mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
3205 lines
100 KiB
JavaScript
3205 lines
100 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Circle = require('../geom/circle/Circle');
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var CircleContains = require('../geom/circle/Contains');
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var Class = require('../utils/Class');
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var CONST = require('./const');
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var CreateInteractiveObject = require('./CreateInteractiveObject');
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var CreatePixelPerfectHandler = require('./CreatePixelPerfectHandler');
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var DistanceBetween = require('../math/distance/DistanceBetween');
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var Ellipse = require('../geom/ellipse/Ellipse');
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var EllipseContains = require('../geom/ellipse/Contains');
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var Events = require('./events');
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var EventEmitter = require('eventemitter3');
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var GetFastValue = require('../utils/object/GetFastValue');
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var GEOM_CONST = require('../geom/const');
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var InputPluginCache = require('./InputPluginCache');
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var IsPlainObject = require('../utils/object/IsPlainObject');
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var PluginCache = require('../plugins/PluginCache');
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var Rectangle = require('../geom/rectangle/Rectangle');
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var RectangleContains = require('../geom/rectangle/Contains');
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var SceneEvents = require('../scene/events');
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var Triangle = require('../geom/triangle/Triangle');
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var TriangleContains = require('../geom/triangle/Contains');
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/**
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* @classdesc
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* The Input Plugin belongs to a Scene and handles all input related events and operations for it.
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*
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* You can access it from within a Scene using `this.input`.
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*
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* It emits events directly. For example, you can do:
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*
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* ```javascript
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* this.input.on('pointerdown', callback, context);
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* ```
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*
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* To listen for a pointer down event anywhere on the game canvas.
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*
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* Game Objects can be enabled for input by calling their `setInteractive` method. After which they
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* will directly emit input events:
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*
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* ```javascript
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* var sprite = this.add.sprite(x, y, texture);
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* sprite.setInteractive();
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* sprite.on('pointerdown', callback, context);
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* ```
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*
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* There are lots of game configuration options available relating to input.
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* See the [Input Config object]{@linkcode Phaser.Types.Core.InputConfig} for more details, including how to deal with Phaser
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* listening for input events outside of the canvas, how to set a default number of pointers, input
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* capture settings and more.
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*
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* Please also see the Input examples and tutorials for further information.
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*
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* **Incorrect input coordinates with Angular**
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*
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* If you are using Phaser within Angular, and use nglf or the router, to make the component in which the Phaser game resides
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* change state (i.e. appear or disappear) then you'll need to notify the Scale Manager about this, as Angular will mess with
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* the DOM in a way in which Phaser can't detect directly. Call `this.scale.updateBounds()` as part of your game init in order
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* to refresh the canvas DOM bounds values, which Phaser uses for input point position calculations.
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*
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* @class InputPlugin
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* @extends Phaser.Events.EventEmitter
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* @memberof Phaser.Input
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - A reference to the Scene that this Input Plugin is responsible for.
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*/
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var InputPlugin = new Class({
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Extends: EventEmitter,
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initialize:
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function InputPlugin (scene)
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{
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EventEmitter.call(this);
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/**
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* A reference to the Scene that this Input Plugin is responsible for.
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*
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* @name Phaser.Input.InputPlugin#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = scene;
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/**
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* A reference to the Scene Systems class.
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*
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* @name Phaser.Input.InputPlugin#systems
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.systems = scene.sys;
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/**
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* A reference to the Scene Systems Settings.
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*
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* @name Phaser.Input.InputPlugin#settings
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* @type {Phaser.Types.Scenes.SettingsObject}
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* @since 3.5.0
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*/
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this.settings = scene.sys.settings;
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/**
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* A reference to the Game Input Manager.
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*
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* @name Phaser.Input.InputPlugin#manager
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* @type {Phaser.Input.InputManager}
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* @since 3.0.0
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*/
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this.manager = scene.sys.game.input;
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/**
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* Internal event queue used for plugins only.
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*
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* @name Phaser.Input.InputPlugin#pluginEvents
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* @type {Phaser.Events.EventEmitter}
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* @private
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* @since 3.10.0
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*/
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this.pluginEvents = new EventEmitter();
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/**
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* If `true` this Input Plugin will process DOM input events.
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*
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* @name Phaser.Input.InputPlugin#enabled
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* @type {boolean}
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* @default true
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* @since 3.5.0
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*/
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this.enabled = true;
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/**
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* A reference to the Scene Display List. This property is set during the `boot` method.
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*
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* @name Phaser.Input.InputPlugin#displayList
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* @type {Phaser.GameObjects.DisplayList}
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* @since 3.0.0
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*/
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this.displayList;
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/**
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* A reference to the Scene Cameras Manager. This property is set during the `boot` method.
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*
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* @name Phaser.Input.InputPlugin#cameras
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* @type {Phaser.Cameras.Scene2D.CameraManager}
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* @since 3.0.0
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*/
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this.cameras;
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// Inject the available input plugins into this class
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InputPluginCache.install(this);
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/**
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* A reference to the Mouse Manager.
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*
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* This property is only set if Mouse support has been enabled in your Game Configuration file.
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*
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* If you just wish to get access to the mouse pointer, use the `mousePointer` property instead.
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*
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* @name Phaser.Input.InputPlugin#mouse
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* @type {?Phaser.Input.Mouse.MouseManager}
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* @since 3.0.0
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*/
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this.mouse = this.manager.mouse;
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/**
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* When set to `true` (the default) the Input Plugin will emulate DOM behavior by only emitting events from
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* the top-most Game Objects in the Display List.
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*
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* If set to `false` it will emit events from all Game Objects below a Pointer, not just the top one.
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*
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* @name Phaser.Input.InputPlugin#topOnly
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.topOnly = true;
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/**
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* How often should the Pointers be checked?
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*
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* The value is a time, given in ms, and is the time that must have elapsed between game steps before
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* the Pointers will be polled again. When a pointer is polled it runs a hit test to see which Game
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* Objects are currently below it, or being interacted with it.
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*
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* Pointers will *always* be checked if they have been moved by the user, or press or released.
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*
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* This property only controls how often they will be polled if they have not been updated.
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* You should set this if you want to have Game Objects constantly check against the pointers, even
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* if the pointer didn't itself move.
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*
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* Set to 0 to poll constantly. Set to -1 to only poll on user movement.
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*
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* @name Phaser.Input.InputPlugin#pollRate
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* @type {number}
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* @default -1
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* @since 3.0.0
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*/
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this.pollRate = -1;
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/**
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* Internal poll timer value.
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*
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* @name Phaser.Input.InputPlugin#_pollTimer
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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*/
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this._pollTimer = 0;
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var _eventData = { cancelled: false };
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/**
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* Internal event propagation callback container.
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*
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* @name Phaser.Input.InputPlugin#_eventContainer
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* @type {Phaser.Types.Input.EventData}
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* @private
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* @since 3.13.0
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*/
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this._eventContainer = {
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stopPropagation: function ()
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{
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_eventData.cancelled = true;
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}
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};
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/**
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* Internal event propagation data object.
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*
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* @name Phaser.Input.InputPlugin#_eventData
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* @type {object}
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* @private
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* @since 3.13.0
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*/
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this._eventData = _eventData;
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/**
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* The distance, in pixels, a pointer has to move while being held down, before it thinks it is being dragged.
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*
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* @name Phaser.Input.InputPlugin#dragDistanceThreshold
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.dragDistanceThreshold = 0;
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/**
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* The amount of time, in ms, a pointer has to be held down before it thinks it is dragging.
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*
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* The default polling rate is to poll only on move so once the time threshold is reached the
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* drag event will not start until you move the mouse. If you want it to start immediately
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* when the time threshold is reached, you must increase the polling rate by calling
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* [setPollAlways]{@linkcode Phaser.Input.InputPlugin#setPollAlways} or
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* [setPollRate]{@linkcode Phaser.Input.InputPlugin#setPollRate}.
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*
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* @name Phaser.Input.InputPlugin#dragTimeThreshold
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.dragTimeThreshold = 0;
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/**
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* Used to temporarily store the results of the Hit Test
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*
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* @name Phaser.Input.InputPlugin#_temp
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._temp = [];
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/**
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* Used to temporarily store the results of the Hit Test dropZones
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*
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* @name Phaser.Input.InputPlugin#_tempZones
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._tempZones = [];
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/**
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* A list of all Game Objects that have been set to be interactive in the Scene this Input Plugin is managing.
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*
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* @name Phaser.Input.InputPlugin#_list
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* @type {Phaser.GameObjects.GameObject[]}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._list = [];
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/**
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* Objects waiting to be inserted to the list on the next call to 'begin'.
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*
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* @name Phaser.Input.InputPlugin#_pendingInsertion
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* @type {Phaser.GameObjects.GameObject[]}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._pendingInsertion = [];
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/**
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* Objects waiting to be removed from the list on the next call to 'begin'.
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*
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* @name Phaser.Input.InputPlugin#_pendingRemoval
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* @type {Phaser.GameObjects.GameObject[]}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._pendingRemoval = [];
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/**
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* A list of all Game Objects that have been enabled for dragging.
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*
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* @name Phaser.Input.InputPlugin#_draggable
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* @type {Phaser.GameObjects.GameObject[]}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._draggable = [];
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/**
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* A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID.
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*
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* @name Phaser.Input.InputPlugin#_drag
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* @type {{0:Array,1:Array,2:Array,3:Array,4:Array,5:Array,6:Array,7:Array,8:Array,9:Array,10:Array}}
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* @private
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* @since 3.0.0
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*/
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this._drag = { 0: [], 1: [], 2: [], 3: [], 4: [], 5: [], 6: [], 7: [], 8: [], 9: [], 10: [] };
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/**
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* A array containing the dragStates, for this Scene, index by the Pointer ID.
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*
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* @name Phaser.Input.InputPlugin#_dragState
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* @type {number[]}
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* @private
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* @since 3.16.0
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*/
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this._dragState = [];
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/**
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* A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID.
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*
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* @name Phaser.Input.InputPlugin#_over
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* @type {{0:Array,1:Array,2:Array,3:Array,4:Array,5:Array,6:Array,7:Array,8:Array,9:Array,10:Array}}
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* @private
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* @since 3.0.0
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*/
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this._over = { 0: [], 1: [], 2: [], 3: [], 4: [], 5: [], 6: [], 7: [], 8: [], 9: [], 10: [] };
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/**
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* A list of valid DOM event types.
