phaser/docs/Pointer.js.html
2014-03-14 06:36:05 +00:00

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<h1 class="page-title">Source: input/Pointer.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}
*/
/**
* Phaser - Pointer constructor.
*
* @class Phaser.Pointer
* @classdesc A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
*/
Phaser.Pointer = function (game, id) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
*/
this.id = id;
/**
* @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
* @private
* @default
*/
this._holdSent = false;
/**
* @property {array} _history - Local private variable storing the short-term history of pointer movements.
* @private
*/
this._history = [];
/**
* @property {number} _lastDrop - Local private variable storing the time at which the next history drop should occur.
* @private
* @default
*/
this._nextDrop = 0;
/**
* @property {boolean} _stateReset - Monitor events outside of a state reset loop.
* @private
* @default
*/
this._stateReset = false;
/**
* @property {boolean} withinGame - true if the Pointer is within the game area, otherwise false.
*/
this.withinGame = false;
/**
* @property {number} clientX - The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @default
*/
this.clientX = -1;
/**
* @property {number} clientY - The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @default
*/
this.clientY = -1;
/**
* @property {number} pageX - The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.
* @default
*/
this.pageX = -1;
/**
* @property {number} pageY - The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.
* @default
*/
this.pageY = -1;
/**
* @property {number} screenX - The horizontal coordinate of point relative to the screen in pixels.
* @default
*/
this.screenX = -1;
/**
* @property {number} screenY - The vertical coordinate of point relative to the screen in pixels.
* @default
*/
this.screenY = -1;
/**
* @property {number} x - The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @default
*/
this.x = -1;
/**
* @property {number} y - The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @default
*/
this.y = -1;
/**
* @property {boolean} isMouse - If the Pointer is a mouse this is true, otherwise false.
* @default
*/
this.isMouse = false;
/**
* @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
* @default
*/
this.isUp = true;
/**
* @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
* @default
*/
this.timeDown = 0;
/**
* @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
* @default
*/
this.timeUp = 0;
/**
* @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
* @default
*/
this.previousTapTime = 0;
/**
* @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
* @default
*/
this.totalTouches = 0;
/**
* @property {number} msSinceLastClick - The number of miliseconds since the last click.
* @default
*/
this.msSinceLastClick = Number.MAX_VALUE;
/**
* @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
* @default
*/
this.targetObject = null;
/**
* @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
* @default
*/
this.active = false;
/**
* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
*/
this.position = new Phaser.Point();
/**
* @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
*/
this.positionDown = new Phaser.Point();
/**
* A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
* The Circle size is 44px (Apples recommended "finger tip" size).
* @property {Phaser.Circle} circle
*/
this.circle = new Phaser.Circle(0, 0, 44);
if (id === 0)
{
this.isMouse = true;
}
};
Phaser.Pointer.prototype = {
/**
* Called when the Pointer is pressed onto the touchscreen.
* @method Phaser.Pointer#start
* @param {Any} event
*/
start: function (event) {
this.identifier = event.identifier;
this.target = event.target;
if (typeof event.button !== 'undefined')
{
this.button = event.button;
}
this._history.length = 0;
this.active = true;
this.withinGame = true;
this.isDown = true;
this.isUp = false;
// Work out how long it has been since the last click
this.msSinceLastClick = this.game.time.now - this.timeDown;
this.timeDown = this.game.time.now;
this._holdSent = false;
// This sets the x/y and other local values
this.move(event, true);
// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.x, this.y);
this.game.input.onDown.dispatch(this, event);
this.game.input.resetSpeed(this.x, this.y);
}
this._stateReset = false;
this.totalTouches++;
if (!this.isMouse)
{
this.game.input.currentPointers++;
}
if (this.targetObject !== null)
{
this.targetObject._touchedHandler(this);
}
return this;
},
/**
* Called by the Input Manager.
* @method Phaser.Pointer#update
*/
update: function () {
if (this.active)
{
if (this._holdSent === false && this.duration >= this.game.input.holdRate)
{
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.onHold.dispatch(this);
}
this._holdSent = true;
}
// Update the droppings history
if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
{
this._nextDrop = this.game.time.now + this.game.input.recordRate;
this._history.push({
x: this.position.x,
y: this.position.y
});
if (this._history.length > this.game.input.recordLimit)
{
this._history.shift();
}
}
}
},
/**
* Called when the Pointer is moved.
* @method Phaser.Pointer#move
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
* @param {boolean} [fromClick=false] - Was this called from the click event?
