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718 lines
17 KiB
HTML
718 lines
17 KiB
HTML
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<h1 class="page-title">Source: input/Touch.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch.
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*
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* @class Phaser.Touch
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* @classdesc The Touch class handles touch interactions with the game and the resulting Pointer objects.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Touch = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @method Phaser.Touch#disabled
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* @return {boolean}
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*/
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this.disabled = false;
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/**
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* @property {Phaser.Game} callbackContext - Description.
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*/
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this.callbackContext = this.game;
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/**
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* @property {Phaser.Game} touchStartCallback - Description.
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* @default
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*/
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this.touchStartCallback = null;
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/**
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* @property {Phaser.Game} touchMoveCallback - Description.
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* @default
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*/
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this.touchMoveCallback = null;
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/**
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* @property {Phaser.Game} touchEndCallback - Description.
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* @default
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*/
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this.touchEndCallback = null;
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/**
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* @property {Phaser.Game} touchEnterCallback - Description.
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* @default
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*/
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this.touchEnterCallback = null;
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/**
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* @property {Phaser.Game} touchLeaveCallback - Description.
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* @default
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*/
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this.touchLeaveCallback = null;
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/**
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* @property {Description} touchCancelCallback - Description.
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* @default
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*/
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this.touchCancelCallback = null;
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/**
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* @property {boolean} preventDefault - Description.
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* @default
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*/
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this.preventDefault = true;
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this._onTouchStart = null;
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this._onTouchMove = null;
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this._onTouchEnd = null;
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this._onTouchEnter = null;
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this._onTouchLeave = null;
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this._onTouchCancel = null;
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this._onTouchMove = null;
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};
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Phaser.Touch.prototype = {
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/**
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* Starts the event listeners running.
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* @method Phaser.Touch#start
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*/
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start: function () {
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var _this = this;
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if (this.game.device.touch)
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{
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this._onTouchStart = function (event) {
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return _this.onTouchStart(event);
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};
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this._onTouchMove = function (event) {
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return _this.onTouchMove(event);
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};
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this._onTouchEnd = function (event) {
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return _this.onTouchEnd(event);
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};
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this._onTouchEnter = function (event) {
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return _this.onTouchEnter(event);
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};
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this._onTouchLeave = function (event) {
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return _this.onTouchLeave(event);
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};
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this._onTouchCancel = function (event) {
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return _this.onTouchCancel(event);
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};
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this.game.renderer.view.addEventListener('touchstart', this._onTouchStart, false);
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this.game.renderer.view.addEventListener('touchmove', this._onTouchMove, false);
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this.game.renderer.view.addEventListener('touchend', this._onTouchEnd, false);
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this.game.renderer.view.addEventListener('touchenter', this._onTouchEnter, false);
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this.game.renderer.view.addEventListener('touchleave', this._onTouchLeave, false);
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this.game.renderer.view.addEventListener('touchcancel', this._onTouchCancel, false);
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}
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},
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/**
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* Consumes all touchmove events on the document (only enable this if you know you need it!).
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* @method Phaser.Touch#consumeTouchMove
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*/
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consumeDocumentTouches: function () {
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this._documentTouchMove = function (event) {
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event.preventDefault();
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};
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document.addEventListener('touchmove', this._documentTouchMove, false);
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},
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/**
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* Description.
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* @method Phaser.Touch#onTouchStart
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* @param {Any} event
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*/
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onTouchStart: function (event) {
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if (this.touchStartCallback)
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{
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this.touchStartCallback.call(this.callbackContext, event);
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}
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
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// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
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// event.changedTouches = the touches that CHANGED in this event, not the total number of them
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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this.game.input.startPointer(event.changedTouches[i]);
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}
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},
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/**
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* Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).
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* Occurs for example on iOS when you put down 4 fingers and the app selector UI appears.
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* @method Phaser.Touch#onTouchCancel
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* @param {Any} event
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*/
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onTouchCancel: function (event) {
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if (this.touchCancelCallback)
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{
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this.touchCancelCallback.call(this.callbackContext, event);
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}
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
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// http://www.w3.org/TR/touch-events/#dfn-touchcancel
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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this.game.input.stopPointer(event.changedTouches[i]);
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}
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},
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/**
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* For touch enter and leave its a list of the touch points that have entered or left the target.
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* Doesn't appear to be supported by most browsers on a canvas element yet.
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* @method Phaser.Touch#onTouchEnter
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* @param {Any} event
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*/
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onTouchEnter: function (event) {
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if (this.touchEnterCallback)
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{
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this.touchEnterCallback.call(this.callbackContext, event);
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}
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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//console.log('touch enter');
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}
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},
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/**
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* For touch enter and leave its a list of the touch points that have entered or left the target.
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* Doesn't appear to be supported by most browsers on a canvas element yet.
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* @method Phaser.Touch#onTouchLeave
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* @param {Any} event
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*/
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onTouchLeave: function (event) {
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if (this.touchLeaveCallback)
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{
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this.touchLeaveCallback.call(this.callbackContext, event);
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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//console.log('touch leave');
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}
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},
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/**
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* Description.
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* @method Phaser.Touch#onTouchMove
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* @param {Any} event
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*/
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onTouchMove: function (event) {
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if (this.touchMoveCallback)
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{
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this.touchMoveCallback.call(this.callbackContext, event);
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}
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if (this.preventDefault)
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{
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event.preventDefault();
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}
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for (var i = 0; i < event.changedTouches.length; i++)
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{
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this.game.input.updatePointer(event.changedTouches[i]);
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}
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|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Touch#onTouchEnd
|
|
* @param {Any} event
|
|
*/
|
|
onTouchEnd: function (event) {
|
|
|
|
if (this.touchEndCallback)
|
|
{
|
|
this.touchEndCallback.call(this.callbackContext, event);
|
|
}
|
|
|
|
if (this.preventDefault)
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
// For touch end its a list of the touch points that have been removed from the surface
|
|
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
|
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
|
|
for (var i = 0; i < event.changedTouches.length; i++)
|
|
{
|
|
this.game.input.stopPointer(event.changedTouches[i]);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stop the event listeners.
|
|
* @method Phaser.Touch#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
if (this.game.device.touch)
|
|
{
|
|
this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart);
|
|
this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove);
|
|
this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd);
|
|
this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter);
|
|
this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave);
|
|
this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel);
|
|
}
|
|
|
|
}
|
|
|
|
};</pre>
|
|
</article>
|
|
</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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on Wed Oct 23 2013 13:51:58 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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