea.contains) {
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if(item.hitArea.contains(x, y)) {
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//if(isSprite)
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interactionData.target = item;
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return true;
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}
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return false;
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}
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// a sprite with no hitarea defined
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else if(isSprite)
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{
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var width = item.texture.frame.width,
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height = item.texture.frame.height,
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x1 = -width * item.anchor.x,
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y1;
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if(x > x1 && x < x1 + width)
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{
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y1 = -height * item.anchor.y;
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if(y > y1 && y < y1 + height)
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{
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// set the target property if a hit is true!
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interactionData.target = item
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return true;
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}
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}
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}
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var length = item.children.length;
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for (var i = 0; i < length; i++)
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{
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var tempItem = item.children[i];
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var hit = this.hitTest(tempItem, interactionData);
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if(hit)
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{
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// hmm.. TODO SET CORRECT TARGET?
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interactionData.target = item
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return true;
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}
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}
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return false;
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}
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/**
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* Is called when a touch is moved accross the renderer element
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*
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* @method onTouchMove
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* @param event {Event} The DOM event of a touch moving accross the renderer view
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* @private
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*/
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PIXI.InteractionManager.prototype.onTouchMove = function(event)
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{
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var rect = this.target.view.getBoundingClientRect();
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var changedTouches = event.changedTouches;
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for (var i=0; i < changedTouches.length; i++)
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{
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var touchEvent = changedTouches[i];
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var touchData = this.touchs[touchEvent.identifier];
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touchData.originalEvent = event || window.event;
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// update the touch position
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touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
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touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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}
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var length = this.interactiveItems.length;
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for (var i = 0; i < length; i++)
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{
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var item = this.interactiveItems[i];
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if(item.touchmove)item.touchmove(touchData);
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}
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}
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/**
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* Is called when a touch is started on the renderer element
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*
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* @method onTouchStart
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* @param event {Event} The DOM event of a touch starting on the renderer view
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* @private
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*/
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PIXI.InteractionManager.prototype.onTouchStart = function(event)
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{
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var rect = this.target.view.getBoundingClientRect();
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var changedTouches = event.changedTouches;
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for (var i=0; i < changedTouches.length; i++)
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{
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var touchEvent = changedTouches[i];
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var touchData = this.pool.pop();
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if(!touchData)touchData = new PIXI.InteractionData();
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touchData.originalEvent = event || window.event;
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this.touchs[touchEvent.identifier] = touchData;
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touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
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touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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var length = this.interactiveItems.length;
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for (var j = 0; j < length; j++)
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{
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var item = this.interactiveItems[j];
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if(item.touchstart || item.tap)
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{
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item.__hit = this.hitTest(item, touchData);
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if(item.__hit)
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{
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//call the function!
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if(item.touchstart)item.touchstart(touchData);
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item.__isDown = true;
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item.__touchData = touchData;
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if(!item.interactiveChildren)break;
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}
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}
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}
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}
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}
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/**
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* Is called when a touch is ended on the renderer element
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*
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* @method onTouchEnd
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* @param event {Event} The DOM event of a touch ending on the renderer view
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* @private
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*/
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PIXI.InteractionManager.prototype.onTouchEnd = function(event)
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{
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//this.mouse.originalEvent = event || window.event; //IE uses window.event
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var rect = this.target.view.getBoundingClientRect();
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var changedTouches = event.changedTouches;
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for (var i=0; i < changedTouches.length; i++)
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{
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var touchEvent = changedTouches[i];
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var touchData = this.touchs[touchEvent.identifier];
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var up = false;
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touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
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touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
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var length = this.interactiveItems.length;
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for (var j = 0; j < length; j++)
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{
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var item = this.interactiveItems[j];
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var itemTouchData = item.__touchData; // <-- Here!
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item.__hit = this.hitTest(item, touchData);
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if(itemTouchData == touchData)
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{
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// so this one WAS down...
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touchData.originalEvent = event || window.event;
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// hitTest??
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if(item.touchend || item.tap)
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{
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if(item.__hit && !up)
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{
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if(item.touchend)item.touchend(touchData);
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if(item.__isDown)
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{
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if(item.tap)item.tap(touchData);
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}
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if(!item.interactiveChildren)up = true;
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}
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else
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{
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if(item.__isDown)
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{
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if(item.touchendoutside)item.touchendoutside(touchData);
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}
|
|
}
|
|
|
|
item.__isDown = false;
|
|
}
|
|
|
|
item.__touchData = null;
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
}
|
|
}
|
|
// remove the touch..
|
|
this.pool.push(touchData);
|
|
this.touchs[touchEvent.identifier] = null;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Holds all information related to an Interaction event
|
|
*
|
|
* @class InteractionData
|
|
* @constructor
|
|
*/
|
|
PIXI.InteractionData = function()
|
|
{
|
|
/**
|
|
* This point stores the global coords of where the touch/mouse event happened
|
|
*
|
|
* @property global
|
|
* @type Point
|
|
*/
|
|
this.global = new PIXI.Point();
|
|
|
|
// this is here for legacy... but will remove
|
|
this.local = new PIXI.Point();
|
|
|
|
/**
|
|
* The target Sprite that was interacted with
|
|
*
|
|
* @property target
|
|
* @type Sprite
|
|
*/
|
|
this.target;
|
|
|
|
/**
|
|
* When passed to an event handler, this will be the original DOM Event that was captured
|
|
*
|
|
* @property originalEvent
|
|
* @type Event
|
|
*/
|
|
this.originalEvent;
|
|
}
|
|
|
|
/**
|
|
* This will return the local coords of the specified displayObject for this InteractionData
|
|
*
|
|
* @method getLocalPosition
|
|
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
|
|
* @return {Point} A point containing the coords of the InteractionData position relative to the DisplayObject
|
|
*/
|
|
PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
|
|
{
|
|
var worldTransform = displayObject.worldTransform;
|
|
var global = this.global;
|
|
|
|
// do a cheeky transform to get the mouse coords;
|
|
var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
|
|
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
|
|
id = 1 / (a00 * a11 + a01 * -a10);
|
|
// set the mouse coords...
|
|
return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
|
|
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id)
|
|
}
|
|
|
|
// constructor
|
|
PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;
|