mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
463 lines
14 KiB
JavaScript
463 lines
14 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch.
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*
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* You should not normally access this class directly, but instead use a Phaser.Pointer object which normalises all game input for you.
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*
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* @class Phaser.Touch
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Touch = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* Touch events will only be processed if enabled.
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* @property {boolean} enabled
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* @default
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*/
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this.enabled = true;
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/**
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* An array of callbacks that will be fired every time a native touch start or touch end event is received from the browser.
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* This is used internally to handle audio and video unlocking on mobile devices.
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* To add a callback to this array please use `Touch.addTouchLockCallback`.
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* @property {array} touchLockCallbacks
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* @protected
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*/
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this.touchLockCallbacks = [];
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/**
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* @property {object} callbackContext - The context under which callbacks are called.
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*/
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this.callbackContext = this.game;
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/**
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* @property {function} touchStartCallback - A callback that can be fired on a touchStart event.
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*/
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this.touchStartCallback = null;
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/**
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* @property {function} touchMoveCallback - A callback that can be fired on a touchMove event.
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*/
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this.touchMoveCallback = null;
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/**
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* @property {function} touchEndCallback - A callback that can be fired on a touchEnd event.
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*/
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this.touchEndCallback = null;
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/**
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* @property {function} touchEnterCallback - A callback that can be fired on a touchEnter event.
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*/
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this.touchEnterCallback = null;
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/**
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* @property {function} touchLeaveCallback - A callback that can be fired on a touchLeave event.
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*/
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this.touchLeaveCallback = null;
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/**
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* @property {function} touchCancelCallback - A callback that can be fired on a touchCancel event.
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*/
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this.touchCancelCallback = null;
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/**
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* @property {boolean} preventDefault - If true the TouchEvent will have prevent.default called on it.
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* @default
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*/
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this.preventDefault = true;
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/**
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* @property {TouchEvent} event - The browser touch DOM event. Will be set to null if no touch event has ever been received.
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* @default
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*/
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this.event = null;
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/**
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* @property {function} _onTouchStart - Internal event handler reference.
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* @private
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*/
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this._onTouchStart = null;
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/**
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* @property {function} _onTouchMove - Internal event handler reference.
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* @private
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*/
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this._onTouchMove = null;
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/**
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* @property {function} _onTouchEnd - Internal event handler reference.
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* @private
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*/
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this._onTouchEnd = null;
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/**
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* @property {function} _onTouchEnter - Internal event handler reference.
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* @private
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*/
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this._onTouchEnter = null;
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/**
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* @property {function} _onTouchLeave - Internal event handler reference.
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* @private
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*/
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this._onTouchLeave = null;
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/**
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* @property {function} _onTouchCancel - Internal event handler reference.
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* @private
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*/
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this._onTouchCancel = null;
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/**
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* @property {function} _onTouchMove - Internal event handler reference.
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* @private
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*/
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this._onTouchMove = null;
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};
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Phaser.Touch.prototype = {
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/**
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* Starts the event listeners running.
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* @method Phaser.Touch#start
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*/
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start: function () {
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if (this._onTouchStart !== null)
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{
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// Avoid setting multiple listeners
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return;
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}
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var _this = this;
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if (this.game.device.touch)
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{
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this._onTouchStart = function (event) {
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return _this.onTouchStart(event);
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};
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this._onTouchMove = function (event) {
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return _this.onTouchMove(event);
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};
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this._onTouchEnd = function (event) {
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return _this.onTouchEnd(event);
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};
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this._onTouchEnter = function (event) {
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return _this.onTouchEnter(event);
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};
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this._onTouchLeave = function (event) {
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return _this.onTouchLeave(event);
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};
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this._onTouchCancel = function (event) {
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return _this.onTouchCancel(event);
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};
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this.game.canvas.addEventListener('touchstart', this._onTouchStart, false);
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this.game.canvas.addEventListener('touchmove', this._onTouchMove, false);
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this.game.canvas.addEventListener('touchend', this._onTouchEnd, false);
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this.game.canvas.addEventListener('touchcancel', this._onTouchCancel, false);
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if (!this.game.device.cocoonJS)
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{
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this.game.canvas.addEventListener('touchenter', this._onTouchEnter, false);
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this.game.canvas.addEventListener('touchleave', this._onTouchLeave, false);
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}
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}
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},
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/**
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* Consumes all touchmove events on the document (only enable this if you know you need it!).
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* @method Phaser.Touch#consumeTouchMove
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*/
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consumeDocumentTouches: function () {
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this._documentTouchMove = function (event) {
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event.preventDefault();
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};
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document.addEventListener('touchmove', this._documentTouchMove, false);
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},
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/**
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* Adds a callback that is fired when a browser touchstart or touchend event is received.
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*
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* This is used internally to handle audio and video unlocking on mobile devices.
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*
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* If the callback returns 'true' then the callback is automatically deleted once invoked.
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*
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* The callback is added to the Phaser.Touch.touchLockCallbacks array and should be removed with Phaser.Touch.removeTouchLockCallback.
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*
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* @method Phaser.Touch#addTouchLockCallback
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* @param {function} callback - The callback that will be called when a touchstart event is received.
