mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
217 lines
No EOL
6.6 KiB
TypeScript
217 lines
No EOL
6.6 KiB
TypeScript
/// <reference path="../../Game.ts" />
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/// <reference path="Pointer.ts" />
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/**
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* Phaser - Touch
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*
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* The Touch class handles touch interactions with the game and the resulting Pointer objects.
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* http://www.w3.org/TR/touch-events/
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* https://developer.mozilla.org/en-US/docs/DOM/TouchList
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* http://www.html5rocks.com/en/mobile/touchandmouse/
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* Note: Android 2.x only supports 1 touch event at once, no multi-touch
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*/
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module Phaser {
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export class Touch {
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/**
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* Constructor
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* @param {Game} game.
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* @return {Touch} This object.
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*/
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constructor(game: Game) {
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this._game = game;
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}
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/**
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* Local private reference to game.
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* @property _game
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* @type {Phaser.Game}
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* @private
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**/
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private _game: Game;
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @type {Boolean}
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*/
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public disabled: bool = false;
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/**
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* Starts the event listeners running
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* @method start
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*/
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public start() {
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if (this._game.device.touch)
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{
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this._game.stage.canvas.addEventListener('touchstart', (event) => this.onTouchStart(event), false);
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this._game.stage.canvas.addEventListener('touchmove', (event) => this.onTouchMove(event), false);
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this._game.stage.canvas.addEventListener('touchend', (event) => this.onTouchEnd(event), false);
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this._game.stage.canvas.addEventListener('touchenter', (event) => this.onTouchEnter(event), false);
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this._game.stage.canvas.addEventListener('touchleave', (event) => this.onTouchLeave(event), false);
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this._game.stage.canvas.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false);
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document.addEventListener('touchmove', (event) => this.consumeTouchMove(event), false);
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}
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}
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/**
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* Prevent iOS bounce-back (doesn't work?)
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* @method consumeTouchMove
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* @param {Any} event
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**/
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private consumeTouchMove(event) {
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event.preventDefault();
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}
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/**
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*
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* @method onTouchStart
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* @param {Any} event
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**/
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private onTouchStart(event) {
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if (this._game.input.disabled || this.disabled)
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{
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return;
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}
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event.preventDefault();
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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 onTouchCancel
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* @param {Any} event
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**/
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private onTouchCancel(event) {
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if (this._game.input.disabled || this.disabled)
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{
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return;
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}
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event.preventDefault();
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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 yet
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* @method onTouchEnter
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* @param {Any} event
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**/
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private onTouchEnter(event) {
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if (this._game.input.disabled || this.disabled)
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{
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return;
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}
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event.preventDefault();
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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console.log('touch enter');
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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 yet
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* @method onTouchLeave
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* @param {Any} event
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**/
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private onTouchLeave(event) {
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event.preventDefault();
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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console.log('touch leave');
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}
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}
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/**
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*
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* @method onTouchMove
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* @param {Any} event
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**/
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private onTouchMove(event) {
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event.preventDefault();
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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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*
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* @method onTouchEnd
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* @param {Any} event
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**/
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private onTouchEnd(event) {
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event.preventDefault();
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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 stop
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*/
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public stop() {
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if (this._game.device.touch)
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{
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//this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false);
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//this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false);
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//this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false);
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//this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false);
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//this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false);
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//this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false);
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}
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}
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}
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} |