phaser/src/input/Input.js

945 lines
26 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
* @class Phaser.Input
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
* @default
*/
this.hitCanvas = null;
/**
* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
* @default
*/
this.hitContext = null;
/**
* @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
*/
this.moveCallback = null;
/**
* @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
*/
this.moveCallbackContext = this;
};
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
/**
* @constant
* @type {number}
*/
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
/**
* How often should the input pointers be checked for updates?
* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
* @property {number} pollRate
* @default
*/
pollRate: 0,
/**
* @property {number} _pollCounter - Internal var holding the current poll counter.
* @private
* @default
*/
_pollCounter: 0,
/**
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
* @private
* @default
*/
_oldPosition: null,
/**
* @property {number} _x - x coordinate of the most recent Pointer event
* @private
* @default
*/
_x: 0,
/**
* @property {number} _y - Y coordinate of the most recent Pointer event
* @private
* @default
*/
_y: 0,
/**
* You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored.
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
* @property {boolean} disabled
* @default
*/
disabled: false,
/**
* Controls the expected behaviour when using a mouse and touch together on a multi-input device.
* @property {Description} multiInputOverride
*/
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/**
* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
* @default
*/
position: null,
/**
* A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
* @property {Phaser.Point} speed
*/
speed: null,
/**
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
*/
circle: null,
/**
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1.
* @property {Phaser.Point} scale
*/
scale: null,
/**
* The maximum number of Pointers allowed to be active at any one time.
* For lots of games it's useful to set this to 1.
* @property {number} maxPointers
* @default
*/
maxPointers: 10,
/**
* The current number of active Pointers.
* @property {number} currentPointers
* @default
*/
currentPointers: 0,
/**
* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or clicke
* @property {number} tapRate
* @default
*/
tapRate: 200,
/**
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
* @property {number} doubleTapRate
* @default
*/
doubleTapRate: 300,
/**
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
* @property {number} holdRate
* @default
*/
holdRate: 2000,
/**
* The number of milliseconds below which the Pointer is considered justPressed
* @property {number} justPressedRate
* @default
*/
justPressedRate: 200,
/**
* The number of milliseconds below which the Pointer is considered justReleased
* @property {number} justReleasedRate
* @default
*/
justReleasedRate: 200,
/**
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
* @property {boolean} recordPointerHistory
* @default
*/
recordPointerHistory: false,
/**
* The rate in milliseconds at which the Pointer objects should update their tracking history
* @property {number} recordRate
* @default
*/
recordRate: 100,
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
* @property {number} recordLimit
* @default
*/
recordLimit: 100,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer1
*/
pointer1: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer2
*/
pointer2: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer3
*/
pointer3: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer4
*/
pointer4: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer5
*/
pointer5: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer6
*/
pointer6: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer7
*/
pointer7: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer8
*/
pointer8: null,
/**
* A Pointer object
* @property {Phaser.Pointer} pointer9
*/
pointer9: null,
/**
* A Pointer object.
* @property {Phaser.Pointer} pointer10
*/
pointer10: null,
/**
* The most recently active Pointer object.
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
* @property {Phaser.Pointer} activePointer
* @default
*/
activePointer: null,
/**
* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
* @property {Pointer} mousePointer
* @default
*/
mousePointer: null,
/**
* The Mouse Input manager.
* @property {Phaser.Mouse} mouse - The Mouse Input manager.
* @default
*/
mouse: null,
/**
* The Keyboard Input manager.
* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
* @default
*/
keyboard: null,
/**
* The Touch Input manager.
* @property {Phaser.Touch} touch - the Touch Input manager.
* @default
*/
touch: null,
/**
* The MSPointer Input manager.
* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
* @default
*/
mspointer: null,
/**
* The Gamepad Input manager.
* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
* @default
*/
gamepad: null,
/**
* A Signal that is dispatched each time a pointer is pressed down.
* @property {Phaser.Signal} onDown
* @default
*/
onDown: null,
/**
* A Signal that is dispatched each time a pointer is released.
* @property {Phaser.Signal} onUp
* @default
*/
onUp: null,
/**
* A Signal that is dispatched each time a pointer is tapped.
* @property {Phaser.Signal} onTap
* @default
*/
onTap: null,
/**
* A Signal that is dispatched each time a pointer is held down.
* @property {Phaser.Signal} onHold
* @default
*/
onHold: null,
/**
* A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
* @property {Phaser.LinkedList} interactiveItems
*/
interactiveItems: new Phaser.LinkedList(),
/**
* Starts the Input Manager running.