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* @param {object} context - The context in which the callback will be called.
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* @param {boolean} [onEnd=false] - Will the callback fire on a touchstart (default) or touchend event?
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*/
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addTouchLockCallback: function (callback, context, onEnd) {
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if (onEnd === undefined) { onEnd = false; }
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this.touchLockCallbacks.push({ callback: callback, context: context, onEnd: onEnd });
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},
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/**
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* Removes the callback at the defined index from the Phaser.Touch.touchLockCallbacks array
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*
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* @method Phaser.Touch#removeTouchLockCallback
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* @param {function} callback - The callback to be removed.
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* @param {object} context - The context in which the callback exists.
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* @return {boolean} True if the callback was deleted, otherwise false.
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*/
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removeTouchLockCallback: function (callback, context) {
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var i = this.touchLockCallbacks.length;
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while (i--)
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{
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if (this.touchLockCallbacks[i].callback === callback && this.touchLockCallbacks[i].context === context)
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{
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this.touchLockCallbacks.splice(i, 1);
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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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* The internal method that handles the touchstart event from the browser.
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* @method Phaser.Touch#onTouchStart
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
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onTouchStart: function (event) {
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var i = this.touchLockCallbacks.length;
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while (i--)
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{
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var cb = this.touchLockCallbacks[i];
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if (!cb.onEnd && cb.callback.call(cb.context, this, event))
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{
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this.touchLockCallbacks.splice(i, 1);
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}
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}
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this.event = event;
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if (!this.game.input.enabled || !this.enabled)
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{
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return;
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}
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if (this.touchStartCallback)
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{
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this.touchStartCallback.call(this.callbackContext, event);
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
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// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
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// event.changedTouches = the touches that CHANGED in this event, not the total number of them
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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this.game.input.startPointer(event.changedTouches[i]);
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}
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},
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/**
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* Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).
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* Occurs for example on iOS when you put down 4 fingers and the app selector UI appears.
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* @method Phaser.Touch#onTouchCancel
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
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onTouchCancel: function (event) {
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this.event = event;
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if (this.touchCancelCallback)
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{
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this.touchCancelCallback.call(this.callbackContext, event);
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}
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if (!this.game.input.enabled || !this.enabled)
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{
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return;
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
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// http://www.w3.org/TR/touch-events/#dfn-touchcancel
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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this.game.input.stopPointer(event.changedTouches[i]);
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}
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},
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/**
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* For touch enter and leave its a list of the touch points that have entered or left the target.
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* Doesn't appear to be supported by most browsers on a canvas element yet.
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* @method Phaser.Touch#onTouchEnter
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
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onTouchEnter: function (event) {
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this.event = event;
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if (this.touchEnterCallback)
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{
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this.touchEnterCallback.call(this.callbackContext, event);
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}
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if (!this.game.input.enabled || !this.enabled)
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{
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return;
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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},
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/**
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* For touch enter and leave its a list of the touch points that have entered or left the target.
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* Doesn't appear to be supported by most browsers on a canvas element yet.
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* @method Phaser.Touch#onTouchLeave
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
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onTouchLeave: function (event) {
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this.event = event;
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if (this.touchLeaveCallback)
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{
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this.touchLeaveCallback.call(this.callbackContext, event);
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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},
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/**
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* The handler for the touchmove events.
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* @method Phaser.Touch#onTouchMove
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
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onTouchMove: function (event) {
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this.event = event;
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if (this.touchMoveCallback)
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{
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this.touchMoveCallback.call(this.callbackContext, event);
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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this.game.input.updatePointer(event.changedTouches[i]);
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}
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},
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/**
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* The handler for the touchend events.
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* @method Phaser.Touch#onTouchEnd
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* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
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*/
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onTouchEnd: function (event) {
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var i = this.touchLockCallbacks.length;
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while (i--)
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{
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var cb = this.touchLockCallbacks[i];
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if (cb.onEnd && cb.callback.call(cb.context, this, event))
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{
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this.touchLockCallbacks.splice(i, 1);
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}
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}
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this.event = event;
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if (this.touchEndCallback)
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{
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this.touchEndCallback.call(this.callbackContext, event);
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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// For touch end its a list of the touch points that have been removed from the surface
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// https://developer.mozilla.org/en-US/docs/DOM/TouchList
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// event.changedTouches = the touches that CHANGED in this event, not the total number of them
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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this.game.input.stopPointer(event.changedTouches[i]);
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}
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},
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/**
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* Stop the event listeners.
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* @method Phaser.Touch#stop
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*/
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stop: function () {
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if (this.game.device.touch)
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{
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this.game.canvas.removeEventListener('touchstart', this._onTouchStart);
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this.game.canvas.removeEventListener('touchmove', this._onTouchMove);
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this.game.canvas.removeEventListener('touchend', this._onTouchEnd);
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this.game.canvas.removeEventListener('touchenter', this._onTouchEnter);
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this.game.canvas.removeEventListener('touchleave', this._onTouchLeave);
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this.game.canvas.removeEventListener('touchcancel', this._onTouchCancel);
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}
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}
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};
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Phaser.Touch.prototype.constructor = Phaser.Touch;
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