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*
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* @name Phaser.Input.InputPlugin#_validTypes
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* @type {string[]}
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* @private
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* @since 3.0.0
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*/
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this._validTypes = [ 'onDown', 'onUp', 'onOver', 'onOut', 'onMove', 'onDragStart', 'onDrag', 'onDragEnd', 'onDragEnter', 'onDragLeave', 'onDragOver', 'onDrop' ];
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/**
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* Internal property that tracks frame event state.
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*
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* @name Phaser.Input.InputPlugin#_updatedThisFrame
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* @type {boolean}
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* @private
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* @since 3.18.0
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*/
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this._updatedThisFrame = false;
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
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scene.sys.events.on(SceneEvents.START, this.start, this);
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},
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/**
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* This method is called automatically, only once, when the Scene is first created.
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* Do not invoke it directly.
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*
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* @method Phaser.Input.InputPlugin#boot
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* @fires Phaser.Input.Events#BOOT
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* @private
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* @since 3.5.1
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*/
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boot: function ()
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{
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this.cameras = this.systems.cameras;
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this.displayList = this.systems.displayList;
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this.systems.events.once(SceneEvents.DESTROY, this.destroy, this);
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// Registered input plugins listen for this
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this.pluginEvents.emit(Events.BOOT);
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},
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/**
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* This method is called automatically by the Scene when it is starting up.
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* It is responsible for creating local systems, properties and listening for Scene events.
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* Do not invoke it directly.
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*
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* @method Phaser.Input.InputPlugin#start
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* @fires Phaser.Input.Events#START
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* @private
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* @since 3.5.0
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*/
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start: function ()
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{
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var eventEmitter = this.systems.events;
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eventEmitter.on(SceneEvents.TRANSITION_START, this.transitionIn, this);
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eventEmitter.on(SceneEvents.TRANSITION_OUT, this.transitionOut, this);
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eventEmitter.on(SceneEvents.TRANSITION_COMPLETE, this.transitionComplete, this);
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eventEmitter.on(SceneEvents.PRE_UPDATE, this.preUpdate, this);
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eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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this.manager.events.on(Events.GAME_OUT, this.onGameOut, this);
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this.manager.events.on(Events.GAME_OVER, this.onGameOver, this);
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this.enabled = true;
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// Populate the pointer drag states
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this._dragState = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ];
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// Registered input plugins listen for this
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this.pluginEvents.emit(Events.START);
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},
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/**
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* Game Over handler.
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*
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* @method Phaser.Input.InputPlugin#onGameOver
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* @fires Phaser.Input.Events#GAME_OVER
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* @private
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* @since 3.16.2
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*/
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onGameOver: function (event)
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{
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if (this.isActive())
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{
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this.emit(Events.GAME_OVER, event.timeStamp, event);
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}
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},
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/**
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* Game Out handler.
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*
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* @method Phaser.Input.InputPlugin#onGameOut
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* @fires Phaser.Input.Events#GAME_OUT
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* @private
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* @since 3.16.2
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*/
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onGameOut: function (event)
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{
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if (this.isActive())
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{
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this.emit(Events.GAME_OUT, event.timeStamp, event);
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}
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},
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/**
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* The pre-update handler is responsible for checking the pending removal and insertion lists and
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* deleting old Game Objects.
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*
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* @method Phaser.Input.InputPlugin#preUpdate
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* @private
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* @fires Phaser.Input.Events#PRE_UPDATE
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* @since 3.0.0
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*/
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preUpdate: function ()
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{
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// Registered input plugins listen for this
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this.pluginEvents.emit(Events.PRE_UPDATE);
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var removeList = this._pendingRemoval;
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var insertList = this._pendingInsertion;
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var toRemove = removeList.length;
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var toInsert = insertList.length;
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if (toRemove === 0 && toInsert === 0)
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{
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// Quick bail
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return;
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}
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var current = this._list;
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// Delete old gameObjects
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for (var i = 0; i < toRemove; i++)
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{
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var gameObject = removeList[i];
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var index = current.indexOf(gameObject);
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if (index > -1)
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{
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current.splice(index, 1);
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this.clear(gameObject, true);
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}
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}
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// Clear the removal list
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removeList.length = 0;
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this._pendingRemoval.length = 0;
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// Move pendingInsertion to list (also clears pendingInsertion at the same time)
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this._list = current.concat(insertList.splice(0));
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},
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/**
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* Checks to see if both this plugin and the Scene to which it belongs is active.
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*
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* @method Phaser.Input.InputPlugin#isActive
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* @since 3.10.0
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*
|
|
* @return {boolean} `true` if the plugin and the Scene it belongs to is active.
|
|
*/
|
|
isActive: function ()
|
|
{
|
|
return (this.enabled && this.scene.sys.isActive());
|
|
},
|
|
|
|
/**
|
|
* This is called automatically by the Input Manager.
|
|
* It emits events for plugins to listen to and also handles polling updates, if enabled.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#updatePoll
|
|
* @since 3.18.0
|
|
*
|
|
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
|
|
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
|
|
*
|
|
* @return {boolean} `true` if the plugin and the Scene it belongs to is active.
|
|
*/
|
|
updatePoll: function (time, delta)
|
|
{
|
|
if (!this.isActive())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// The plugins should update every frame, regardless if there has been
|
|
// any DOM input events or not (such as the Gamepad and Keyboard)
|
|
this.pluginEvents.emit(Events.UPDATE, time, delta);
|
|
|
|
// We can leave now if we've already updated once this frame via the immediate DOM event handlers
|
|
if (this._updatedThisFrame)
|
|
{
|
|
this._updatedThisFrame = false;
|
|
|
|
return false;
|
|
}
|
|
|
|
var i;
|
|
var manager = this.manager;
|
|
|
|
var pointers = manager.pointers;
|
|
var pointersTotal = manager.pointersTotal;
|
|
|
|
for (i = 0; i < pointersTotal; i++)
|
|
{
|
|
pointers[i].updateMotion();
|
|
}
|
|
|
|
// No point going any further if there aren't any interactive objects
|
|
if (this._list.length === 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var rate = this.pollRate;
|
|
|
|
if (rate === -1)
|
|
{
|
|
return false;
|
|
}
|
|
else if (rate > 0)
|
|
{
|
|
this._pollTimer -= delta;
|
|
|
|
if (this._pollTimer < 0)
|
|
{
|
|
// Discard timer diff, we're ready to poll again
|
|
this._pollTimer = this.pollRate;
|
|
}
|
|
else
|
|
{
|
|
// Not enough time has elapsed since the last poll, so abort now
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// We got this far? Then we should poll for movement
|
|
var captured = false;
|
|
|
|
for (i = 0; i < pointersTotal; i++)
|
|
{
|
|
var total = 0;
|
|
|
|
var pointer = pointers[i];
|
|
|
|
// Always reset this array
|
|
this._tempZones = [];
|
|
|
|
// _temp contains a hit tested and camera culled list of IO objects
|
|
this._temp = this.hitTestPointer(pointer);
|
|
|
|
this.sortGameObjects(this._temp, pointer);
|
|
this.sortDropZones(this._tempZones);
|
|
|
|
if (this.topOnly)
|
|
{
|
|
// Only the top-most one counts now, so safely ignore the rest
|
|
if (this._temp.length)
|
|
{
|
|
this._temp.splice(1);
|
|
}
|
|
|
|
if (this._tempZones.length)
|
|
{
|
|
this._tempZones.splice(1);
|
|
}
|
|
}
|
|
|
|
total += this.processOverOutEvents(pointer);
|
|
|
|
if (this.getDragState(pointer) === 2)
|
|
{
|
|
this.processDragThresholdEvent(pointer, time);
|
|
}
|
|
|
|
if (total > 0)
|
|
{
|
|
// We interacted with an event in this Scene, so block any Scenes below us from doing the same this frame
|
|
captured = true;
|
|
}
|
|
}
|
|
|
|
return captured;
|
|
},
|
|
|
|
/**
|
|
* This method is called when a DOM Event is received by the Input Manager. It handles dispatching the events
|
|
* to relevant input enabled Game Objects in this scene.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#update
|
|
* @private
|
|
* @fires Phaser.Input.Events#UPDATE
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} type - The type of event to process.
|
|
* @param {Phaser.Input.Pointer[]} pointers - An array of Pointers on which the event occurred.
|
|
*
|
|
* @return {boolean} `true` if this Scene has captured the input events from all other Scenes, otherwise `false`.
|
|
*/
|
|
update: function (type, pointers)
|
|
{
|
|
if (!this.isActive())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var pointersTotal = pointers.length;
|
|
var captured = false;
|
|
|
|
for (var i = 0; i < pointersTotal; i++)
|
|
{
|
|
var total = 0;
|
|
var pointer = pointers[i];
|
|
|
|
// Always reset this array
|
|
this._tempZones = [];
|
|
|
|
// _temp contains a hit tested and camera culled list of IO objects
|
|
this._temp = this.hitTestPointer(pointer);
|
|
|
|
this.sortGameObjects(this._temp, pointer);
|
|
this.sortDropZones(this._tempZones);
|
|
|
|
if (this.topOnly)
|
|
{
|
|
// Only the top-most one counts now, so safely ignore the rest
|
|
if (this._temp.length)
|
|
{
|
|
this._temp.splice(1);
|
|
}
|
|
|
|
if (this._tempZones.length)
|
|
{
|
|
this._tempZones.splice(1);
|
|
}
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
case CONST.MOUSE_DOWN:
|
|
total += this.processDragDownEvent(pointer);
|
|
total += this.processDownEvents(pointer);
|
|
total += this.processOverOutEvents(pointer);
|
|
break;
|
|
|
|
case CONST.MOUSE_UP:
|
|
total += this.processDragUpEvent(pointer);
|
|
total += this.processUpEvents(pointer);
|
|
total += this.processOverOutEvents(pointer);
|
|
break;
|
|
|
|
case CONST.TOUCH_START:
|
|
total += this.processDragDownEvent(pointer);
|
|
total += this.processDownEvents(pointer);
|
|
total += this.processOverEvents(pointer);
|
|
break;
|
|
|
|
case CONST.TOUCH_END:
|
|
case CONST.TOUCH_CANCEL:
|
|
total += this.processDragUpEvent(pointer);
|
|
total += this.processUpEvents(pointer);
|
|
total += this.processOutEvents(pointer);
|
|
break;
|
|
|
|
case CONST.MOUSE_MOVE:
|
|
case CONST.TOUCH_MOVE:
|
|
total += this.processDragMoveEvent(pointer);
|
|
total += this.processMoveEvents(pointer);
|
|
total += this.processOverOutEvents(pointer);
|
|
break;
|
|
|
|
case CONST.MOUSE_WHEEL:
|
|
total += this.processWheelEvent(pointer);
|
|
break;
|
|
}
|
|
|
|
if (total > 0)
|
|
{
|
|
// We interacted with an event in this Scene, so block any Scenes below us from doing the same this frame
|
|
captured = true;
|
|
}
|
|
}
|
|
|
|
this._updatedThisFrame = true;
|
|
|
|
return captured;
|
|
},
|
|
|
|
/**
|
|
* Clears a Game Object so it no longer has an Interactive Object associated with it.
|
|
* The Game Object is then queued for removal from the Input Plugin on the next update.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#clear
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that will have its Interactive Object removed.
|
|
* @param {boolean} [skipQueue=false] - Skip adding this Game Object into the removal queue?