* @method Phaser.Input#boot
* @protected
*/
boot: function () {
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.gamepad = new Phaser.Gamepad(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer;
this.currentPointers = 0;
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
this.keyboard.start();
this.touch.start();
this.mspointer.start();
this.mousePointer.active = true;
},
/**
* Stops all of the Input Managers from running.
* @method Phaser.Input#destroy
*/
destroy: function () {
this.mouse.stop();
this.keyboard.stop();
this.touch.stop();
this.mspointer.stop();
this.gamepad.stop();
this.moveCallback = null;
},
/**
* Sets a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
* to only use if you've limited input to a single pointer (i.e. mouse or touch)
* @method Phaser.Input#setMoveCallback
* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
* @param {object} callbackContext - The context in which the callback will be called.
*/
setMoveCallback: function (callback, callbackContext) {
this.moveCallback = callback;
this.moveCallbackContext = callbackContext;
},
/**
* Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
* If you need more then use this to create a new one, up to a maximum of 10.
* @method Phaser.Input#addPointer
* @return {Phaser.Pointer} A reference to the new Pointer object that was created.
*/
addPointer: function () {
var next = 0;
for (var i = 10; i > 0; i--)
{
if (this['pointer' + i] === null)
{
next = i;
}
}
if (next === 0)
{
console.warn("You can only have 10 Pointer objects");
return null;
}
else
{
this['pointer' + next] = new Phaser.Pointer(this.game, next);
return this['pointer' + next];
}
},
/**
* Updates the Input Manager. Called by the core Game loop.
* @method Phaser.Input#update
* @protected
*/
update: function () {
if (this.pollRate > 0 && this._pollCounter < this.pollRate)
{
this._pollCounter++;
return;
}
this.speed.x = this.position.x - this._oldPosition.x;
this.speed.y = this.position.y - this._oldPosition.y;
this._oldPosition.copyFrom(this.position);
this.mousePointer.update();
if (this.gamepad.active) { this.gamepad.update(); }
this.pointer1.update();
this.pointer2.update();
if (this.pointer3) { this.pointer3.update(); }
if (this.pointer4) { this.pointer4.update(); }
if (this.pointer5) { this.pointer5.update(); }
if (this.pointer6) { this.pointer6.update(); }
if (this.pointer7) { this.pointer7.update(); }
if (this.pointer8) { this.pointer8.update(); }
if (this.pointer9) { this.pointer9.update(); }
if (this.pointer10) { this.pointer10.update(); }
this._pollCounter = 0;
},
/**
* Reset all of the Pointers and Input states
* @method Phaser.Input#reset
* @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
*/
reset: function (hard) {
if (this.game.isBooted === false)
{
return;
}
if (typeof hard == 'undefined') { hard = false; }
this.keyboard.reset();
this.mousePointer.reset();
this.gamepad.reset();
for (var i = 1; i <= 10; i++)
{
if (this['pointer' + i])
{
this['pointer' + i].reset();
}
}
this.currentPointers = 0;
if (this.game.canvas.style.cursor !== 'none')
{
this.game.canvas.style.cursor = 'inherit';
}
if (hard === true)
{
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.interactiveItems.callAll('reset');
}
this._pollCounter = 0;
},
/**
* Resets the speed and old position properties.
* @method Phaser.Input#resetSpeed
* @param {number} x - Sets the oldPosition.x value.
* @param {number} y - Sets the oldPosition.y value.
*/
resetSpeed: function (x, y) {
this._oldPosition.setTo(x, y);
this.speed.setTo(0, 0);
},
/**
* Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
* @method Phaser.Input#startPointer
* @param {Any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
*/
startPointer: function (event) {
if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
{
return null;
}
if (this.pointer1.active === false)
{
return this.pointer1.start(event);
}
else if (this.pointer2.active === false)
{
return this.pointer2.start(event);
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active === false)
{
return this['pointer' + i].start(event);
}
}
}
return null;
},
/**
* Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
* @method Phaser.Input#updatePointer
* @param {Any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was updated or null if no Pointer object is available.
*/
updatePointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
{
return this.pointer1.move(event);
}
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
{
return this.pointer2.move(event);
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
{
return this['pointer' + i].move(event);
}
}
}
return null;
},
/**
* Stops the matching Pointer object, passing in the event data.