*/
move: function (event, fromClick) {
if (this.game.input.pollLocked)
{
return;
}
if (typeof fromClick === 'undefined') { fromClick = false; }
if (typeof event.button !== 'undefined')
{
this.button = event.button;
}
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
this.position.setTo(this.x, this.y);
this.circle.x = this.x;
this.circle.y = this.y;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.activePointer = this;
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
this.game.input.circle.x = this.game.input.x;
this.game.input.circle.y = this.game.input.y;
}
// If the game is paused we don't process any target objects or callbacks
if (this.game.paused)
{
return this;
}
if (this.game.input.moveCallback)
{
this.game.input.moveCallback.call(this.game.input.moveCallbackContext, this, this.x, this.y);
}
// Easy out if we're dragging something and it still exists
if (this.targetObject !== null && this.targetObject.isDragged === true)
{
if (this.targetObject.update(this) === false)
{
this.targetObject = null;
}
return this;
}
// Work out which object is on the top
this._highestRenderOrderID = Number.MAX_SAFE_INTEGER;
this._highestRenderObject = null;
this._highestInputPriorityID = -1;
// Just run through the linked list
if (this.game.input.interactiveItems.total > 0)
{
var currentNode = this.game.input.interactiveItems.next;
do
{
// If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
if (currentNode.pixelPerfectClick || currentNode.pixelPerfectOver || currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID === this._highestInputPriorityID && currentNode.sprite._cache[3] &lt; this._highestRenderOrderID))
{
if ((!fromClick && currentNode.checkPointerOver(this)) || (fromClick && currentNode.checkPointerDown(this)))
{
this._highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID
this._highestInputPriorityID = currentNode.priorityID;
this._highestRenderObject = currentNode;
}
}
currentNode = currentNode.next;
}
while (currentNode != null)
}
if (this._highestRenderObject === null)
{
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
// console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
this.targetObject._pointerOutHandler(this);
this.targetObject = null;
}
}
else
{
if (this.targetObject === null)
{
// And now set the new one
// console.log('And now set the new one');
this.targetObject = this._highestRenderObject;
this._highestRenderObject._pointerOverHandler(this);
}
else
{
// We've got a target from the last update
// console.log("We've got a target from the last update");
if (this.targetObject === this._highestRenderObject)
{
// Same target as before, so update it
// console.log("Same target as before, so update it");
if (this._highestRenderObject.update(this) === false)
{
this.targetObject = null;
}
}
else
{
// The target has changed, so tell the old one we've left it
// console.log("The target has changed, so tell the old one we've left it");
this.targetObject._pointerOutHandler(this);
// And now set the new one
this.targetObject = this._highestRenderObject;
this.targetObject._pointerOverHandler(this);
}
}
}
return this;
},
/**
* Called when the Pointer leaves the target area.
* @method Phaser.Pointer#leave
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
*/
leave: function (event) {
this.withinGame = false;
this.move(event, false);
},
/**
* Called when the Pointer leaves the touchscreen.
* @method Phaser.Pointer#stop
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
*/
stop: function (event) {
if (this._stateReset)
{
event.preventDefault();
return;
}
this.timeUp = this.game.time.now;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.onUp.dispatch(this, event);
// Was it a tap?
if (this.duration >= 0 && this.duration &lt;= this.game.input.tapRate)
{
// Was it a double-tap?
if (this.timeUp - this.previousTapTime &lt; this.game.input.doubleTapRate)
{
// Yes, let's dispatch the signal then with the 2nd parameter set to true
this.game.input.onTap.dispatch(this, true);
}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
this.game.input.onTap.dispatch(this, false);
}
this.previousTapTime = this.timeUp;
}
}
// Mouse is always active
if (this.id > 0)
{
this.active = false;
}
this.withinGame = false;
this.isDown = false;
this.isUp = true;
if (this.isMouse === false)
{
this.game.input.currentPointers--;
}
if (this.game.input.interactiveItems.total > 0)
{
var currentNode = this.game.input.interactiveItems.next;
do
{
if (currentNode)
{
currentNode._releasedHandler(this);
}
currentNode = currentNode.next;
}
while (currentNode != null)
}
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
return this;
},
/**
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
* Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
* @method Phaser.Pointer#justPressed
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
* @return {boolean} true if the Pointer was pressed down within the duration given.
*/
justPressed: function (duration) {
duration = duration || this.game.input.justPressedRate;
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
},
/**
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
* Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
* @method Phaser.Pointer#justReleased
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
* @return {boolean} true if the Pointer was released within the duration given.
*/
justReleased: function (duration) {
duration = duration || this.game.input.justReleasedRate;
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
},
/**
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
* @method Phaser.Pointer#reset
*/
reset: function () {
if (this.isMouse === false)
{
this.active = false;
}
this.identifier = null;
this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
}
};
Phaser.Pointer.prototype.constructor = Phaser.Pointer;
/**
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @name Phaser.Pointer#duration
* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
get: function () {
if (this.isUp)
{
return -1;
}
return this.game.time.now - this.timeDown;
}
});
/**
* Gets the X value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldX
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
get: function () {
return this.game.world.camera.x + this.x;
}
});
/**
* Gets the Y value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldY
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
get: function () {
return this.game.world.camera.y + this.y;
}
});
</pre>
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