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object that had its Interactive Object removed.
|
|
*/
|
|
clear: function (gameObject, skipQueue)
|
|
{
|
|
if (skipQueue === undefined) { skipQueue = false; }
|
|
|
|
var input = gameObject.input;
|
|
|
|
// If GameObject.input already cleared from higher class
|
|
if (!input)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!skipQueue)
|
|
{
|
|
this.queueForRemoval(gameObject);
|
|
}
|
|
|
|
input.gameObject = undefined;
|
|
input.target = undefined;
|
|
input.hitArea = undefined;
|
|
input.hitAreaCallback = undefined;
|
|
input.callbackContext = undefined;
|
|
|
|
gameObject.input = null;
|
|
|
|
// Clear from _draggable, _drag and _over
|
|
var index = this._draggable.indexOf(gameObject);
|
|
|
|
if (index > -1)
|
|
{
|
|
this._draggable.splice(index, 1);
|
|
}
|
|
|
|
index = this._drag[0].indexOf(gameObject);
|
|
|
|
if (index > -1)
|
|
{
|
|
this._drag[0].splice(index, 1);
|
|
}
|
|
|
|
index = this._over[0].indexOf(gameObject);
|
|
|
|
if (index > -1)
|
|
{
|
|
this._over[0].splice(index, 1);
|
|
|
|
this.manager.resetCursor(input);
|
|
}
|
|
|
|
return gameObject;
|
|
},
|
|
|
|
/**
|
|
* Disables Input on a single Game Object.
|
|
*
|
|
* An input disabled Game Object still retains its Interactive Object component and can be re-enabled
|
|
* at any time, by passing it to `InputPlugin.enable`.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#disable
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to have its input system disabled.
|
|
*/
|
|
disable: function (gameObject)
|
|
{
|
|
gameObject.input.enabled = false;
|
|
},
|
|
|
|
/**
|
|
* Enable a Game Object for interaction.
|
|
*
|
|
* If the Game Object already has an Interactive Object component, it is enabled and returned.
|
|
*
|
|
* Otherwise, a new Interactive Object component is created and assigned to the Game Object's `input` property.
|
|
*
|
|
* Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area
|
|
* for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced
|
|
* input detection.
|
|
*
|
|
* If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If
|
|
* this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific
|
|
* shape for it to use.
|
|
*
|
|
* You can also provide an Input Configuration Object as the only argument to this method.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#enable
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to be enabled for input.
|
|
* @param {(Phaser.Types.Input.InputConfiguration|any)} [hitArea] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
|
|
* @param {Phaser.Types.Input.HitAreaCallback} [hitAreaCallback] - The 'contains' function to invoke to check if the pointer is within the hit area.
|
|
* @param {boolean} [dropZone=false] - Is this Game Object a drop zone or not?
|
|
*
|
|
* @return {this} This Input Plugin.
|
|
*/
|
|
enable: function (gameObject, hitArea, hitAreaCallback, dropZone)
|
|
{
|
|
if (dropZone === undefined) { dropZone = false; }
|
|
|
|
if (gameObject.input)
|
|
{
|
|
// If it is already has an InteractiveObject then just enable it and return
|
|
gameObject.input.enabled = true;
|
|
}
|
|
else
|
|
{
|
|
// Create an InteractiveObject and enable it
|
|
this.setHitArea(gameObject, hitArea, hitAreaCallback);
|
|
}
|
|
|
|
if (gameObject.input && dropZone && !gameObject.input.dropZone)
|
|
{
|
|
gameObject.input.dropZone = dropZone;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Takes the given Pointer and performs a hit test against it, to see which interactive Game Objects
|
|
* it is currently above.
|
|
*
|
|
* The hit test is performed against which-ever Camera the Pointer is over. If it is over multiple
|
|
* cameras, it starts checking the camera at the top of the camera list, and if nothing is found, iterates down the list.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#hitTestPointer
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to check against the Game Objects.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject[]} An array of all the interactive Game Objects the Pointer was above.
|
|
*/
|
|
hitTestPointer: function (pointer)
|
|
{
|
|
var cameras = this.cameras.getCamerasBelowPointer(pointer);
|
|
|
|
for (var c = 0; c < cameras.length; c++)
|
|
{
|
|
var camera = cameras[c];
|
|
|
|
// Get a list of all objects that can be seen by the camera below the pointer in the scene and store in 'over' array.
|
|
// All objects in this array are input enabled, as checked by the hitTest method, so we don't need to check later on as well.
|
|
var over = this.manager.hitTest(pointer, this._list, camera);
|
|
|
|
// Filter out the drop zones
|
|
for (var i = 0; i < over.length; i++)
|
|
{
|
|
var obj = over[i];
|
|
|
|
if (obj.input.dropZone)
|
|
{
|
|
this._tempZones.push(obj);
|
|
}
|
|
}
|
|
|
|
if (over.length > 0)
|
|
{
|
|
pointer.camera = camera;
|
|
|
|
return over;
|
|
}
|
|
}
|
|
|
|
// If we got this far then there were no Game Objects below the pointer, but it was still over
|
|
// a camera, so set that the top-most one into the pointer
|
|
|
|
pointer.camera = cameras[0];
|
|
|
|
return [];
|
|
},
|
|
|
|
/**
|
|
* An internal method that handles the Pointer down event.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processDownEvents
|
|
* @private
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_DOWN
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DOWN
|
|
* @fires Phaser.Input.Events#POINTER_DOWN
|
|
* @fires Phaser.Input.Events#POINTER_DOWN_OUTSIDE
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer being tested.
|
|
*
|
|
* @return {number} The total number of objects interacted with.
|
|
*/
|
|
processDownEvents: function (pointer)
|
|
{
|
|
var total = 0;
|
|
var currentlyOver = this._temp;
|
|
|
|
var _eventData = this._eventData;
|
|
var _eventContainer = this._eventContainer;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
var aborted = false;
|
|
|
|
// Go through all objects the pointer was over and fire their events / callbacks
|
|
for (var i = 0; i < currentlyOver.length; i++)
|
|
{
|
|
var gameObject = currentlyOver[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
total++;
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_DOWN, pointer, gameObject.input.localX, gameObject.input.localY, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_DOWN, pointer, gameObject, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If they released outside the canvas, but pressed down inside it, we'll still dispatch the event.
|
|
if (!aborted && this.manager)
|
|
{
|
|
if (pointer.downElement === this.manager.game.canvas)
|
|
{
|
|
this.emit(Events.POINTER_DOWN, pointer, currentlyOver);
|
|
}
|
|
else
|
|
{
|
|
this.emit(Events.POINTER_DOWN_OUTSIDE, pointer);
|
|
}
|
|
}
|
|
|
|
return total;
|
|
},
|
|
|
|
/**
|
|
* Returns the drag state of the given Pointer for this Input Plugin.
|
|
*
|
|
* The state will be one of the following:
|
|
*
|
|
* 0 = Not dragging anything
|
|
* 1 = Primary button down and objects below, so collect a draglist
|
|
* 2 = Pointer being checked if meets drag criteria
|
|
* 3 = Pointer meets criteria, notify the draglist
|
|
* 4 = Pointer actively dragging the draglist and has moved
|
|
* 5 = Pointer actively dragging but has been released, notify draglist
|
|
*
|
|
* @method Phaser.Input.InputPlugin#getDragState
|
|
* @since 3.16.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to get the drag state for.
|
|
*
|
|
* @return {number} The drag state of the given Pointer.
|
|
*/
|
|
getDragState: function (pointer)
|
|
{
|
|
return this._dragState[pointer.id];
|
|
},
|
|
|
|
/**
|
|
* Sets the drag state of the given Pointer for this Input Plugin.
|
|
*
|
|
* The state must be one of the following values:
|
|
*
|
|
* 0 = Not dragging anything
|
|
* 1 = Primary button down and objects below, so collect a draglist
|
|
* 2 = Pointer being checked if meets drag criteria
|
|
* 3 = Pointer meets criteria, notify the draglist
|
|
* 4 = Pointer actively dragging the draglist and has moved
|
|
* 5 = Pointer actively dragging but has been released, notify draglist
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setDragState
|
|
* @since 3.16.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to set the drag state for.
|
|
* @param {number} state - The drag state value. An integer between 0 and 5.
|
|
*/
|
|
setDragState: function (pointer, state)
|
|
{
|
|
this._dragState[pointer.id] = state;
|
|
},
|
|
|
|
/**
|
|
* Checks to see if a Pointer is ready to drag the objects below it, based on either a distance
|
|
* or time threshold.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processDragThresholdEvent
|
|
* @private
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to check the drag thresholds on.
|
|
* @param {number} time - The current time.
|
|
*/
|
|
processDragThresholdEvent: function (pointer, time)
|
|
{
|
|
var passed = false;
|
|
var timeThreshold = this.dragTimeThreshold;
|
|
var distanceThreshold = this.dragDistanceThreshold;
|
|
|
|
if (distanceThreshold > 0 && DistanceBetween(pointer.x, pointer.y, pointer.downX, pointer.downY) >= distanceThreshold)
|
|
{
|
|
// It has moved far enough to be considered a drag
|
|
passed = true;
|
|
}
|
|
else if (timeThreshold > 0 && (time >= pointer.downTime + timeThreshold))
|
|
{
|
|
// It has been held down long enough to be considered a drag
|
|
passed = true;
|
|
}
|
|
|
|
if (passed)
|
|
{
|
|
this.setDragState(pointer, 3);
|
|
|
|
return this.processDragStartList(pointer);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Processes the drag list for the given pointer and dispatches the start events for each object on it.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processDragStartList
|
|
* @private
|
|
* @fires Phaser.Input.Events#DRAG_START
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DRAG_START
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to process the drag event on.
|
|
*
|
|
* @return {number} The number of items that DRAG_START was called on.