* @method Phaser.Input#stopPointer
* @param {Any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
*/
stopPointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
{
return this.pointer1.stop(event);
}
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
{
return this.pointer2.stop(event);
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
{
return this['pointer' + i].stop(event);
}
}
}
return null;
},
/**
* Get the next Pointer object whos active property matches the given state
* @method Phaser.Input#getPointer
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
*/
getPointer: function (state) {
state = state || false;
if (this.pointer1.active == state)
{
return this.pointer1;
}
else if (this.pointer2.active == state)
{
return this.pointer2;
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active == state)
{
return this['pointer' + i];
}
}
}
return null;
},
/**
* Get the Pointer object whos identified property matches the given identifier value.
* @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for.
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromIdentifier: function (identifier) {
if (this.pointer1.identifier == identifier)
{
return this.pointer1;
}
else if (this.pointer2.identifier == identifier)
{
return this.pointer2;
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].identifier == identifier)
{
return this['pointer' + i];
}
}
}
return null;
},
/**
* This will return the local coordinates 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 coordinates of the InteractionData position relative to the DisplayObject
*/
getLocalPosition: function (displayObject) {
var worldTransform = displayObject.worldTransform;
var global = new Phaser.Point(this.x, this.y);
// do a cheeky transform to get the mouse coords;
var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10);
// set the mouse coords...
return new Phaser.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);
},
/**
* Tests if the current mouse coordinates hit a sprite
*
* @method hitTest
* @param item {DisplayObject} The displayObject to test for a hit
* @param interactionData {InteractionData} The interactionData object to update in the case there is a hit
* @private
*/
// hitTest: function (item, interactionData) {
hitTest: function (item, pointer) {
// var global = interactionData.global;
var global = new Phaser.Point(pointer.x, pointer.y);
if( !item.worldVisible )return false;
// temp fix for if the element is in a non visible
var isSprite = (item instanceof PIXI.Sprite),
worldTransform = item.worldTransform,
a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10),
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
// interactionData.target = item;
//a sprite or display object with a hit area defined
if(item.hitArea && item.hitArea.contains) {
if(item.hitArea.contains(x, y)) {
console.log('AREA HIT!', x, y);
//if(isSprite)
// interactionData.target = item;
return true;
}
return false;
}
// a sprite with no hitarea defined
else if(isSprite)
{
var width = item.texture.frame.width,
height = item.texture.frame.height,
x1 = -width * item.anchor.x,
y1;
if(x > x1 && x < x1 + width)
{
y1 = -height * item.anchor.y;
if(y > y1 && y < y1 + height)
{
// set the target property if a hit is true!
// interactionData.target = item;
console.log('HIT!', x, y, x1, y1);
return true;
}
}
}
var length = item.children.length;
for (var i = 0; i < length; i++)
{
var tempItem = item.children[i];
// var hit = this.hitTest(tempItem, interactionData);
var hit = this.hitTest(tempItem);
if(hit)
{
// hmm.. TODO SET CORRECT TARGET?
// interactionData.target = item;
return true;
}
}
return false;
}
};
Phaser.Input.prototype.constructor = Phaser.Input;
/**
* The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
* @name Phaser.Input#x
* @property {number} x - The X coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "x", {
get: function () {
return this._x;
},
set: function (value) {
this._x = Math.floor(value);
}
});
/**
* The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
* @name Phaser.Input#y
* @property {number} y - The Y coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "y", {
get: function () {
return this._y;
},
set: function (value) {
this._y = Math.floor(value);
}
});
/**
* @name Phaser.Input#pollLocked
* @property {boolean} pollLocked - True if the Input is currently poll rate locked.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
get: function () {
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
}
});
/**
* The total number of inactive Pointers
* @name Phaser.Input#totalInactivePointers
* @property {number} totalInactivePointers - The total number of inactive Pointers.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
get: function () {
return 10 - this.currentPointers;
}
});
/**
* The total number of active Pointers
* @name Phaser.Input#totalActivePointers
* @property {number} totalActivePointers - The total number of active Pointers.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
get: function () {
this.currentPointers = 0;
for (var i = 1; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active)
{
this.currentPointers++;
}
}
return this.currentPointers;
}
});
/**
* The world X coordinate of the most recently active pointer.
* @name Phaser.Input#worldX
* @property {number} worldX - The world X coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
return this.game.camera.view.x + this.x;
}
});
/**
* The world Y coordinate of the most recently active pointer.
* @name Phaser.Input#worldY
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
return this.game.camera.view.y + this.y;
}
});