|
|
*/
|
|
processDragStartList: function (pointer)
|
|
{
|
|
// 3 = Pointer meets criteria and is freshly down, notify the draglist
|
|
if (this.getDragState(pointer) !== 3)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
var list = this._drag[pointer.id];
|
|
|
|
for (var i = 0; i < list.length; i++)
|
|
{
|
|
var gameObject = list[i];
|
|
|
|
var input = gameObject.input;
|
|
|
|
input.dragState = 2;
|
|
|
|
input.dragStartX = gameObject.x;
|
|
input.dragStartY = gameObject.y;
|
|
|
|
input.dragStartXGlobal = pointer.worldX;
|
|
input.dragStartYGlobal = pointer.worldY;
|
|
|
|
input.dragX = input.dragStartXGlobal - input.dragStartX;
|
|
input.dragY = input.dragStartYGlobal - input.dragStartY;
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_START, pointer, input.dragX, input.dragY);
|
|
|
|
this.emit(Events.DRAG_START, pointer, gameObject);
|
|
}
|
|
|
|
this.setDragState(pointer, 4);
|
|
|
|
return list.length;
|
|
},
|
|
|
|
/**
|
|
* Processes a 'drag down' event for the given pointer. Checks the pointer state, builds-up the drag list
|
|
* and prepares them all for interaction.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processDragDownEvent
|
|
* @private
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to process the drag event on.
|
|
*
|
|
* @return {number} The number of items that were collected on the drag list.
|
|
*/
|
|
processDragDownEvent: function (pointer)
|
|
{
|
|
var currentlyOver = this._temp;
|
|
|
|
if (this._draggable.length === 0 || currentlyOver.length === 0 || !pointer.primaryDown || this.getDragState(pointer) !== 0)
|
|
{
|
|
// There are no draggable items, no over items or the pointer isn't down, so let's not even bother going further
|
|
return 0;
|
|
}
|
|
|
|
// 1 = Primary button down and objects below, so collect a draglist
|
|
this.setDragState(pointer, 1);
|
|
|
|
// Get draggable objects, sort them, pick the top (or all) and store them somewhere
|
|
var draglist = [];
|
|
|
|
for (var i = 0; i < currentlyOver.length; i++)
|
|
{
|
|
var gameObject = currentlyOver[i];
|
|
|
|
if (gameObject.input.draggable && (gameObject.input.dragState === 0))
|
|
{
|
|
draglist.push(gameObject);
|
|
}
|
|
}
|
|
|
|
if (draglist.length === 0)
|
|
{
|
|
this.setDragState(pointer, 0);
|
|
|
|
return 0;
|
|
}
|
|
else if (draglist.length > 1)
|
|
{
|
|
this.sortGameObjects(draglist, pointer);
|
|
|
|
if (this.topOnly)
|
|
{
|
|
draglist.splice(1);
|
|
}
|
|
}
|
|
|
|
// draglist now contains all potential candidates for dragging
|
|
this._drag[pointer.id] = draglist;
|
|
|
|
if (this.dragDistanceThreshold === 0 && this.dragTimeThreshold === 0)
|
|
{
|
|
// No drag criteria, so snap immediately to mode 3
|
|
this.setDragState(pointer, 3);
|
|
|
|
return this.processDragStartList(pointer);
|
|
}
|
|
else
|
|
{
|
|
// Check the distance / time on the next event
|
|
this.setDragState(pointer, 2);
|
|
|
|
return 0;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Processes a 'drag move' event for the given pointer.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processDragMoveEvent
|
|
* @private
|
|
* @fires Phaser.Input.Events#DRAG_ENTER
|
|
* @fires Phaser.Input.Events#DRAG
|
|
* @fires Phaser.Input.Events#DRAG_LEAVE
|
|
* @fires Phaser.Input.Events#DRAG_OVER
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DRAG_ENTER
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DRAG
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DRAG_LEAVE
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DRAG_OVER
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to process the drag event on.
|
|
*
|
|
* @return {number} The number of items that were updated by this drag event.
|
|
*/
|
|
processDragMoveEvent: function (pointer)
|
|
{
|
|
// 2 = Pointer being checked if meets drag criteria
|
|
if (this.getDragState(pointer) === 2)
|
|
{
|
|
this.processDragThresholdEvent(pointer, this.manager.game.loop.now);
|
|
}
|
|
|
|
if (this.getDragState(pointer) !== 4)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// 4 = Pointer actively dragging the draglist and has moved
|
|
var dropZones = this._tempZones;
|
|
|
|
var list = this._drag[pointer.id];
|
|
|
|
for (var i = 0; i < list.length; i++)
|
|
{
|
|
var gameObject = list[i];
|
|
|
|
var input = gameObject.input;
|
|
|
|
var target = input.target;
|
|
|
|
// If this GO has a target then let's check it
|
|
if (target)
|
|
{
|
|
var index = dropZones.indexOf(target);
|
|
|
|
// Got a target, are we still over it?
|
|
if (index === 0)
|
|
{
|
|
// We're still over it, and it's still the top of the display list, phew ...
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_OVER, pointer, target);
|
|
|
|
this.emit(Events.DRAG_OVER, pointer, gameObject, target);
|
|
}
|
|
else if (index > 0)
|
|
{
|
|
// Still over it but it's no longer top of the display list (targets must always be at the top)
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_LEAVE, pointer, target);
|
|
|
|
this.emit(Events.DRAG_LEAVE, pointer, gameObject, target);
|
|
|
|
input.target = dropZones[0];
|
|
|
|
target = input.target;
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_ENTER, pointer, target);
|
|
|
|
this.emit(Events.DRAG_ENTER, pointer, gameObject, target);
|
|
}
|
|
else
|
|
{
|
|
// Nope, we've moved on (or the target has!), leave the old target
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_LEAVE, pointer, target);
|
|
|
|
this.emit(Events.DRAG_LEAVE, pointer, gameObject, target);
|
|
|
|
// Anything new to replace it?
|
|
// Yup!
|
|
if (dropZones[0])
|
|
{
|
|
input.target = dropZones[0];
|
|
|
|
target = input.target;
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_ENTER, pointer, target);
|
|
|
|
this.emit(Events.DRAG_ENTER, pointer, gameObject, target);
|
|
}
|
|
else
|
|
{
|
|
// Nope
|
|
input.target = null;
|
|
}
|
|
}
|
|
}
|
|
else if (!target && dropZones[0])
|
|
{
|
|
input.target = dropZones[0];
|
|
|
|
target = input.target;
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_ENTER, pointer, target);
|
|
|
|
this.emit(Events.DRAG_ENTER, pointer, gameObject, target);
|
|
}
|
|
|
|
var dragX;
|
|
var dragY;
|
|
|
|
if (!gameObject.parentContainer)
|
|
{
|
|
dragX = pointer.worldX - input.dragX;
|
|
dragY = pointer.worldY - input.dragY;
|
|
}
|
|
else
|
|
{
|
|
var dx = pointer.worldX - input.dragStartXGlobal;
|
|
var dy = pointer.worldY - input.dragStartYGlobal;
|
|
|
|
var rotation = gameObject.getParentRotation();
|
|
|
|
var dxRotated = dx * Math.cos(rotation) + dy * Math.sin(rotation);
|
|
var dyRotated = dy * Math.cos(rotation) - dx * Math.sin(rotation);
|
|
|
|
dxRotated *= (1 / gameObject.parentContainer.scaleX);
|
|
dyRotated *= (1 / gameObject.parentContainer.scaleY);
|
|
|
|
dragX = dxRotated + input.dragStartX;
|
|
dragY = dyRotated + input.dragStartY;
|
|
}
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG, pointer, dragX, dragY);
|
|
|
|
this.emit(Events.DRAG, pointer, gameObject, dragX, dragY);
|
|
}
|
|
|
|
return list.length;
|
|
},
|
|
|
|
/**
|
|
* Processes a 'drag down' event for the given pointer. Checks the pointer state, builds-up the drag list
|
|
* and prepares them all for interaction.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processDragUpEvent
|
|
* @fires Phaser.Input.Events#DRAG_END
|
|
* @fires Phaser.Input.Events#DROP
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DRAG_END
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_DROP
|
|
* @private
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to process the drag event on.
|
|
*
|
|
* @return {number} The number of items that were updated by this drag event.
|
|
*/
|
|
processDragUpEvent: function (pointer)
|
|
{
|
|
// 5 = Pointer was actively dragging but has been released, notify draglist
|
|
var list = this._drag[pointer.id];
|
|
|
|
for (var i = 0; i < list.length; i++)
|
|
{
|
|
var gameObject = list[i];
|
|
|
|
var input = gameObject.input;
|
|
|
|
if (input && input.dragState === 2)
|
|
{
|
|
input.dragState = 0;
|
|
|
|
input.dragX = input.localX - gameObject.displayOriginX;
|
|
input.dragY = input.localY - gameObject.displayOriginY;
|
|
|
|
var dropped = false;
|
|
|
|
var target = input.target;
|
|
|
|
if (target)
|
|
{
|
|
gameObject.emit(Events.GAMEOBJECT_DROP, pointer, target);
|
|
|
|
this.emit(Events.DROP, pointer, gameObject, target);
|
|
|
|
input.target = null;
|
|
|
|
dropped = true;
|
|
}
|
|
|
|
// And finally the dragend event
|
|
|
|
if (gameObject.input && gameObject.input.enabled)
|
|
{
|
|
gameObject.emit(Events.GAMEOBJECT_DRAG_END, pointer, input.dragX, input.dragY, dropped);
|
|
|
|
this.emit(Events.DRAG_END, pointer, gameObject, dropped);
|
|
}
|
|
}
|
|
}
|
|
|
|
this.setDragState(pointer, 0);
|
|
|
|
list.splice(0);
|
|
|
|
return 0;
|
|
},
|
|
|
|
/**
|
|
* An internal method that handles the Pointer movement event.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processMoveEvents
|
|
* @private
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_MOVE
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_MOVE
|
|
* @fires Phaser.Input.Events#POINTER_MOVE
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The pointer to check for events against.
|
|
*
|
|
* @return {number} The total number of objects interacted with.
|
|
*/
|
|
processMoveEvents: function (pointer)
|
|
{
|
|
var total = 0;
|
|
var currentlyOver = this._temp;
|
|
|
|
var _eventData = this._eventData;
|
|
var _eventContainer = this._eventContainer;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
var aborted = false;
|
|
|
|
// Go through all objects the pointer was over and fire their events / callbacks
|
|
for (var i = 0; i < currentlyOver.length; i++)
|
|
{
|
|
var gameObject = currentlyOver[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
total++;
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_MOVE, pointer, gameObject.input.localX, gameObject.input.localY, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_MOVE, pointer, gameObject, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
if (this.topOnly)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!aborted)
|
|
{
|
|
this.emit(Events.POINTER_MOVE, pointer, currentlyOver);
|
|
}
|
|
|
|
return total;
|
|
},
|
|
|
|
/**
|
|
* An internal method that handles a mouse wheel event.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processWheelEvent
|
|
* @private
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_WHEEL
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_WHEEL
|
|
* @fires Phaser.Input.Events#POINTER_WHEEL
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The pointer to check for events against.
|
|
*
|
|
* @return {number} The total number of objects interacted with.
|
|
*/
|
|
processWheelEvent: function (pointer)
|
|
{
|
|
var total = 0;
|
|
var currentlyOver = this._temp;
|
|
|
|
var _eventData = this._eventData;
|
|
var _eventContainer = this._eventContainer;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
var aborted = false;
|
|
|
|
var dx = pointer.deltaX;
|
|
var dy = pointer.deltaY;
|
|
var dz = pointer.deltaZ;
|
|
|
|
// Go through all objects the pointer was over and fire their events / callbacks
|
|
for (var i = 0; i < currentlyOver.length; i++)
|
|
{
|
|
var gameObject = currentlyOver[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
total++;
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_WHEEL, pointer, dx, dy, dz, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_WHEEL, pointer, gameObject, dx, dy, dz, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!aborted)
|
|
{
|
|
this.emit(Events.POINTER_WHEEL, pointer, currentlyOver, dx, dy, dz);
|
|
}
|
|
|
|
return total;
|
|
},
|
|
|
|
/**
|
|
* An internal method that handles the Pointer over events.
|
|
* This is called when a touch input hits the canvas, having previously been off of it.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processOverEvents
|
|
* @private
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_OVER
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_OVER
|
|
* @fires Phaser.Input.Events#POINTER_OVER
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The pointer to check for events against.
|
|
*
|
|
* @return {number} The total number of objects interacted with.
|
|
*/
|
|
processOverEvents: function (pointer)
|
|
{
|
|
var currentlyOver = this._temp;
|
|
|
|
var totalInteracted = 0;
|
|
|
|
var total = currentlyOver.length;
|
|
|
|
var justOver = [];
|
|
|
|
if (total > 0)
|
|
{
|
|
var manager = this.manager;
|
|
|
|
var _eventData = this._eventData;
|
|
var _eventContainer = this._eventContainer;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
var aborted = false;
|
|
|
|
for (var i = 0; i < total; i++)
|
|
{
|
|
var gameObject = currentlyOver[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
justOver.push(gameObject);
|
|
|
|
manager.setCursor(gameObject.input);
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_OVER, pointer, gameObject.input.localX, gameObject.input.localY, _eventContainer);
|
|
|
|
totalInteracted++;
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_OVER, pointer, gameObject, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!aborted)
|
|
{
|
|
this.emit(Events.POINTER_OVER, pointer, justOver);
|
|
}
|
|
}
|
|
|
|
// Then sort it into display list order
|
|
this._over[pointer.id] = justOver;
|
|
|
|
return totalInteracted;
|
|
},
|
|
|
|
/**
|
|
* An internal method that handles the Pointer out events.
|
|
* This is called when a touch input leaves the canvas, as it can never be 'over' in this case.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processOutEvents
|
|
* @private
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_OUT
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_OUT
|
|
* @fires Phaser.Input.Events#POINTER_OUT
|
|
* @since 3.18.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The pointer to check for events against.
|
|
*
|
|
* @return {number} The total number of objects interacted with.
|
|
*/
|
|
processOutEvents: function (pointer)
|
|
{
|
|
var previouslyOver = this._over[pointer.id];
|
|
|
|
var totalInteracted = 0;
|
|
|
|
var total = previouslyOver.length;
|
|
|
|
if (total > 0)
|
|
{
|
|
var manager = this.manager;
|
|
|
|
var _eventData = this._eventData;
|
|
var _eventContainer = this._eventContainer;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
var aborted = false;
|
|
|
|
this.sortGameObjects(previouslyOver, pointer);
|
|
|
|
for (var i = 0; i < total; i++)
|
|
{
|
|
var gameObject = previouslyOver[i];
|
|
|
|
// Call onOut for everything in the previouslyOver array
|
|
gameObject = previouslyOver[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
manager.resetCursor(gameObject.input);
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_OUT, pointer, _eventContainer);
|
|
|
|
totalInteracted++;
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_OUT, pointer, gameObject, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
if (!aborted)
|
|
{
|
|
this.emit(Events.POINTER_OUT, pointer, previouslyOver);
|
|
}
|
|
}
|
|
|
|
this._over[pointer.id] = [];
|
|
}
|
|
|
|
return totalInteracted;
|
|
},
|
|
|
|
/**
|
|
* An internal method that handles the Pointer over and out events.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processOverOutEvents
|
|
* @private
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_OVER
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_OVER
|
|
* @fires Phaser.Input.Events#POINTER_OVER
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_OUT
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_OUT
|
|
* @fires Phaser.Input.Events#POINTER_OUT
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The pointer to check for events against.
|
|
*
|
|
* @return {number} The total number of objects interacted with.
|
|
*/
|
|
processOverOutEvents: function (pointer)
|
|
{
|
|
var currentlyOver = this._temp;
|
|
|
|
var i;
|
|
var gameObject;
|
|
var justOut = [];
|
|
var justOver = [];
|
|
var stillOver = [];
|
|
var previouslyOver = this._over[pointer.id];
|
|
var currentlyDragging = this._drag[pointer.id];
|
|
|
|
var manager = this.manager;
|
|
|
|
// Go through all objects the pointer was previously over, and see if it still is.
|
|
// Splits the previouslyOver array into two parts: justOut and stillOver
|
|
|
|
for (i = 0; i < previouslyOver.length; i++)
|
|
{
|
|
gameObject = previouslyOver[i];
|
|
|
|
if (currentlyOver.indexOf(gameObject) === -1 && currentlyDragging.indexOf(gameObject) === -1)
|
|
{
|
|
// Not in the currentlyOver array, so must be outside of this object now
|
|
justOut.push(gameObject);
|
|
}
|
|
else
|
|
{
|
|
// In the currentlyOver array
|
|
stillOver.push(gameObject);
|
|
}
|
|
}
|
|
|
|
// Go through all objects the pointer is currently over (the hit test results)
|
|
// and if not in the previouslyOver array we know it's a new entry, so add to justOver
|
|
for (i = 0; i < currentlyOver.length; i++)
|
|
{
|
|
gameObject = currentlyOver[i];
|
|
|
|
// Is this newly over?
|
|
|
|
if (previouslyOver.indexOf(gameObject) === -1)
|
|
{
|
|
justOver.push(gameObject);
|
|
}
|
|
}
|
|
|
|
// By this point the arrays are filled, so now we can process what happened...
|
|
|
|
// Process the Just Out objects
|
|
var total = justOut.length;
|
|
|
|
var totalInteracted = 0;
|
|
|
|
var _eventData = this._eventData;
|
|
var _eventContainer = this._eventContainer;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
var aborted = false;
|
|
|
|
if (total > 0)
|
|
{
|
|
this.sortGameObjects(justOut, pointer);
|
|
|
|
// Call onOut for everything in the justOut array
|
|
for (i = 0; i < total; i++)
|
|
{
|
|
gameObject = justOut[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Reset cursor before we emit the event, in case they want to change it during the event
|
|
manager.resetCursor(gameObject.input);
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_OUT, pointer, _eventContainer);
|
|
|
|
totalInteracted++;
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_OUT, pointer, gameObject, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!aborted)
|
|
{
|
|
this.emit(Events.POINTER_OUT, pointer, justOut);
|
|
}
|
|
}
|
|
|
|
// Process the Just Over objects
|
|
total = justOver.length;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
aborted = false;
|
|
|
|
if (total > 0)
|
|
{
|
|
this.sortGameObjects(justOver, pointer);
|
|
|
|
// Call onOver for everything in the justOver array
|
|
for (i = 0; i < total; i++)
|
|
{
|
|
gameObject = justOver[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Set cursor before we emit the event, in case they want to change it during the event
|
|
manager.setCursor(gameObject.input);
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_OVER, pointer, gameObject.input.localX, gameObject.input.localY, _eventContainer);
|
|
|
|
totalInteracted++;
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_OVER, pointer, gameObject, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!aborted)
|
|
{
|
|
this.emit(Events.POINTER_OVER, pointer, justOver);
|
|
}
|
|
}
|
|
|
|
// Add the contents of justOver to the previously over array
|
|
previouslyOver = stillOver.concat(justOver);
|
|
|
|
// Then sort it into display list order
|
|
this._over[pointer.id] = this.sortGameObjects(previouslyOver, pointer);
|
|
|
|
return totalInteracted;
|
|
},
|
|
|
|
/**
|
|
* An internal method that handles the Pointer up events.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#processUpEvents
|
|
* @private
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_POINTER_UP
|
|
* @fires Phaser.Input.Events#GAMEOBJECT_UP
|
|
* @fires Phaser.Input.Events#POINTER_UP
|
|
* @fires Phaser.Input.Events#POINTER_UP_OUTSIDE
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Input.Pointer} pointer - The pointer to check for events against.
|
|
*
|
|
* @return {number} The total number of objects interacted with.
|
|
*/
|
|
processUpEvents: function (pointer)
|
|
{
|
|
var currentlyOver = this._temp;
|
|
|
|
var _eventData = this._eventData;
|
|
var _eventContainer = this._eventContainer;
|
|
|
|
_eventData.cancelled = false;
|
|
|
|
var aborted = false;
|
|
|
|
// Go through all objects the pointer was over and fire their events / callbacks
|
|
for (var i = 0; i < currentlyOver.length; i++)
|
|
{
|
|
var gameObject = currentlyOver[i];
|
|
|
|
if (!gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
gameObject.emit(Events.GAMEOBJECT_POINTER_UP, pointer, gameObject.input.localX, gameObject.input.localY, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
|
|
this.emit(Events.GAMEOBJECT_UP, pointer, gameObject, _eventContainer);
|
|
|
|
if (_eventData.cancelled || !gameObject.input || !gameObject.input.enabled)
|
|
{
|
|
aborted = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If they released outside the canvas, but pressed down inside it, we'll still dispatch the event.
|
|
if (!aborted && this.manager)
|
|
{
|
|
if (pointer.upElement === this.manager.game.canvas)
|
|
{
|
|
this.emit(Events.POINTER_UP, pointer, currentlyOver);
|
|
}
|
|
else
|
|
{
|
|
this.emit(Events.POINTER_UP_OUTSIDE, pointer);
|
|
}
|
|
}
|
|
|
|
return currentlyOver.length;
|
|
},
|
|
|
|
/**
|
|
* Queues a Game Object for insertion into this Input Plugin on the next update.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#queueForInsertion
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} child - The Game Object to add.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
queueForInsertion: function (child)
|
|
{
|
|
if (this._pendingInsertion.indexOf(child) === -1 && this._list.indexOf(child) === -1)
|
|
{
|
|
this._pendingInsertion.push(child);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Queues a Game Object for removal from this Input Plugin on the next update.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#queueForRemoval
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} child - The Game Object to remove.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
queueForRemoval: function (child)
|
|
{
|
|
this._pendingRemoval.push(child);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the draggable state of the given array of Game Objects.
|
|
*
|
|
* They can either be set to be draggable, or can have their draggable state removed by passing `false`.
|
|
*
|
|
* A Game Object will not fire drag events unless it has been specifically enabled for drag.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setDraggable
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to change the draggable state on.
|
|
* @param {boolean} [value=true] - Set to `true` if the Game Objects should be made draggable, `false` if they should be unset.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setDraggable: function (gameObjects, value)
|
|
{
|
|
if (value === undefined) { value = true; }
|
|
|
|
if (!Array.isArray(gameObjects))
|
|
{
|
|
gameObjects = [ gameObjects ];
|
|
}
|
|
|
|
for (var i = 0; i < gameObjects.length; i++)
|
|
{
|
|
var gameObject = gameObjects[i];
|
|
|
|
gameObject.input.draggable = value;
|
|
|
|
var index = this._draggable.indexOf(gameObject);
|
|
|
|
if (value && index === -1)
|
|
{
|
|
this._draggable.push(gameObject);
|
|
}
|
|
else if (!value && index > -1)
|
|
{
|
|
this._draggable.splice(index, 1);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Creates a function that can be passed to `setInteractive`, `enable` or `setHitArea` that will handle
|
|
* pixel-perfect input detection on an Image or Sprite based Game Object, or any custom class that extends them.
|
|
*
|
|
* The following will create a sprite that is clickable on any pixel that has an alpha value >= 1.
|
|
*
|
|
* ```javascript
|
|
* this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect());
|
|
* ```
|
|
*
|
|
* The following will create a sprite that is clickable on any pixel that has an alpha value >= 150.
|
|
*
|
|
* ```javascript
|
|
* this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect(150));
|
|
* ```
|
|
*
|
|
* Once you have made an Interactive Object pixel perfect it impacts all input related events for it: down, up,
|
|
* dragstart, drag, etc.
|
|
*
|
|
* As a pointer interacts with the Game Object it will constantly poll the texture, extracting a single pixel from
|
|
* the given coordinates and checking its color values. This is an expensive process, so should only be enabled on
|
|
* Game Objects that really need it.
|
|
*
|
|
* You cannot make non-texture based Game Objects pixel perfect. So this will not work on Graphics, BitmapText,
|
|
* Render Textures, Text, Tilemaps, Containers or Particles.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#makePixelPerfect
|
|
* @since 3.10.0
|
|
*
|
|
* @param {number} [alphaTolerance=1] - The alpha level that the pixel should be above to be included as a successful interaction.
|
|
*
|
|
* @return {function} A Pixel Perfect Handler for use as a hitArea shape callback.
|
|
*/
|
|
makePixelPerfect: function (alphaTolerance)
|
|
{
|
|
if (alphaTolerance === undefined) { alphaTolerance = 1; }
|
|
|
|
var textureManager = this.systems.textures;
|
|
|
|
return CreatePixelPerfectHandler(textureManager, alphaTolerance);
|
|
},
|
|
|
|
/**
|
|
* Sets the hit area for the given array of Game Objects.
|
|
*
|
|
* A hit area is typically one of the geometric shapes Phaser provides, such as a `Phaser.Geom.Rectangle`
|
|
* or `Phaser.Geom.Circle`. However, it can be any object as long as it works with the provided callback.
|
|
*
|
|
* If no hit area is provided a Rectangle is created based on the size of the Game Object, if possible
|
|
* to calculate.
|
|
*
|
|
* The hit area callback is the function that takes an `x` and `y` coordinate and returns a boolean if
|
|
* those values fall within the area of the shape or not. All of the Phaser geometry objects provide this,
|
|
* such as `Phaser.Geom.Rectangle.Contains`.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setHitArea
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set the hit area on.
|
|
* @param {(Phaser.Types.Input.InputConfiguration|any)} [hitArea] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
|
|
* @param {Phaser.Types.Input.HitAreaCallback} [hitAreaCallback] - The 'contains' function to invoke to check if the pointer is within the hit area.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setHitArea: function (gameObjects, hitArea, hitAreaCallback)
|
|
{
|
|
if (hitArea === undefined)
|
|
{
|
|
return this.setHitAreaFromTexture(gameObjects);
|
|
}
|
|
|
|
if (!Array.isArray(gameObjects))
|
|
{
|
|
gameObjects = [ gameObjects ];
|
|
}
|
|
|
|
var draggable = false;
|
|
var dropZone = false;
|
|
var cursor = false;
|
|
var useHandCursor = false;
|
|
var pixelPerfect = false;
|
|
var customHitArea = true;
|
|
|
|
// Config object?
|
|
if (IsPlainObject(hitArea))
|
|
{
|
|
var config = hitArea;
|
|
|
|
hitArea = GetFastValue(config, 'hitArea', null);
|
|
hitAreaCallback = GetFastValue(config, 'hitAreaCallback', null);
|
|
draggable = GetFastValue(config, 'draggable', false);
|
|
dropZone = GetFastValue(config, 'dropZone', false);
|
|
cursor = GetFastValue(config, 'cursor', false);
|
|
useHandCursor = GetFastValue(config, 'useHandCursor', false);
|
|
|
|
pixelPerfect = GetFastValue(config, 'pixelPerfect', false);
|
|
var alphaTolerance = GetFastValue(config, 'alphaTolerance', 1);
|
|
|
|
if (pixelPerfect)
|
|
{
|
|
hitArea = {};
|
|
hitAreaCallback = this.makePixelPerfect(alphaTolerance);
|
|
}
|
|
|
|
// Still no hitArea or callback?
|
|
if (!hitArea || !hitAreaCallback)
|
|
{
|
|
this.setHitAreaFromTexture(gameObjects);
|
|
customHitArea = false;
|
|
}
|
|
}
|
|
else if (typeof hitArea === 'function' && !hitAreaCallback)
|
|
{
|
|
hitAreaCallback = hitArea;
|
|
hitArea = {};
|
|
}
|
|
|
|
for (var i = 0; i < gameObjects.length; i++)
|
|
{
|
|
var gameObject = gameObjects[i];
|
|
|
|
if (pixelPerfect && gameObject.type === 'Container')
|
|
{
|
|
console.warn('Cannot pixelPerfect test a Container. Use a custom callback.');
|
|
continue;
|
|
}
|
|
|
|
var io = (!gameObject.input) ? CreateInteractiveObject(gameObject, hitArea, hitAreaCallback) : gameObject.input;
|
|
|
|
io.customHitArea = customHitArea;
|
|
io.dropZone = dropZone;
|
|
io.cursor = (useHandCursor) ? 'pointer' : cursor;
|
|
|
|
gameObject.input = io;
|
|
|
|
if (draggable)
|
|
{
|
|
this.setDraggable(gameObject);
|
|
}
|
|
|
|
this.queueForInsertion(gameObject);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the hit area for an array of Game Objects to be a `Phaser.Geom.Circle` shape, using
|
|
* the given coordinates and radius to control its position and size.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setHitAreaCircle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having a circle hit area.
|
|
* @param {number} x - The center of the circle.
|
|
* @param {number} y - The center of the circle.
|
|
* @param {number} radius - The radius of the circle.
|
|
* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The hit area callback. If undefined it uses Circle.Contains.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setHitAreaCircle: function (gameObjects, x, y, radius, callback)
|
|
{
|
|
if (callback === undefined) { callback = CircleContains; }
|
|
|
|
var shape = new Circle(x, y, radius);
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
},
|
|
|
|
/**
|
|
* Sets the hit area for an array of Game Objects to be a `Phaser.Geom.Ellipse` shape, using
|
|
* the given coordinates and dimensions to control its position and size.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setHitAreaEllipse
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having an ellipse hit area.
|
|
* @param {number} x - The center of the ellipse.
|
|
* @param {number} y - The center of the ellipse.
|
|
* @param {number} width - The width of the ellipse.
|
|
* @param {number} height - The height of the ellipse.
|
|
* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The hit area callback. If undefined it uses Ellipse.Contains.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setHitAreaEllipse: function (gameObjects, x, y, width, height, callback)
|
|
{
|
|
if (callback === undefined) { callback = EllipseContains; }
|
|
|
|
var shape = new Ellipse(x, y, width, height);
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
},
|
|
|
|
/**
|
|
* Sets the hit area for an array of Game Objects to be a `Phaser.Geom.Rectangle` shape, using
|
|
* the Game Objects texture frame to define the position and size of the hit area.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setHitAreaFromTexture
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having an ellipse hit area.
|
|
* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The hit area callback. If undefined it uses Rectangle.Contains.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setHitAreaFromTexture: function (gameObjects, callback)
|
|
{
|
|
if (callback === undefined) { callback = RectangleContains; }
|
|
|
|
if (!Array.isArray(gameObjects))
|
|
{
|
|
gameObjects = [ gameObjects ];
|
|
}
|
|
|
|
for (var i = 0; i < gameObjects.length; i++)
|
|
{
|
|
var gameObject = gameObjects[i];
|
|
|
|
var frame = gameObject.frame;
|
|
|
|
var width = 0;
|
|
var height = 0;
|
|
|
|
if (gameObject.width)
|
|
{
|
|
width = gameObject.width;
|
|
height = gameObject.height;
|
|
}
|
|
else if (frame)
|
|
{
|
|
width = frame.realWidth;
|
|
height = frame.realHeight;
|
|
}
|
|
|
|
if (gameObject.type === 'Container' && (width === 0 || height === 0))
|
|
{
|
|
console.warn('Container.setInteractive must specify a Shape or call setSize() first');
|
|
continue;
|
|
}
|
|
|
|
if (width !== 0 && height !== 0)
|
|
{
|
|
gameObject.input = CreateInteractiveObject(gameObject, new Rectangle(0, 0, width, height), callback);
|
|
|
|
this.queueForInsertion(gameObject);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the hit area for an array of Game Objects to be a `Phaser.Geom.Rectangle` shape, using
|
|
* the given coordinates and dimensions to control its position and size.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setHitAreaRectangle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having a rectangular hit area.
|
|
* @param {number} x - The top-left of the rectangle.
|
|
* @param {number} y - The top-left of the rectangle.
|
|
* @param {number} width - The width of the rectangle.
|
|
* @param {number} height - The height of the rectangle.
|
|
* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The hit area callback. If undefined it uses Rectangle.Contains.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setHitAreaRectangle: function (gameObjects, x, y, width, height, callback)
|
|
{
|
|
if (callback === undefined) { callback = RectangleContains; }
|
|
|
|
var shape = new Rectangle(x, y, width, height);
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
},
|
|
|
|
/**
|
|
* Sets the hit area for an array of Game Objects to be a `Phaser.Geom.Triangle` shape, using
|
|
* the given coordinates to control the position of its points.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setHitAreaTriangle
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObjects - An array of Game Objects to set as having a triangular hit area.
|
|
* @param {number} x1 - The x coordinate of the first point of the triangle.
|
|
* @param {number} y1 - The y coordinate of the first point of the triangle.
|
|
* @param {number} x2 - The x coordinate of the second point of the triangle.
|
|
* @param {number} y2 - The y coordinate of the second point of the triangle.
|
|
* @param {number} x3 - The x coordinate of the third point of the triangle.
|
|
* @param {number} y3 - The y coordinate of the third point of the triangle.
|
|
* @param {Phaser.Types.Input.HitAreaCallback} [callback] - The hit area callback. If undefined it uses Triangle.Contains.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setHitAreaTriangle: function (gameObjects, x1, y1, x2, y2, x3, y3, callback)
|
|
{
|
|
if (callback === undefined) { callback = TriangleContains; }
|
|
|
|
var shape = new Triangle(x1, y1, x2, y2, x3, y3);
|
|
|
|
return this.setHitArea(gameObjects, shape, callback);
|
|
},
|
|
|
|
/**
|
|
* Creates an Input Debug Shape for the given Game Object.
|
|
*
|
|
* The Game Object must have _already_ been enabled for input prior to calling this method.
|
|
*
|
|
* This is intended to assist you during development and debugging.
|
|
*
|
|
* Debug Shapes can only be created for Game Objects that are using standard Phaser Geometry for input,
|
|
* including: Circle, Ellipse, Line, Polygon, Rectangle and Triangle.
|
|
*
|
|
* Game Objects that are using their automatic hit areas are using Rectangles by default, so will also work.
|
|
*
|
|
* The Debug Shape is created and added to the display list and is then kept in sync with the Game Object
|
|
* it is connected with. Should you need to modify it yourself, such as to hide it, you can access it via
|
|
* the Game Object property: `GameObject.input.hitAreaDebug`.
|
|
*
|
|
* Calling this method on a Game Object that already has a Debug Shape will first destroy the old shape,
|
|
* before creating a new one. If you wish to remove the Debug Shape entirely, you should call the
|
|
* method `InputPlugin.removeDebug`.
|
|
*
|
|
* Note that the debug shape will only show the outline of the input area. If the input test is using a
|
|
* pixel perfect check, for example, then this is not displayed. If you are using a custom shape, that
|
|
* doesn't extend one of the base Phaser Geometry objects, as your hit area, then this method will not
|
|
* work.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#enableDebug
|
|
* @since 3.19.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to create the input debug shape for.
|
|
* @param {number} [color=0x00ff00] - The outline color of the debug shape.
|
|
*
|
|
* @return {this} This Input Plugin.
|
|
*/
|
|
enableDebug: function (gameObject, color)
|
|
{
|
|
if (color === undefined) { color = 0x00ff00; }
|
|
|
|
var input = gameObject.input;
|
|
|
|
if (!input || !input.hitArea)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
var shape = input.hitArea;
|
|
var shapeType = shape.type;
|
|
var debug = input.hitAreaDebug;
|
|
var factory = this.systems.add;
|
|
var updateList = this.systems.updateList;
|
|
|
|
if (debug)
|
|
{
|
|
updateList.remove(debug);
|
|
|
|
debug.destroy();
|
|
|
|
debug = null;
|
|
}
|
|
|
|
var offsetx = 0;
|
|
var offsety = 0;
|
|
switch (shapeType)
|
|
{
|
|
case GEOM_CONST.CIRCLE:
|
|
debug = factory.arc(0, 0, shape.radius);
|
|
offsetx = shape.x - shape.radius;
|
|
offsety = shape.y - shape.radius;
|
|
break;
|
|
|
|
case GEOM_CONST.ELLIPSE:
|
|
debug = factory.ellipse(0, 0, shape.width, shape.height);
|
|
offsetx = shape.x - shape.width / 2;
|
|
offsety = shape.y - shape.height / 2;
|
|
break;
|
|
|
|
case GEOM_CONST.LINE:
|
|
debug = factory.line(0, 0, shape.x1, shape.y1, shape.x2, shape.y2);
|
|
break;
|
|
|
|
case GEOM_CONST.POLYGON:
|
|
debug = factory.polygon(0, 0, shape.points);
|
|
break;
|
|
|
|
case GEOM_CONST.RECTANGLE:
|
|
debug = factory.rectangle(0, 0, shape.width, shape.height);
|
|
offsetx = shape.x;
|
|
offsety = shape.y;
|
|
break;
|
|
|
|
case GEOM_CONST.TRIANGLE:
|
|
debug = factory.triangle(0, 0, shape.x1, shape.y1, shape.x2, shape.y2, shape.x3, shape.y3);
|
|
break;
|
|
}
|
|
|
|
if (debug)
|
|
{
|
|
debug.isFilled = false;
|
|
|
|
debug.preUpdate = function ()
|
|
{
|
|
debug.setStrokeStyle(1 / gameObject.scale, color);
|
|
|
|
debug.setDisplayOrigin(gameObject.displayOriginX, gameObject.displayOriginY);
|
|
|
|
var x = gameObject.x;
|
|
var y = gameObject.y;
|
|
var rotation = gameObject.rotation;
|
|
var scaleX = gameObject.scaleX;
|
|
var scaleY = gameObject.scaleY;
|
|
|
|
if (gameObject.parentContainer)
|
|
{
|
|
var matrix = gameObject.getWorldTransformMatrix();
|
|
|
|
x = matrix.tx;
|
|
y = matrix.ty;
|
|
rotation = matrix.rotation;
|
|
scaleX = matrix.scaleX;
|
|
scaleY = matrix.scaleY;
|
|
}
|
|
|
|
debug.setRotation(rotation);
|
|
debug.setScale(scaleX, scaleY);
|
|
debug.setPosition(x + offsetx, y + offsety);
|
|
debug.setScrollFactor(gameObject.scrollFactorX, gameObject.scrollFactorY);
|
|
debug.setDepth(gameObject.depth);
|
|
};
|
|
|
|
updateList.add(debug);
|
|
|
|
input.hitAreaDebug = debug;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Removes an Input Debug Shape from the given Game Object.
|
|
*
|
|
* The shape is destroyed immediately and the `hitAreaDebug` property is set to `null`.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#removeDebug
|
|
* @since 3.19.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to remove the input debug shape from.
|
|
*
|
|
* @return {this} This Input Plugin.
|
|
*/
|
|
removeDebug: function (gameObject)
|
|
{
|
|
var input = gameObject.input;
|
|
|
|
if (input && input.hitAreaDebug)
|
|
{
|
|
var debug = input.hitAreaDebug;
|
|
|
|
this.systems.updateList.remove(debug);
|
|
|
|
debug.destroy();
|
|
|
|
input.hitAreaDebug = null;
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the Pointers to always poll.
|
|
*
|
|
* When a pointer is polled it runs a hit test to see which Game Objects are currently below it,
|
|
* or being interacted with it, regardless if the Pointer has actually moved or not.
|
|
*
|
|
* You should enable this if you want objects in your game to fire over / out events, and the objects
|
|
* are constantly moving, but the pointer may not have. Polling every frame has additional computation
|
|
* costs, especially if there are a large number of interactive objects in your game.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setPollAlways
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setPollAlways: function ()
|
|
{
|
|
return this.setPollRate(0);
|
|
},
|
|
|
|
/**
|
|
* Sets the Pointers to only poll when they are moved or updated.
|
|
*
|
|
* When a pointer is polled it runs a hit test to see which Game Objects are currently below it,
|
|
* or being interacted with it.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setPollOnMove
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setPollOnMove: function ()
|
|
{
|
|
return this.setPollRate(-1);
|
|
},
|
|
|
|
/**
|
|
* Sets the poll rate value. This is the amount of time that should have elapsed before a pointer
|
|
* will be polled again. See the `setPollAlways` and `setPollOnMove` methods.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setPollRate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} value - The amount of time, in ms, that should elapsed before re-polling the pointers.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setPollRate: function (value)
|
|
{
|
|
this.pollRate = value;
|
|
this._pollTimer = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* When set to `true` the global Input Manager will emulate DOM behavior by only emitting events from
|
|
* the top-most Scene in the Scene List. By default, if a Scene receives an input event it will then stop the event
|
|
* from flowing down to any Scenes below it in the Scene list. To disable this behavior call this method with `false`.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setGlobalTopOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - Set to `true` to stop processing input events on the Scene that receives it, or `false` to let the event continue down the Scene list.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setGlobalTopOnly: function (value)
|
|
{
|
|
this.manager.globalTopOnly = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* When set to `true` this Input Plugin will emulate DOM behavior by only emitting events from
|
|
* the top-most Game Objects in the Display List.
|
|
*
|
|
* If set to `false` it will emit events from all Game Objects below a Pointer, not just the top one.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setTopOnly
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} value - `true` to only include the top-most Game Object, or `false` to include all Game Objects in a hit test.
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
setTopOnly: function (value)
|
|
{
|
|
this.topOnly = value;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Given an array of Game Objects and a Pointer, sort the array and return it,
|
|
* so that the objects are in render order with the lowest at the bottom.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#sortGameObjects
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject[]} gameObjects - An array of Game Objects to be sorted.
|
|
* @param {Phaser.Input.Pointer} pointer - The Pointer to check against the Game Objects.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject[]} The sorted array of Game Objects.
|
|
*/
|
|
sortGameObjects: function (gameObjects, pointer)
|
|
{
|
|
if (gameObjects.length < 2)
|
|
{
|
|
return gameObjects;
|
|
}
|
|
|
|
var list = pointer.camera.renderList;
|
|
|
|
return gameObjects.sort(function (childA, childB)
|
|
{
|
|
return list.indexOf(childB) - list.indexOf(childA);
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Given an array of Drop Zone Game Objects, sort the array and return it,
|
|
* so that the objects are in depth index order with the lowest at the bottom.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#sortDropZones
|
|
* @since 3.52.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject[]} gameObjects - An array of Game Objects to be sorted.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject[]} The sorted array of Game Objects.
|
|
*/
|
|
sortDropZones: function (gameObjects)
|
|
{
|
|
if (gameObjects.length < 2)
|
|
{
|
|
return gameObjects;
|
|
}
|
|
|
|
this.scene.sys.depthSort();
|
|
|
|
return gameObjects.sort(this.sortDropZoneHandler.bind(this));
|
|
},
|
|
|
|
/**
|
|
* Return the child lowest down the display list (with the smallest index)
|
|
* Will iterate through all parent containers, if present.
|
|
*
|
|
* Prior to version 3.52.0 this method was called `sortHandlerGO`.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#sortDropZoneHandler
|
|
* @private
|
|
* @since 3.52.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} childA - The first Game Object to compare.
|
|
* @param {Phaser.GameObjects.GameObject} childB - The second Game Object to compare.
|
|
*
|
|
* @return {number} Returns either a negative or positive integer, or zero if they match.
|
|
*/
|
|
sortDropZoneHandler: function (childA, childB)
|
|
{
|
|
if (!childA.parentContainer && !childB.parentContainer)
|
|
{
|
|
// Quick bail out when neither child has a container
|
|
return this.displayList.getIndex(childB) - this.displayList.getIndex(childA);
|
|
}
|
|
else if (childA.parentContainer === childB.parentContainer)
|
|
{
|
|
// Quick bail out when both children have the same container
|
|
return childB.parentContainer.getIndex(childB) - childA.parentContainer.getIndex(childA);
|
|
}
|
|
else if (childA.parentContainer === childB)
|
|
{
|
|
// Quick bail out when childA is a child of childB
|
|
return -1;
|
|
}
|
|
else if (childB.parentContainer === childA)
|
|
{
|
|
// Quick bail out when childA is a child of childB
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
// Container index check
|
|
var listA = childA.getIndexList();
|
|
var listB = childB.getIndexList();
|
|
var len = Math.min(listA.length, listB.length);
|
|
|
|
for (var i = 0; i < len; i++)
|
|
{
|
|
var indexA = listA[i];
|
|
var indexB = listB[i];
|
|
|
|
if (indexA === indexB)
|
|
{
|
|
// Go to the next level down
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// Non-matching parents, so return
|
|
return indexB - indexA;
|
|
}
|
|
}
|
|
|
|
return listB.length - listA.length;
|
|
}
|
|
|
|
// Technically this shouldn't happen, but ...
|
|
// eslint-disable-next-line no-unreachable
|
|
return 0;
|
|
},
|
|
|
|
/**
|
|
* This method should be called from within an input event handler, such as `pointerdown`.
|
|
*
|
|
* When called, it stops the Input Manager from allowing _this specific event_ to be processed by any other Scene
|
|
* not yet handled in the scene list.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#stopPropagation
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This InputPlugin object.
|
|
*/
|
|
stopPropagation: function ()
|
|
{
|
|
this.manager._tempSkip = true;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Adds new Pointer objects to the Input Manager.
|
|
*
|
|
* By default Phaser creates 2 pointer objects: `mousePointer` and `pointer1`.
|
|
*
|
|
* You can create more either by calling this method, or by setting the `input.activePointers` property
|
|
* in the Game Config, up to a maximum of 10 pointers.
|
|
*
|
|
* The first 10 pointers are available via the `InputPlugin.pointerX` properties, once they have been added
|
|
* via this method.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#addPointer
|
|
* @since 3.10.0
|
|
*
|
|
* @param {number} [quantity=1] The number of new Pointers to create. A maximum of 10 is allowed in total.
|
|
*
|
|
* @return {Phaser.Input.Pointer[]} An array containing all of the new Pointer objects that were created.
|
|
*/
|
|
addPointer: function (quantity)
|
|
{
|
|
return this.manager.addPointer(quantity);
|
|
},
|
|
|
|
/**
|
|
* Tells the Input system to set a custom cursor.
|
|
*
|
|
* This cursor will be the default cursor used when interacting with the game canvas.
|
|
*
|
|
* If an Interactive Object also sets a custom cursor, this is the cursor that is reset after its use.
|
|
*
|
|
* Any valid CSS cursor value is allowed, including paths to image files, i.e.:
|
|
*
|
|
* ```javascript
|
|
* this.input.setDefaultCursor('url(assets/cursors/sword.cur), pointer');
|
|
* ```
|
|
*
|
|
* Please read about the differences between browsers when it comes to the file formats and sizes they support:
|
|
*
|
|
* https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
|
|
* https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_User_Interface/Using_URL_values_for_the_cursor_property
|
|
*
|
|
* It's up to you to pick a suitable cursor format that works across the range of browsers you need to support.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#setDefaultCursor
|
|
* @since 3.10.0
|
|
*
|
|
* @param {string} cursor - The CSS to be used when setting the default cursor.
|
|
*
|
|
* @return {this} This Input instance.
|
|
*/
|
|
setDefaultCursor: function (cursor)
|
|
{
|
|
this.manager.setDefaultCursor(cursor);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is transitioning in.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#transitionIn
|
|
* @private
|
|
* @since 3.5.0
|
|
*/
|
|
transitionIn: function ()
|
|
{
|
|
this.enabled = this.settings.transitionAllowInput;
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin has finished transitioning in.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#transitionComplete
|
|
* @private
|
|
* @since 3.5.0
|
|
*/
|
|
transitionComplete: function ()
|
|
{
|
|
if (!this.settings.transitionAllowInput)
|
|
{
|
|
this.enabled = true;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is transitioning out.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#transitionOut
|
|
* @private
|
|
* @since 3.5.0
|
|
*/
|
|
transitionOut: function ()
|
|
{
|
|
this.enabled = this.settings.transitionAllowInput;
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is shutting down.
|
|
* We need to kill and reset all internal properties as well as stop listening to Scene events.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#shutdown
|
|
* @fires Phaser.Input.Events#SHUTDOWN
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
shutdown: function ()
|
|
{
|
|
// Registered input plugins listen for this
|
|
this.pluginEvents.emit(Events.SHUTDOWN);
|
|
|
|
this._temp.length = 0;
|
|
this._list.length = 0;
|
|
this._draggable.length = 0;
|
|
this._pendingRemoval.length = 0;
|
|
this._pendingInsertion.length = 0;
|
|
this._dragState.length = 0;
|
|
|
|
for (var i = 0; i < 10; i++)
|
|
{
|
|
this._drag[i] = [];
|
|
this._over[i] = [];
|
|
}
|
|
|
|
this.removeAllListeners();
|
|
|
|
var manager = this.manager;
|
|
|
|
manager.canvas.style.cursor = manager.defaultCursor;
|
|
|
|
var eventEmitter = this.systems.events;
|
|
|
|
eventEmitter.off(SceneEvents.TRANSITION_START, this.transitionIn, this);
|
|
eventEmitter.off(SceneEvents.TRANSITION_OUT, this.transitionOut, this);
|
|
eventEmitter.off(SceneEvents.TRANSITION_COMPLETE, this.transitionComplete, this);
|
|
eventEmitter.off(SceneEvents.PRE_UPDATE, this.preUpdate, this);
|
|
|
|
manager.events.off(Events.GAME_OUT, this.onGameOut, this);
|
|
manager.events.off(Events.GAME_OVER, this.onGameOver, this);
|
|
|
|
eventEmitter.off(SceneEvents.SHUTDOWN, this.shutdown, this);
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is being destroyed.
|
|
* We need to shutdown and then kill off all external references.
|
|
*
|
|
* @method Phaser.Input.InputPlugin#destroy
|
|
* @fires Phaser.Input.Events#DESTROY
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.shutdown();
|
|
|
|
// Registered input plugins listen for this
|
|
this.pluginEvents.emit(Events.DESTROY);
|
|
|
|
this.pluginEvents.removeAllListeners();
|
|
|
|
this.scene.sys.events.off(SceneEvents.START, this.start, this);
|
|
|
|
this.scene = null;
|
|
this.cameras = null;
|
|
this.manager = null;
|
|
this.events = null;
|
|
this.mouse = null;
|
|
},
|
|
|
|
/**
|
|
* The x coordinates of the ActivePointer based on the first camera in the camera list.
|
|
* This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#x
|
|
* @type {number}
|
|
* @readonly
|
|
* @since 3.0.0
|
|
*/
|
|
x: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.activePointer.x;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The y coordinates of the ActivePointer based on the first camera in the camera list.
|
|
* This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#y
|
|
* @type {number}
|
|
* @readonly
|
|
* @since 3.0.0
|
|
*/
|
|
y: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.activePointer.y;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Are any mouse or touch pointers currently over the game canvas?
|
|
*
|
|
* @name Phaser.Input.InputPlugin#isOver
|
|
* @type {boolean}
|
|
* @readonly
|
|
* @since 3.16.0
|
|
*/
|
|
isOver: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.isOver;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The mouse has its own unique Pointer object, which you can reference directly if making a _desktop specific game_.
|
|
* If you are supporting both desktop and touch devices then do not use this property, instead use `activePointer`
|
|
* which will always map to the most recently interacted pointer.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#mousePointer
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
mousePointer: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.mousePointer;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The current active input Pointer.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#activePointer
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.0.0
|
|
*/
|
|
activePointer: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.activePointer;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer1
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer1: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[1];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer2
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer2: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[2];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer3
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer3: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[3];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer4
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer4: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[4];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer5
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer5: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[5];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer6
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer6: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[6];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer7
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer7: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[7];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer8
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer8: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[8];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer9
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer9: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[9];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A touch-based Pointer object.
|
|
* This will be `undefined` by default unless you add a new Pointer using `addPointer`.
|
|
*
|
|
* @name Phaser.Input.InputPlugin#pointer10
|
|
* @type {Phaser.Input.Pointer}
|
|
* @readonly
|
|
* @since 3.10.0
|
|
*/
|
|
pointer10: {
|
|
|
|
get: function ()
|
|
{
|
|
return this.manager.pointers[10];
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
PluginCache.register('InputPlugin', InputPlugin, 'input');
|
|
|
|
module.exports = InputPlugin;
|